MORE STEAM! makes more sense to me. Aside from whether or not it boosts our airship capabilities, it would be best to have it in place before we start on The Movement of Things Part 2. Fully mechanized transportation and agriculture will be a huge boon to the Empire.
 
The empire likely have some knowledge on biodiesel and unless we get an ultratech solution for fullel it will not better that biodiesel. Nuclear power is a big taboo.
I think liquid fuels are probably the step after MORE STEAM! It makes sense after all.

@HeroCooky is biodiesel known to the Empire? And are liquid fuels the steps after we improve the steam engine?
 
The empire likely have some knowledge on biodiesel and unless we get an ultratech solution for fullel it will not better that biodiesel. Nuclear power is a big taboo.
@HeroCooky is biodiesel known to the Empire? And are liquid fuels the steps after we improve the steam engine?
The Empire only knows of biofuels in a purely academic way, with no practical real-world infrastructure or experiences existing.

Liquid fuels wouldn't be the next step, as things like oil are purely reserved to fuel the Cores of Knights and Industrial Cores in fortresses, strategically important factories and major cities.

The next step would be synthesizing high-energy bricks for fuel, or creating extremely costly electric motors.

Also, the broader Empire does not know about nuclear energy beyond its application as a weapon, with only a handful or three's worth of specialists being knowledgeable enough to realize that it is a theoretical possibility. Long live this Schizo Tech universe!
 
So we are stuck until we find an artefact to break through. Long live schizo tech indeed.

Anyways, I was thinking of what else we could be doing and focused on the radios, mainly on how we don't have any stations yet. My first idea was to partner with a newspaper for a news show. My second one was a music radio channel.

@HeroCooky do we have a method to store and replay music?
 
Turn 85; Year 20; Month 9; A Long Story
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.
--5.) discrimination.
-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.) An Adjudicator is chosen for each Chapter as per the directive of the Chapter Council and the consent of the Chapter as a whole.

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

4.) The responsibilities of the Adjudicator 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 Council Members or individual Pilgrims to vote.
-c.) ensure that all votes are cast in at most 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 daily working in a Pilgrim-run structure should they not be employed by the same.
--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 to the chosen Adjudicator.
-c.) Bring forth problematic aspects of the structure and tenets of the Pilgrims to the Adjudicator.
-d.) Vote or send an envoy with the Pilgrims HQ or Chapter 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 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 2 (two) warm meals 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 the Chapter's intentional archeologic excavations or scavenging operations.
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 following year.
-2.) An extended leave can be granted should the reasons suffice, such as;
--a.) Family matters (death/marriage).
--b.) Recuperation.
--c.) Doctoral/Engineer orders.

7.) Council Members 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 workers' ability.
-b.) minimize inter-council conflict.
-c.) bring any issues, optimizations, or opportunities to the Adjudicator.

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 can only re-enter up to 2(two) times with 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 that you 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 non-sapient and non-sentient, for the crime of not being born a human? Who are we to point at a Core that enjoys art, an Animal in the wild that 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 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 a relationship bonus when engaged in Diplomacy; 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.)

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. But, ultimately, 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.)

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. No evil is more despicable than denying another help when one has the means 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 Trained/Specialized/Faithful/Zealot personnel.)

Rite Of Mourning: A Journeys End
Losing someone and seeing their Journey cut short by age or force is terrible. 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, and a life lived, changing the world, others, and themselves with 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.)

Forget Not Our Names
Many are the names and stories forgotten by the march of time; more are the Paths wiped out with the death of the last who remember their marks left upon the world. We know this intimately, our very Paths deeply intertwined by the graveyards of Ancient Humanity to those whose final works and lives we take to build a better world upon the ashes of theirs. Yet, we do not forget them entirely, nor do we discard what changes they have made in life merely because we can no longer perceive the roads they traveled or the aid they gave, as little as that may be. And just like the Ancients have died without any notice to us, so too do many others die today who will never be mourned, whose names shall be forgotten by time. Unless we ensure that the very stone we walk upon bears their names for eternity.
(Can construct Mausoleums of the Forgotten.)

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 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 that drove them to do so, but the simple act of creating something better, even for a moment, so 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.)
Member/Resource Statistics
Members Total: 4.251
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 3.554
-Faithful: 40/131
--2/6 General Scientists - +12 (per) to assigned research
--1/2 Trained General Scientist - +18 (per) to assigned research
--3/4 General Doctors - +6 (per) against diseases and to Medical/Biological research
--2/2 Trained Surgeon - +12 (per) against diseases and to Medical/Biological research
--5/5 General Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research

-Followers: 3.423 (148 (5 Faithful) unoccupied)
--Recruitment: (+38 per Turn)
---(+13 Due to The Codex Mk.1)
---(+20 Due to Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))
---(+6 Due to Expanded Daycare)
---(+4 Due to Various Hospices)
---(+8 Due to Radio-Channel)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human - Male)
Members: 494
-Faithful: 16/16
--1/1 General Doctors

-Followers: 478
--Recruitment: (+22 per Turn)
---(+13 Due to The Codex Mk.1)
---(+14 Due to Fortified Position)
---(-5 Due to Cultural Pushbacks)

Projects:
-Train an additional Unit (2/2) (Security)
-Invite the Representative of Forge-Clan Aes (1/1) (Diplomacy)
-Introduction to the Merchants (1/1) (Diplomacy)
Adjudicator: Akane (Mutated - Female)
Members: 203
-Faithful: 8/8

-Followers: 195
--Recruitment: (+3 per Turn)
---(+13 Due to The Codex Mk.1)
---(-10 Due to Mutated Adjudicator)

Projects:
-Settle In Ash (1/1)
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

Goodwill: 124.02 (+7.62 per Turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+2.28 = Small Hospice Network, Expanded Network, Territorial Network (Mirn)
+1.10 = Expanded Poor Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul)
+0.05 = School - (Big - Mirn)
+4.00 = Orphanages - (Big - Strul, Ularn, Zulmni, Tessen, Jokvi)
+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: 100% (+50 to all rolls for Heroes with the Adjudicator Trait, +1 Free Action)
Rolls (-29):
-3 (Tenets: Rite Of Mourning: A Journeys End, Hidden Tenet: A Mythos Called Names)
-10 (Tree Buildings: Expanded Daycare, Beautification, Communal Festivals, Mausoleum of the Forgotten Pilgrims)
-57 (Pilgrim Buildings: Electric Lights, School - (Big - Mirn), Grand Kitchen - (Mirn), Orphanage - (Big - Ularn, Strul, Zulmni, Tessen, Jokvi), Primitive Asylum/s, Expanded Hospice Network, Expanded Poor Houses)
-26 (Pilgrim Chapters - Bone Valley, Sunken Hollow)
-1 (Hero Traits: Martyris: Poisoned By A Plague-Engine - Medicated Immunity)
+68 (Followers, +1 every 50)

Suspendium: 2 Large, 11 Medium, and 17 Small Suspendium Shards (1 Large needed in 3 (Three) Turns - Paid)
Income: +14 Medium
+14 Medium Shards (The Trail of Rust)
-4 Small Suspendium Shards (2x Caravaner Lines)
-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 given birth to a healthy young girl without mutations, named Alva. A Region-wide celebration will happen next season to celebrate the occasion.

House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Is continuing with its usual business.

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Information Network: Rank 1
Plans: Has almost finished the botanical exhibition and is advertising heavily. Rumors have it that the buildings and machinery will be repurposed into hydroponics once the exhibition is finished.

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Alliance (3)
Plans: *Happy Forge-Clan Data-Smith Noises*
Boni: +15 on all Diplomatic rolls

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Has engaged with the outlying tendrils of a swarm of rustbeetles with extreme prejudice, hoping to burn and kill enough to veer the main body away from Tessen.
Information Network: Rank 1.
Factions:
- Knight-Chapters:
-- Blue Lance (Chapter-Master: Alson Dulhne|Friendly (1)|7 Hel's (171 Knights Total)|Defense-Chapter|Friends To The People)
-- Umbra Skulls (Chapter Master: Phagorim|Neutral (0)|5 Hel's (119 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|5 Hel's (116 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|5 Hel's (118 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|15 Hel's (371 Knights Total)|Assault-Chapter|Illuminate Them)

The Bureau For Imperial Civilian Logistics
Contact: High Archivar Mahan
Opinion: Neutral (0)
Information Network: Rank 1.
Local Plans: They had to evacuate their regional headquarters after a section was catapulted into the sky. However, it awarded Ja Na-Mir with a special grant after it was confirmed that the rooms had breached the upper atmosphere before descending into an empty part of the Wastes again. Unrelatedly, they are out of Suspendium, and its regional power plants have suffered catastrophic damage.
National Plans: Weapons Development - Primitivize coilguns for non-artifice production. (12 Turns) - 200 + 1 Imperial Favor (1st), 150 (2nd), 100 (3rd) Goodwill as Reward.
Factions:
-3-Point University
Contact: Lector Bob
Opinion: Neutral (0)

The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Friends (2)
Information Network: Rank 1
Plans: They are mostly returning to their duties but are still annoyed at the background sentiments against the Pilgrims.

Miscellaneous Nobles
-Lady Maranica (Ally (3)|Is Looking Very Suspiciously At Lady Ti Alkers Death.)
-Baron Esker (Friend (2)|Undergoing Medical Treatment for an injury sustained during a joyride.)

General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen
Opinion: Friends (2)
Information Network: Rank 1
Estimated Pilgrim-Influenced: ~38%
Mood: Are eager to celebrate the birth of young Alva of Tessen. The rumors and sentiments against the Piglrims are slowly ebbing down.
Boni: +15 on all Diplomatic rolls (Special: Applies to All Local Factions.)

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

The Union of Herbalists
Opinion: Friendly (1)
Plans: Operate as normal.
Factions:
- Fundamentalists (Neutral (0)|29% Control|Quicker Doctors)
- Progressivists (Neutral (0)|27% Control|Cheaper Actions)
- Healers (Ally (3)|46% Control|Enables Surgical Training
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: Is salivating at the massive amounts of butcher contracts being sent their way to deal with the rustbeetle corpses piling up.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/394 Members/Reliable Mercenary Company)
Plans: Training
-The Bad Batch (Leader: Simone Simona/Friends (2)/56 Members/Infiltration Experts/Expert Violinists/Trained Exotic Dancers/Adept Flower Coders/Trained Actors/Trained Basket Weavers)
Plans: Training
-The Scavenger Organizations (Leader: None Formally
--Crews: Old Eyes' Diggers/211 Members
---Plans: Returning From The Forest.)
-Tailors of the Burned Skies (Leader: Agatel Lh-a/Neutral (0)/4000 Infantry, 57 War Lizards, 130 Scout Lizards, 11 Knights/Combat+Garrison Company)
Plans: Do What House Dall Tell's 'Em To Do. Also, enjoy their newly dug homes.

Criminal Gangs
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Region Tessen
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: They are spreading out their operations...to everywhere. Nearly every City and the majority of Towns have some measure of their people, with gangs and outposts springing up everywhere they have a presence.
--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: Continues their "going legal" strategy with their business. Though we have no evidence, Needle suspects they are trying to position themselves to take the long-term hegemony of crime-related airship commerce and travel.

Terrorist Organizations
N/A

Cults
-Conclave of Faya

--Contact: Elder Spirit Songweaver Marta
--Opinion: Friend (2)
--Plans: ???
--Uncovered:
---Spirit Worship (Nature and Machine)
---Artistic Focused (Spiritual and Mosaic)
---Non-Violent (But Not Pacifist)
-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 using Goodwill, +4 Mutated Recruits per Turn.
Bane: -12 Human Recruits per Turn.
Information Network: Rank 2
Mood: Are eager to celebrate the birth of young Alva of Tessen. Though the anti-mutated views are breaking down thanks to the efforts of the Pilgrims, most still linger enough to make many wary of going out alone at sunset. Or in broad daylight should they leave their slums.

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

General Opinion on Mutated: Growing Indifference (2)
Artefacts
Common
10x Miscellaneous Artifacts - 1.02 +5 to Everything
4x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
Beta Blockers - 1.12 - +5 to Chemicals
Frontal Cortex Scan - 1.12 - +5 to Biology
2x "Discipline And Kids" - 1.04 - +5 to Psychology
2x Workers - Scrap - 0.08 - +5 to Electronics/Metallurgy
3x Guardians - Trooper - Scrap - 0.15 - +5 to Electronics/Metallurgy
Guardians - Sniper - Scrap - 2.08 - +5 to Electronics/Metallurgy
4x Caretaker-Swarms - Scrap - 0.84 - +5 to Electronics/Metallurgy
6x Omni-Gazers - Scrap - 2.25 - +5 to Electronics/Metallurgy
787x Bunker Artifacts - 1.74 - +5 to Electronics
112x Bunker Manufacturing Artifacts - 1.62 - +5 to Machinery/Hydraulics
4x Intact Human Skeletons - 2.50 - +5 to Biology
Bricked Tablet - 1.01 - +5 to Electronics
Rare
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
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
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
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
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-Lances - 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
2x Larva Vivisection Reports - 7.46 - +20 to Advanced Biology
Acid-Sprayer - 5.76 - +20 to Advanced Weapons/Chemicals
2x 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
109x Bunker Electronic Artifact - 6.53 - +20 to Advanced Electronics
257x Bunker Machinery Artifact - 5.03 - +20 to Advanced Machinery
149x Bunker Programming Artifact - 5.94 - +20 to Advanced Programming
383x Bunker Hospital Artifacts - 9.60 - +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery
77x Bunker Armor Artifacts - 8.84 - +20 to Advanced Armor/Metallurgy/Machinery/Hydraulics
102x Bunker Weapons Artifacts - 7.32 - +20 to Advanced Weapons/Machinery/Hydraulics/Chemical
"The Collected Legends And Mysteries Of The Sun Cults" - 7.49 - +20 Advanced Psychology/Metallurgy
5x Illustrated Genome Map of Artificial Invertebrates - 11.32 - +20 to Advanced Biology/Chemical
2x Rusted Contactless Power Cells - 6.79 - +20 to Advanced Machinery/Electronics
Toy Sword - 5.55 - +20 to Advanced Metallurgy
Intact Doll - 6.37 - +20 to Advanced Electronics
Children's Book - 7.11 - +20 to Advanced Psychology/Programming/Electronics
Armored Child Dress - 5.81 - +20 to Advanced Armor
Mutated Skeleton - 6.11 - +20 to Advanced Electronics
Aetheric Conversion Engine - 6.33 - +20 to Advanced Mechanics/Hydraulics/Airship Technologies
Suspendium Diffusion Charts - 5.67 - +20 to Advanced Physics/Airships Technologies
Incomplete Command Node - 7.77 - +20 to Advanced Electronics/Programming
13x Workers - 5.08 - +20 to Advanced Electronics/Metallurgy/Programming
15x Guardians - Trooper - 7.15 - +20 to Advanced Electronics/Metallurgy/Programming
Well-Loved Doll - 11.12 - +20 to Advanced Mechanics/Hydraulics/Armor
Depressing Pre-Collapse Diary - 4.87 - +20 to Advanced Psychology
5x Caretaker Swarm - 5.11 - +20 to Advanced Programming/Electronics
Medium Bright-Lance Turret - +7.50 - +20 to Advanced Weapons/Metallurgy/Hydraulics/Armor/Electronics
69x Rare Bunker Manufacturing Artifacts - 6.23 - +20 to Advanced Machinery/Hydraulics
2x Burned Robotic Housekeepers - 5.53 - +20 to Advanced Electronics/Hydraulics/Machinery
Destroyed Peacekeeper - 7.92 - +20 to Advanced Armor/Hydraulics/Weaponry
Lost Tech
4x Gutted Cores - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
4x Tablets - 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 Purifiers - 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 Cubes - 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
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
7x Self-Implanting Exo Skeleton - 15.04 - +50 to Pioneer Machinery/Medicine/Biology
"The Death Of A Moon" - 16.23 - +50 to Pioneer Physics
1x Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
8x "Eternium" - 18.60 - +50 to Pioneer Medicine/Chemicals/Biology/Psychology - [Library]
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
8x Bunker Artifacts - 15.68 - +50 to Pioneer Programming
Automated Gravimetric Analyzer - 17.66 - +50 to Pioneer Machinery/Chemicals/Hydraulics
35x Bunker Hospital Artifacts - 20.23 - +50 to Pioneer Chemical/Medical/Psychology/Biology/Machinery
3x Nerve-Symbiotic Manipulation Theorems - 19.99 - +50 to Pioneer Biology
Sonorous Symphony of Harmonious Lament - 20.37- +50 to Pioneer Psychology/Programming
Etching of The Bell's Eternity - 22.37 - +50 to Pioneer Psychology
Recorded Droning of the Monks - 19.67 - +50 to Pioneer Psychology/Biology
Harmonious Chant of the Rising Sun - 24.68 - +50 to Pioneer Psychology/Metallurgy
Ubiquitous Orchestra of Harvest - 19.55 - +50 to Pioneer Psychology/Biology
Unbothered Song of Multitude - 24.57 - +50 to Pioneer Psychology/Medicine
Recording of their Slumbering Minds - 19.77 - +50 to Pioneer Psychology/Biology/Medicine
Doused Flame of Hatred - 23.98 - +50 to Pioneer Psychology/Programming
Elevated Syphon of Levitation - 24.14 - +50 to Pioneer Psychology/All Airship Technologies
Sighs of Silent Contentment - 22.34 - +50 to Pioneer Psychology/Weapons
Aetheric Shard of Contentment - 24.66 - +50 to Pioneer Psychology/All Airship Technologies
Gate of Respite - 22.43 - +50 to All Psychology/Machinery
Instrument of Sympathy - 21.76 - +50 to Pioneer Psychology/Hydraulics
Whispering Sword - 23.68 - +50 to All Psychology
Messenger of Soothing Shadows - 21.99 - +50 to Pioneer Psychology/Armor
Emissary's Delight - 23.16 - +50 to Pioneer Psychology/Biology/Medicine
Unwoven Drumming - 22.55 - +50 to Pioneer Psychology/Electronics
Symphony of Sorrow - 21.99 - +50 to Pioneer Psychology/Biology
Blistering Chorus - 25.46 - +50 to Pioneer Psychology/Weapons
Sword of Eternity - 22.74 - +50 to Pioneer Psychology
Sword of Finality - 24.67 - +50 to Pioneer Psychology
Sword of Dusk - 21.46 - +50 to Pioneer Psychology
Sword of Dawn - 23.64 - +50 to Pioneer Psychology
Book of the Foretold Birth - 22.98 - +50 to Pioneer Psychology/Biology/Medicine
Unsworn Oath of Protection - 22.18 - +50 to Pioneer Psychology/Armor
Rune of Severance - 23.13 - +50 to Pioneer Psychology
A Tale of Mice and Men - 24.27 - +50 to Pioneer Psychology
2x Pristine Power Armors - 25.14 - +50 to Pioneer Armor/Weaponry/Metallurgy/Hydraulics/Programming/Medicine
Weaponized Core "Θοθ" - 23.25 - +50 to Pioneer Armor/Weapons
Intact Autonomous Adaptive Distributed Hunter-Killer Swarm Intelligence - 22.73 - +50 to Pioneer Programming/Weapons
Temporal Storage Container - ??? - +50 to...what the hell is this thing?
2x Good-Tasting MREs - 25.54 - +50 to Pioneer Chemicals/Biology
"Quantum Teleportation and Quantum Communication, The One-Catch-All on these Liminal Bridges!" - 25.05 - +50 to Pioneer Physics?
Intact Micro-Bright Lance - 24.97 - +50 to Pioneer Weapons/Physics/Metallurgy/Engineering/Electronics
"Augur" Shield - 23.82 - +50 to Pioneer Armor/Electronics/Physics
Bisected Cybernetic Skull - 25.64 - +50 to Pioneer Electronics/Armor/Biology
Crimson Banner - 24.31 - +50 to Pioneer Armor
Targeting Beacon - 22.20 - +50 to Pioneer Electronics/Physics/Weapons
Badly Damaged Fortress-Grade Coilgun - 27.47- +50 to Pioneer Weapons/Electronics
A Drop of Enlightenment - 30.00 - +50 to Pioneer Psychology
Soft Pattern Of Rain Upon Grass - 24.13 - +50 to Pioneer Psychology
Cool Nourishment Of Water - 25.44 - +50 to Pioneer Psychology
Skin Thread - 25.44 - +50 to Pioneer Armor
Mutilated Serenade - 26.64 - +50 to Pioneer Psychology
Aerosolic Blood-Coagulant - 30.00 - +50 to Pioneer Weapon/Biology/Chemicals/Medicine
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 reduce 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: Combat Stimms research unlocked.)

Scientific Theory
There is more to this world than one life could ever grasp. There are more mysteries, questions to unravel, and answers to find. Nothing could ever stop Humanity's thirst for knowledge, not even death. (Effect: +15 to Learning Rolls.)

Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death" is inscribed in the middle of the blade. PD connected to the sword and immediately exclaimed ownership over the zweihänder. Her explanation was: "Every woman needs a fun toy, and this thing is one!"
(2d40+30 Damage, cannot equip a shield.)

CORE-^Ä^
PD found this Core within the bowels of the Daughter of Dawn, even months after the latter was used as quarters for a veritable legion of engineers and soldiers. He seems to be an old friend, and one can hear both chatting quite often when maintenance calls, but ^Ä^'s speech is unintelligible for any human, Mutated or otherwise. Seriously, how can you hear [T]7 in speech? Otherwise, he seems perfectly fine with only being a Core, though he would like to be put into a Knight in the next century or two.
(Gain +1 Automatic Success for Learning Actions if applied, 5% chance to suffer permanent damage.)

Soaring Wrenches
An unburnable book containing the collected knowledge of an engineer who had worked for nearly a century on airships, detailing everything they knew. Everything is addressed and described here, from wanting a chip leading to a ship's destruction to other tiny details.
(+50 to All Mechanics)

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.)

2x 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. We should lock them in the back of our Vault lest someone injure themselves or others by touching this object. Even after several months of study, the cube remains mysterious and a possible cognitohazard.
Wie lange noch? Fünf Jahre, pessimistisch gesehen. Gut, das ist genug Zeit.
(+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
Melee Damage: 1d6 (+2 damage ignores Armor and 2 AP.)
Ranged Damage: 1d4-1 (+1 Lingering Fire Damage), 1d12 (+1 AP, Inflicts Paralysis/ Light Overcharge, 3 Damage Ignores Armor)
Training: Soldiers (4/6) (+5 to Initiative)
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 after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked 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.
--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 Unit size.).
-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).

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).



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)
Melee Damage: 1d12+4/-0+1d2 (Melee) (against Biologicals/Mechanoids) (3 AP) (Dread-Ghillie)
Ranged Damage : 1d4-1 (+1 Lingering Fire Damage), 1d12 (+1 AP, Inflicts Paralysis/ Light Overcharge, 3 Ignores Armor)
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).
-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 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.
--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 Unit size.).
-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).

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).



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
Melee Damage: 2d6+2d4 (+6 against Machines, 4 AP)
Ranged Damage: 1d4-1 (+1 Lingering Fire Damage)
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.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked 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 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.
--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 Unit size.).
-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).

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), War Lessons (+5 to the first two rolls in the next Combat).



Incubi
Description: In a surprising event, the Incubi are six siblings, five women and one man. In another, the oldest is barely 23, and the youngest, their brother, 20, making them relatively young, even by Pilgrim standards. Notably, 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)
Melee Damage: 1d8+5 (3 Acid Damage, +1 Acid Damage for (one) Turn after attacking, tripled Damage against Armor and Internal Structure)
Training: Soldiers (4/6) (+5 to Initiative)
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 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.
--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 Unit size.)

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)



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.
-(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.
-Bloodletter (Special Melee): 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.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores Armor.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores Armor.
-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).
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls.
-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).
-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.
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals).
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size.
-Gas-Mask "Mk.13a - Nephilim": -2 Damage from Biological/Chemical Sources.
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.
-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.
-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.
-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.
--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.
-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.
-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.
-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.
-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.
-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.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
Upgrades
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores Armor
-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), (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), (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), (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), (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), (2/2) Shells
-Mortar Upgrade: Seeker Shells (Ammunition): +8 Fire Damage, Born To Die (+50% Accuracy), (1/1) Shells
-Mortar Upgrade: Flaming Ordnance (Ammunition): 2d12, Burning Comets (Hits every Unit present on the battlefield, cannot be used indoors) (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.
-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.
-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 Unit size.).
-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.)).
-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).
-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).
Notable Assets/Buildings
General:
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions)
1x Elemental Feline Juvenile- Fractal - (???)
1x Personal Cutter
1x Lineship
10x Caravaners

Mirn:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Upgraded) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
3x Food Kitchens - (1x Normal, 3x Bulk) - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Grand Kitchen - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Inn - (Eye of the Beholder) - (Guards! Guards!)
1x Local Headquarters - (Security Improvements, Guards! Guards!)
1x Rudimentary Territorial Hospices
1x School - (Big) - (Security Improvements, Guards! Guards!)

Ularn:
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guards! Guards!)
1x Rudimentary Territorial Hospices - (Security Improvements)

Tessen:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
2x Brothel 'Consensual's - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guardians For Hire, Guards! Guards!)

Zulmni:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Orphanage - (Big) - (Guards! Guards!)

Jokvi:
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Orphanage - (Big) - (Guardians For Hire)

Strul:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Fixed the Mess

Outlying Territories:
1x Aluminum Mine - (Steam Engine Improved) - (Guardians For Hire, Guards! Guards!)
1x Central Region Expanded Pilgrim Security - (Private Security) - (Security Improvements, Guards! Guards!)
3x Expanded Hospices - (Security Improvements)
1x Expanded Hospice Network - (Security Improvements)
1x Iron Mine - (Security Improvements, Guards! Guards!)
1x Jewel Mine - (Steam Engine Improved) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Permanent Scavenging Base - (Floating Monastery/Doomed Fortress) - (Guards! Guards!)
1x Silver Mine - (Steam Engine Improved) - (Security Improvements, Guards! Guards!)

Pilgrim Holdings:
1x Administration Center - (Grand) - (Security Improvements)
1x Anchorage - (Tiny) - (Security Improvements, Guards! Guards!)
1x Artifact Vault - (Guards! Guards!)
1x Artisinal Quarters - (Grand) - (Security Improvements)
1x Artisinal Robotics Creation - (Guards! Guards!)
1x Black Box - (Gutted Core) - (Security Improvements, Guards! Guards!)
1x Black Root Field
1x Berth - (Small) - (Security Improvements)
1x Bloodbark Field
1x Codex Printing
1x Communal Festivals
4x Computers
1x Desalination Basins - (Deep Pumps)
1x Electronics Manufacture - (Security Improvements, Guards! Guards!)
1x Expanded Daycare - (Security Improvements, Guards! Guards!)
1x Extremely Fertile Ashleaf-Nursery - (Security Improvements, Guards! Guards!)
1x Laboratories - (Grand) - (Security Improvements, Guards! Guards!)
1x Living Quarters - (Continuous Expansion) - (Security Improvements)
1x Mausoleum of the Forgotten Pilgrims
1x Medical Wing - (Expanded) - (Security Improvements)
1x Print Shop - (Smut) - (Security Improvements)
1x Scutter Makers - Medical Scutters - (Guards! Guards!)
1x Shadow Sanctums - (Needle's Den)
1x Storerooms - (Continuous Expansion) - (Security Improvements)
1x Tiny Drone-Manufacture - (Guards! Guards!)
1x Training Field - (Expanded) - (Security Improvements)

Norqod:
1x Airship Component Factory - (Guards! Guards!)
2x Airship Lines (Caravaner) - (Guards! Guards!)
1x Artist Alley
1x Brewers Run
1x Contractual Expansion - (Adequate Housing) - (Security Improvements)
1x Distributed Clinics
1x Engine Assembly - (Security Improvements)
1x Goat Pens
1x Mausoleum of the Forgotten
1x Medium Quarantine Area - (Security Improvements, Guards! Guards!)
1x Mercenary Quarters
1x Miniscule Scientific Complex - (Guards! Guards!)
1x Norqod Fashion Street - (Tahmid's Embroidery)
1x Norqod Radio Station - (Entertainment and News) - (Guards! Guards!)
1x Simple Hospitals - (Security Improvements)
1x Small Cannery
1x Small Sturdy Clothing Manufactury
1x The Trail of Rust - (Security Improvements, Guards! Guards!)

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 Common Physics Theory
1x Common Machinery Theory
1x Common Mechanics Theory
1x Common Programming Theory
1x Advanced Electronics Theory
1x Pioneer Weaponry Theory
The Tree - Jokvi
The Tree - Strul
Strul - Mirn
Strul - Zulmni
Jokvi - Ularn
Ularn - Tessen
Mirn - Ularn
Strul - Ularn
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.

Administration Center - Grand + 6 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +8 Actions.

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.

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 for all 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 Manufacture
+80 to all Electronics Research.

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 - Small
A small berth permits for repairs and refueling of Three 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 for Trade and Exploration.)

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.)

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, Unlocked Auxilliary Equipment: Scout Scutter, Combat Scutter, Rough Rider Scutter)

Mausoleum of the Forgotten Pilgrims
Last resting place of those who no longer have any that remember them, and the final site of their remains we manage to recover from wherever they died. Let their souls walk without the chains of disturbed slumber or defiled quiet.
(Final resting place for the forgotten and discarded, -4 to Piety Rolls.)
Town Holding: Norqod
Overall Prosperity: Wealthy (Slowly Growing)
High-Class Prosperity: Wealthy (Growing)
Middle-Class Prosperity: Relatively Wealthy (Glacially Growing)
Lower Class Prosperity: Relatively Wealthy

Mood: Satisfied (Slow Decline)

Permanent Inhabitants: ~4.000
-Tendency: Stagnant

Security: Yes.
-Daughter of Dawn (Airship)
-Forge-Clan Elders (11)
-Forge-Clan Security Forces
-Royal Regiment 'Rabbitaurs'
-Tailors of the Burned Skies (Mercenary Company)

Features:
-Basic Service-Buildings
-Adequate Housing - (Subsidized)
-House Dall Palace - (Expanded)
-Suspendium Harvesting Initiatives
--The Trail of Rust
-Tribal and Iwi Burrows
--???
-Simple Hospital
--Distributed Clinics
--Medium Quarantine Area
--Medical Substance Assistance
-Beverage Spoke
-Brewers Run
-Amphitheater Avenue
-Fashion Street - (Tahmid's Embroidery)
-Artist Alley
-Mausoleum of the Forgotten
-Radio Station (Education and News)
-Small Public Libraries
-Miniscule Scientific Complex
-Engine Assembly
-Highwind Manufacturing
--Airship Manufactory - (Caravaner - 2 Lines)
-Airship Component Factory
-Small Sturdy Clothing Manufactury
-Small Cannery
-Population-Focused Marketplace
-Goat Pens
-A Wall
-Airship Security Fleet (1x Line Vessel)
-Mercenary Quarters

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.
-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 survival roll to heal wounds. Consumable: needs to be re-stocked at half cost after use.
-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.
-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 Unit size.).
-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. Though there may be more, your medicine's side effects and the lasting Damage seem to be a much-increased tolerance against any poison.
(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 toward those who 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 must 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 much, 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 dealing with the unexpected fame gained through her newest romance comedy, hiding under your bed with Silvia Jr.

Child: Lady Silvia Dall - Mutated Girl - 13-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 can 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; 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 - 14-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 Arbitrator, the final voice in any argument, a watcher for those who would turn them 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. At daybreak, 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.
-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.
-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 Unit size.).

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 (21/25):
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: +/-0)

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 - (45/250)
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.
(+10 to all Diplomacy/Norqod Actions, Become More.)
What is a life worth? Think about it. Not the monetary value of your skin and bones, your meat and organs. Not how much you can gain by selling an eye or the visible parts of your mutation to mystics and cultists, collectors and the deranged. Not how much can be acquired by taking Red Contracts by the Adventurer's Guild to kill those in the way for one person or another, nor what can be gained by selfish murder and callous killing for gain and to rob. I do not ask what you can gain by entering unequal contracts for large sums of money to be paid for your family or what you may acquire by selling soul, mind, and body for all things, from medicine trials to soldiery, butchery, prostitution, and more.

I mean; what is a life worth? Spiritually. Divinely. Morally.

Enough to surely help someone in clear and present danger when you won't be affected, right? Enough to call for help when someone is bleeding out or being attacked? Probably. Enough to go out of your way to help those at the lowest point in their lives? Perhaps. But enough to dedicate hours of your life every day, make it your profession, and work around the clock to create the means by which lives could be saved and lifted? To sacrifice all other Paths you may have walked, all other destinies you could reach, purely to ensure that none are left behind, that those who are left by the wayside by others find refuge at your fire, a helping hand lifting them up from where they stumbled, and a shoulder upon which they may hold onto, lest they see themselves fall once more?

I wonder if many would do so. I doubt that there is enough money in the world to bring enough to this work, to this Path, to make a difference that will matter in the end when the universe grows cold and distant, when the last stars breathe their last, and when the final black hole eats itself.

But I know that not all things are meant to last, especially those that will matter to humanity. I know that not everything must be an immortal edifice that will survive the end of time, standing into whatever comes after, be it eternal nothingness or another start from the beginning once more.

I know that whatever some may say, whatever they may think about wasting time, money, and materials on this Path, my Path, it matters to those whom I lift up. To those whom I give an arm once more. A leg of theirs to stand again when before they had to hobble or pray for generosity. I have long decided the worth of a life, my life, and it lies in the people that are made whole once more by my work, my craft, and my dedication to a Path that has no destination, no end, other than waystations filled with those needing help.

I craft prosthetics not for personal gain but to see the smile upon a child's face when they come to me once more to gain a new leg, their old one outgrown, and be told that what they have used to walk will now give the same ability to another.

That is the worth of a life. My life.

The history of the Adventurer's Guild is a long and storied history of bold heroism, daring adventure, dashing rogues, and fearless warriors fighting against the monsters spawned by the Collapse that threaten the world and humanity in one, uncaring about the dangers they face, the selfless members of the Adventurer's Guild will do anything to ensure your safety, wellbeing, and that the missions they set out for are completed in letter and spirit alike!

Or, to strip away the propaganda of the Guild, it is a collection of mercenary bands that initially banded together to better withstand the dangers they faced in the Regions surrounding the Capital and within the same, though there they faced more political threats than physical ones...usually. You see, setting out to earn coin by sword is an old profession that dates back to the Lost Age before the Collapse and the nations that heralded the same, with millions selling violence to the highest bidder or the most aligned with the views of the mercenary taking the jobs.

When the Collapse occurred, and people were no longer being actively pushed to the bottom-rung of the food chain by all the abominations, Mutants, and Machines that were prowling the Wastes, there existed a need for the people penned into their various strongholds to push out and start reclaiming land once more. However, there were gaps in the cordons and the defensive installations being made, as there always would be, leading to many nasty gribblies and hideous monsters hiding in nooks, caves, underground, or within people themselves, ready to spring out and wreak havoc when the majority of the soldiers were away on some other assignments. This is where mercenaries came into play.

Being paid by either the Empire on bounty commissions, by private citizens to clear out dangerous Machines, Animals, or Mutants that threatened their livelihood, or via Nobles chartering their services for extended periods to engage in a multitude of activities for them, the profession of mercenaries flourished...and with that came conflict. Being a mercenary was, and still is, a profitable and somewhat respected profession, one usually taken by Mutated to escape poverty, discrimination, or purges, leading to a heavy slant in their favor within sellsword ranks despite their status as a minority of less than 10% of the whole population.

Therefore, clashes between Human and Mutated mercenary groups based on stolen or ruined contracts became a not-uncommon occurrence, often resulting in heavy injuries or death. Yet, many saw that as merely the dangers of the job and continued on. Such a thing would have likely continued were it not for G'ha-il, a Human swordsman wielding an Artifact sword that allowed him to attain fame, wealth, recognition, fear, respect, and adoration in equal and significant measures. And yet, even with a long and storied history of nearly 60 years in the business of selling his skills for coins, age does not spare anyone, taking its toll with the surety of a hydraulic press squashing an egg. Therefore, the man did the only smart thing he could do when he noticed his body failing him and things becoming more dangerous than profitable: he bailed.

More specifically, he bought a piece of land near the Capital, using his funds to construct a large mansion and estate with joined training halls and a village to supply him with all the luxuries he desired and an income of money into his old age. That income was supplemented by him openly advertising that he would train any soldier or warrior who could pay him to learn all the ins and outs of the mercenary life and survival in the Wastes. People flocked to him, the chance to learn at the feet of a legendary figure too great a lure for far too many, leading to quite the congestion and rapid expansion of his estate, with him hiring more teachers to ensure those who came with no skills or history of combat could learn the basics. At the same time, he focused on those who weren't a waste of time for him.

And, as could only happen with a large group of mercenaries in one spot learning under a public figure of great renown, people took notice. Specifically, those with problems that needed to be dealt with and with the money to pay people to make those problems go away. However, as mentioned, G'ha-il was retired and had no interest in getting killed by anything other than good wine, good food, and sleep. However, he did have a rather large amount of people paying him for training. He could send them away on those missions, taking a cut of the profit while waxing about training, how he had brought in those contracts for their benefit, and so on. Indeed, that was an agreeable path to them becoming mercenaries who wouldn't die on their first job. And, surely, that would not result in anything crazy, right?

Well, the last anyone saw of G'ha-il was when he ran away from his estate, sword in hand, ranting about paperwork and "those idiot customers!" twenty-three years later. He hasn't been heard about or seen ever again, though rumors persist of him hunting Titan Level dangers to this day, ranting about bureaucracy.

Yet, the collapse of his estate and the training didn't occur as many had feared because, for all the man's faults, his many, many, many faults, he never liked to half-ass a job. When he built his school, expanded it, and kept it supplied and growing while taking requests and contracts from the Regions of the Capital and around it, he ensured that a competent staff managed the majority of the actual work, expanding his operations on pure momentum and a desire to do things right. So, when he vanished, several people were ready and able to stand up and continue where he left off, with barely a pause in the operations of the then-declared Mercenary Guild.

These people had a vested interest in the continuance of the Guild for not only reasons of personal employment but also the prestige of being the go-to contractors for auxiliary operations by the Military, growing in numbers, outposts, and offices with each successive conquest of a Region and its people. People who, thanks to the military being too busy fighting other humans rather than the dangers of the Region, had many incentives to go to the number one mercenary association that was known for reliability, stability, contract completion, and lack of backstabbing.

However, the stigma of being associated with other mercenary groups, particularly those happy to stab employers and run with the money, never went away and had a measurable impact on the Guild's bottom line. Therefore, in an attempt to ensure that they would not be hampered by rogue elements or the association with terms denigrating their profession, the Mercenary Guild rebranded themselves as the Adventurer's Guil in 922 AC to much success. Their own sources state that profit, survivability of members, and goodwill rose by an astonishing 7%, 4.3%, and 18%, respectively!

The dawn of another day in the Tree brought with itself the slew of usual duties and chores for those working for either the Pilgrims themselves or one of the many merchants and stores that had set up shop near the settlement to take advantage of the large concentration of people, money, and technology.

For Olga, a usual day these days consisted of being woken by the incessant beeping of her clock, bought from a scavenger that had found it in the Outskirts of the Rusting Forest, and then flail wildly as she freed herself from the soft and warm grasp of her blankets and bed. Following this battle for her life, she would stumble into her living room and grab whatever yesterday-her had left out for her to eat, and munch down as she tried to wake herself up with the power of time, food, and the need to have a semblance of cognition rattling around her brain when she refreshed herself.

Doing just that when she had that semblance rattling around, she then clothed herself for the day, brushed her mane, and flipped the sign denoting her tinkerer's shop underneath her home as open before sitting at the workbench that doubled as a counter to work on something or other. If she had timed things right, she would arrive on her stool just as an explosion could be heard, and most of the others in the settlement were awoken by yet another prototype of the Pilgrim Scholars exploding. Sometimes, Olga made a game out of trying to ascertain if it was their attempt at creating coilguns or their newest airship propulsion system smashing a mock-up airship into a wall or the ground.

Today, no noise came. She even waited for several minutes, but no crack-y explosion of a coilgun ripping itself apart or the crunchy explosion of an airship smashing against the ground came. And, when the first customer of the day entered her store, she breathed a sigh of relief. Whatever they were doing had succeeded, and she wouldn't have to work overtime to repair tools whenever the Scholars got new ideas.

The Imperial Bridges are a project designed in 742 AC by Empress Makani 'The Luminously Enlightened' of Slatnan, to bridge the vast gap between the Empires four corners, seeking to cut down travel time and dangers by deliberate and targeted colonization and creation of underground passageways wherever feasibly, akin to the Eldest Road and the Notched Sister's Road.

The completion was projected to occur in 1168 AC, should no significant delays happen and various natural geographic features be converted to be used, alongside costing a solid 13% of the nation's total income to supply the required materials, people, and military assets to the bridges. Despite these hurdles, the vast amount of money, and the incredibly long completion time, Empress Makani ordered surveys to take place, materials to be gathered, and feasibility studies to begin so that future generations could harvest the fruits of their efforts today.

Now, nearly three centuries later, the Easter and Western Imperial Bridges are either on track, as in the latter's case, or ahead of schedule for the former, with only the Northern Imperial Bridge lagging behind the schedule set for its construction. Though in its case, that has less to do with any lack of ability, funding, or workers, but rather the existence of an enormous warren of insectoid hives smack-dab in the middle of the Wastes situated in the interior of the Empire and directly in the path of the Bridge.

Whereas the others did not have to contend with hostile animals, Mutants, or Machines for longer than five years, the ongoing fight between the forces of the Northern Bridge and the Mi'Shin Hives is a constant source of veterans, tactical and strategic proving grounds, exotic materials, food, uncommon minerals, and corpses. Yet, despite that, the extensive warrens of the insectoids are projected to set the construction of the Northern Bridge right back on track, with at least a comfortable decade of wiggle room left, thanks to the massive tunnels dug by the Mi'Shin's Behemoth Level Hive Guardians in their futile resistance against the Empire.

However, given that airships have become an ever more present sight in the Capital and Tessen, there have been some murmurs and rumors that the Imperial Bridges may not be a project that started with good intentions but was ultimately outpaced by the progress of technological reclamation and innovation. Emperor Elianus addressed these rumors in a recent interview in a newspaper popular in the Capital: "I struggle to imagine any world where airships deliver more cargo than ground-bound alternatives do where a ground still exists. Especially as our understanding of Suspendium advances and improvements in all forms of travel and logistics are happening or will soon be tested outside of laboratory conditions."

Not all who die will be given a place of rest. Not all who perish as heroes or villains shall be provided the dignity of burial under sky, stone, earth, tree, or water. There shall never be a time when the ashes of the honored dead will be scattered over hills and fields to bless their descendants with their watch, nor will these ashes be made into works of art or poured into statues that gaze imperiously down upon their families as guardians and judges. There will be no tree growing upon their remains, old life feeding new, nor will their bones remain, fashioned into trinkets and fetishes of great power and vessels for their souls.

Not all who die will know peace. Minds will be filled with terror and horror in their last moments, pain lancing up their nervous system, electrical and chemical signals will scream and ignite every cell they can reach, agony everlasting as jaws snap shut, limbs are smashed, ribs crushed, bodies torn apart, flesh melts and sloughs off by fire and acid, and so much more, far too horrible to recount and far too many to bother with stating. They will find their bodies seedbeds for parasites and insects, bloating and bursting with eggs and larvae, meat eaten by predator and maggot alike, with bones scattered and crushed, used to help digestion or dispersed by their killers and uncaring animals seeking a meal or machines unbothered by mere calcium upon the ground.

There are many who mourn over empty tombs and graves, who cry at the heavens for their loved ones' ashes and their bones, hoping to be able to give them the dignity they so unreservedly now deserve. Few can do so, the world not caring enough to respond to the wishes of just one species upon its surface. Fewer are able to mourn with all those who set out to recover the remains of the dead as the world takes its cut from all, and death comes to all when their time is up, no matter their status or mission.

And yet, to mourn that which was lost still grips the minds and souls of mankind, ever a desire to have what cannot be longer had, ever a deep ache in their hearts for what is now irreversibly lost, no matter what alchemists, scientists, priests, occultists, and more promise and try to enact.

It should not surprise then that humanity creates and carves places of rest into the very skin of every place they inhabit, filling them with every tradition they can think up, freeing hearts and bodies from grief and sorrow with ritual and finality closed away in solemn places of serenity and ceremony.

The Pilgrims are no different. And for them, they rest the souls of the forgotten and lost in mausoleums that shall never house bodies, never be graced with the ashes of the dead, nor will they ever be home to spirits long dead and still waking.

But these mausoleums will gladly take the sorrow and grief of all who enter their halls. They shall place a blanket of aching emptiness over the shoulders of those who leave, knowing that they now have the space to fill it with the good times, the times of laughter and happiness, the deceased left with them, and the ones they shall make now without those they lost. They will bear the shed tears and the crumpled composures stoically, and they will take them silently.

The Buried City is nothing less than a cursed tomb.

Its depths are uncharted. Its edges are unknown. The breath and width of its contents are eternal and unending; no expedition that sought its ends has managed to return without reporting failure after failure...should they make it back. Because, like all Necropoli, the Buried City is alive. It watches with drones of long legs floating in the distant mists and fogs, its ears are metallic scarabs scuttling unheard in the darkest of night, its mouth abominations of metal and meat that devour whole Knights fighting against them with the best anti-Titan weaponry that can be created or found. There is a hidden malice in its heart, and that malice does not stay contained for long should one overstay their welcome.

And yet, thousands still delve deeper and deeper every year, zones and corridors mapped and documented, with hundreds dying with every new zone found and its dangers guessed at. Foes are fought and killed, rooms converted into hiding holes, factories into strongholds, and entire habitation blocks brought online once more to defend against the malignant entities that wake to take those parts of the city now conquered from human hands once again. It is a ceaseless struggle that demands the utmost from all that enter, taking lives, souls, minds, and more as scavengers plunge ever deeper, hoping to find fabled Artifacts and treasures that shall set them free of all ailments of life.

And every year, all those sacrifices are made worthless and meaningless.

You see, the Buried City has only three corridors into its abyss that remained unchanged and unbothered by its host's intrusions and will. They do not change with the new year; they remain as they are. But all others? They move.

No room is the same, no hallway bears the marks that have guided thousands, and no district contains the same dangers. Things thought dead and killed once more stalk the corridors, corpses long thought eaten by time and bacteria once more leave trails of gore and blood in their wake as they are dragged by things to lairs burned out.

The Buried City is alive and ever-changing. And it hungers unceasingly for those too weak or slow to escape its grasp.

The home of House Dall was, as far as noble manors went, flawlessly situated between 'gaudy new wealth' and 'calcified old glories' in that comfortable sweet spots of being just gilded enough to show off the wealth of the family but curated in such a way that it was subtle, silent, and required eyes open to recognize every way in which the House portrayed their duties given unto them by the Emperor and the Imperial Family.

And if people were too thick-skulled to recognize that, the Lady of the House was quite capable of using the blunt-force methods, as evidenced by the floating chandelier in the main hall that would receive visitors, petitioners, guests, feasts, and celebrations of all kinds, or by the ancient Machine Mind that towered over any who entered the plaza before her home, Old Core never too bothered to scare some people a little for his own amusement, especially when those people were visitors by House Ulatarn seeking some economic benefit. You never knew what nobles wanted, especially when they told you, and showing them that you had the backing of not just the Emperor but also your own strength went a long way to turn unequal negotiations into bitterly fought legal duels masked by smiles, tea, snacks, and a garden curated to show hidden thorns behind majestic flowers.

And yet, for all that these negotiations were important and would bring many benefits to House Dall, one of its members did not care for them, hiding in a hidden portion of her home with her quadrupedal sibling acting as a physical shield in the nook she had hidden herself in. She did not want to worry her parents with her crying, but she also did not wish to hold her tears back. So, here she was, hiding away, a mountain of fluffy crinkling fur hiding her from the world, hoping to be left alone.

"Silv, you here?" Ah, but there was a minor fault in her hope. She did not account for her best friend to find her. "Ah, Crink-she's behind you, isn't she?" He said, his steps coming to a stop before her fluffy cat-brother. And, like the traitor he was, Crinkle 'mrrr'd in affirmation, making Markus climb over him, falling down next to her with an 'oomph' and a shuffle of limbs and cloth. This did not sit right with her, and she immediately began to push him away, starting a short pretend fight between the two, ending with Crinkle scooting backward and pushing both against the wall.

"What'd'ya want?" Silvia Jr. muttered, trying her best to breathe through the mountain of annoyed fluff in her face, turning and twisting her body to free her tail from an uncomfortable position. Unfortunately, that new place stuffed her tail into the face of Markus, who immediately began to hug it, further immobilizing her. "'N stop huggin ma tail!" She said petulantly, tugging it back but failing when Markus did not release it from his arms.

"No way, it's fluffy, warm, and keeps you here!" Markus said, hugging it tighter, before shuffling around to, presumably, look at her. "I've been searching for you for nearly an hour! Where have you been? Don't you know we have guests?" He spoke, sounding somewhere between worried, confused, and reproachful.

"What do you care?" Silvia Jr. snapped back, glaring in the direction of his voice, gritting her teeth as she finally managed to tug her tail back from his grasp. "Not like you'll be around here anymore, what with your family now here," she continued, heat entering her voice as she turned away.

"Why wouldn't I be around anymore?" He asked, confused and a bit angry himself now, too. "And what is it with you? I was worried about you, but you act like I am the bad guy!"

"Because your family is here and doing stupid grown-up stuff with my parents," Silvia Jr. began to rant, literally growling at the reminder of the duo of stuffy adults who acted like she couldn't hear the disdain in their voices, "and they'll take you with them," she continued, pricks of hot tears appearing in her eyes she rubbed at angrily, "and then I'll have nobody but Crinkle to be my friend here because all others are too scared of me or too old to be friends with," came her voice, having turned from angry and determined to small and sad. "And I don't want you to go, but you will, and then I won't have anyone but Crinkle," she added, mumbling, weakly pressing herself into said cat currently leaning against her.

Moments passed before Markus began to scoot over, trying to hug Silivia Jr., only to find her scooting away from him until she reached the end of the nook and passively resisted against his arm, snaking around her shoulder before she allowed him to hug her. "Hey, I am not going back with them," he began, bonking his head against her antler crown with a quiet 'ow,' much to her amusement as she chuckled through her tears before bonking her head against his much to his vocal protests. "Hey, hey! Stop tha-stop!" He muttered though both were once more interrupted by a mountain of cat pressing both children against the wall. Yet, this time, it was accompanied by a loud and clear 'Crack' conveying Crinkle's clear and open displeasure at being the site of their squabble. "Alright, alright, she'll behave," Markus spoke, immediately followed by another bonk of antlers against his head.

This last bonk was followed by silence; both pre-teens sat and stewed with their own thoughts until Silvia Jr. spoke up again. "You aren't going?" It was not a question filled with confidence, but haltingly and weak, like an unsure hand reaching out to someone but uncertain if they should touch them.

"No, and what even gave you that idea? I'll be here 'till I am an adult, and that is still years away!" Markus returned with a scoff, looking at his best friend with mild irritation and confusion, morphing into a moment of levity.

"Then why did your parents drag you into their room, only for you to leave with angry steps?" Silvia Jr. returned, confused.

"Oh." Silence reigned, Markus shuffling uneasily before speaking again. "I ...thought you didn't notice that? What am I saying? You have the sharpest ears in a day's walk," he mumbled before coughing into his fist. "Well, I was angry because they...ordered me to...you know," he muttered, squirming under her gaze, her grey eyes looking in his direction seeming to bore into his mind.

"They ordered you to...?" Silvia Jr. asked, leadingly speaking her unspoken question out loud, making Markus blush heavily, though she couldn't see it.

"Have babies with you," he quickly told, ears burning and cringing heavily as he looked at his best friend's widening eyes.

"Eeewwww!" Came her immediate reply, shaking with the revulsion of children learning about the topic. "That's gross!"

"You could have waited a second before saying that," Markus replied, fully deadpan, feeling somewhat insulted for some reason. "But, yeah, that's why I had been angry. Not because I am leaving but because my parents ordered me to do that. They want me to bind your House to ours with children, and they didn't care what you thought about that."

"Wow, they suck," Silvia Jr. snorted, her anger at her friend shifting to his parents. "Want me to make their stay horrible?" She asked, tricks and pranks already forming in her mind she could make Crinkle perform without her getting any of the heat.

Markus laughed at that. "Sure, what have you planned?"

"Okay, so, we need a ferret, three buckets of paint, nine needles, seven servants, and two ropes made from hemp..."

Floating Islands Descent - 86% Intact - -2% per Season
0/3 Large Crystals Supplied - 2 Seasons Remains
2 Missable Deadlines Remain
Estimated Solution ETA: 3 Seasons

Available Bonuses:
185 Distributable Points from Omakes.
1 Free Action

Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations. (Choose 2 Actions)
[ ] 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: 4 Goodwill
Turns: 2
Chance: 53%
Reward: +7% 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 who already lived within.
(Cost: 10 Goodwill
Turns: 4
Chance: 27%
Reward: +5% 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 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: 23 Goodwill
Reward: +6% 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.
(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.
(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.
(Turns: 1
Chance: 60%
Reward: +4% Piety, +3d6 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 must 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.
(Turns: 2
Chance: 35%
Reward: +12% Piety, +5d6 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 8.00 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, 5-30% Piety loss, -8 to -26 to Piety Rolls
Reward: A New Chapter Interlude Turns)
[ ] Feed The Masses - (Choose City)
There is a difference between feeding starving, hungry people and ensuring that all have a full belly at the end of the day. That would be the Pilgrims' first significant project, which would do more than keep things from worsening for the poor.
(Turns: 6
Reward: Grand Kitchen, -8 to Piety rolls, +0.6 Goodwill per Turn, 4d20 recruits, 5d6 Goodwill, 3d8 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 of ten thousand people and less.
(Turns: 9
Reward: 60d20+80 Recruits, +1.00 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 expand what you have built; the work still needs to be completed.
(Turns: 3
Chance: 55%
Reward: Improved Poorhouses, +0.20 Goodwill per Turn, -3 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: 43%
Reward: +0.20 Goodwill per Turn, 2d4 Goodwill, unlocks further actions.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] 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 outside the central trade lane and establish themselves for future expansions.
(Turns: 2
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.
(Reward: Local Base improving logistics and coordination.)

[ ] 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)
Reward: Local Headquarters.)

[ ] 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
Reward: Administrative Center.)

[ ] 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
Chance: 50%
Reward: 0.2/0.5/0.9 Goodwill, -2/5/9 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)

[ ] Build An Orphanage - (Size) - (Mirn)
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! However, some see our spade of building these as a way to induct children from a young age into our faith, with only the continuous involvement of the Followers having kept this from happening sooner, blocking and pushing back against further attempts to give children without families a home and a chance. If we wish to keep the children safe, we will need to take that into account, alongside further security commitments.
(Turns: 3/6/10
Chance: 20%
Reward: 0.02/0.05/0.08 Goodwill, -3/5/9 to Piety rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.01 Goodwill)

[ ] Build Outlying Fortified Orphanages
Now that every major City in Tessen is host to a grand edifice for the raising and sheltering of the most vulnerable of society, where the little ones can grow in peace and with enough meals to avoid going hungry (if not always by a tasty meal), alongside the chance to enter an apprenticeship should they not be adopted by couples before they grow too old and begin to age out of the system. The last part alone is far more than many can provide, as it takes time and money to train the next generation, and not many who shelter children from the horrors that took their families have the kind of money such would require. But we can, and with the cities covered, it is time to go over the towns outside the Green Zone, though they need to be far more armored and armed than those in the Cities.
(Turns: 15
Chance: 01% [-55]
Reward: 0.01 Goodwill, -5 to Piety rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.05 Goodwill)

[ ] Build A Humane Rudimentary 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. With ever-more knowledge of how the human mind functions come ever more means to treat those afflicted with mental diseases.
(Turns: 2
Cost: 6.90 Goodwill
Reward: Humane Primitive Asylum, +0.15 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
Reward: 'Consensual,' +0.02 Goodwill, 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, it is less suitable for those with 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
Reward: Upgraded 'Consensual,' +0.04 Goodwill.)

[ ] Cleaning Up The Mess - (Location)
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: 40 Goodwill
Reward: Lessened Suffering of the Mutated
Notice: Goodwill costs will be reduced by 15 per use, down to 10. Strul has been "Cleaned.")

[ ] Mausoleum of the Forgotten - (City)
The last resting place of those who no longer have any that remember them, and the final site of their remains we manage to recover from wherever they died. Let their souls walk without the chains of disturbed slumber or defiled quiet.
(Turns: 4
Reward: Final resting place for the forgotten and discarded, -1 Piety.)
[ ] 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.
(Chance: 70%
Reward: Healers gain Influence, 5d3 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.
(Chance: 99/75%
Reward: Gain 3/7d3 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.
(Turns: 1
Chance: 50%
Reward: +2d8 Goodwill, +3d20 Recruits, +35 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 does 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 Goodwill
Turns: 1
Chance: 75%
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 2 Actions)
[ ] We Are One People! - (Elites/Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, unite the people, and start on the road to reconciliation.
(Chance: -10%/-150% for Elites/Locals (rolled each turn.)
Successes Needed: 6/12
Reward: +1 Relationship for the Mutated with the chosen faction, +20% Piety, 4d20 Recruits, +2d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Target)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. However, you need institutional knowledge or an in-depth look into one faction to help you more.
(Turns: 2
Chance: 40%
Reward: +15 to all rolls involving said faction.)

[ ] Create A Dossier On (Groups/Topics (Max 3))
Collate all known information, history, and rumors about a group or topic of interest to ensure the Pilgrims' future actions are as well-informed as possible.
(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?)

Subversion: Sometimes, you must convince people they need help with means other than an open hand and a friendly face. A dagger to the back of those who chain them would be a good start. (1 Action Locked)
[X] Home of Dusk - (3/5 Turns Complete)
A structure is needed to store, train, and keep things you'd rather not have out in the open, be they machines, people, or items. Several places have been considered, though only one, shielded in a small valley smothering everything within in an ever-present half-shadow, has proven suitable. Setting aside funds to create a keep there would prove trivial to your agents.
(Cost: 5.75 Goodwill, Upkeep: 2 Goodwill
Turns: 5
Reward: Home of Dusk increases all chances to subvert your enemies and unlocks improvements to the structure and your training methods.)

[ ] Holding Chambers
Torture is inefficient, sloppy, and gives nothing but information spouted to stop the pain. Isolation and removal of all but the basest things, however...they can be good tools to use to ply weak minds to our advantage. It will also be an excellent place to store those you cannot kill but need to...dispose of.
(Cost: 21 Goodwill, Upkeep: 1.24 Goodwill
Turns: 2
Reward: Holding Chambers, increasing gathered information from caught spies and subversives.)

[ ] The Good Gardeners
Every farmer and gardener will tell you plants need pruning. There needs to be someone going around, cutting off unwanted and unneeded parts of those plants, be they trees or bushes, to allow the rest to grow more healthily. Some plants need to be ripped out root and stem so that they do not kill other plants that are good for the soil. Some may have fallen prey to blight and need to be removed for the good of all others. Those are valuable lessons to learn and good things to do. Find some people willing to become gardeners for the Pilgrims.
(Cost: 42 Goodwill, Upkeep: 6.48 Goodwill
Turns: 8
Reward: Gardeners.)

[ ] Audit Everything
Yes, we did make an audit of all our networks and holdings...but what about a second one? You know, to ensure we got everyone that may try to fuck us over?
(Cost: 10 Goodwill
Turns: 1
Chance: ???
Reward: Ensured that your Networks still work entirely for your ends.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.90 Goodwill)

[ ] Train Your Infiltrators - (Greater)
To work within the shadows of society is more than melding into the masses; it means being able to sink below even the mud and muck of a city and emerge within gilded halls and palaces without arousing suspicion.
(Turns: 4
Chance: 22%
Reward: Higher chances for infiltration, reduces the possibility of having your Information Networks discovered and subverted.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Infiltrate Part 1 - (Choose Three Factions)
It is time to ensure your spies 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 little 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.
(Turns: 2
Chance: 85%
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
Turns: 2
Chance: 60%
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 Three Factions)
Your secrets are ours; nothing can be hidden from us. No lock, gate, or barrier stands in our way; nobody will shield you from our grasp. Because we already own them, from the lowest maid to the highest Guard you trust.
(Needed: Information Network: Rank 2
Turns: 4
Chance: 15%
Reward: Spies are planted, displays more information in the rumor mill, almost guarantees 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: 80%
Reward: Chance for Secrets)
-[] Seek Mutated Help - (XXX Goodwill)
(+5 to roll = 2.00 Goodwill)

[ ] Illuminate - (Target)
Burn their homes, raze their sanctuaries to the bedrock, let nothing stand but ruins, and leave nothing behind but ash and the taste of defeat. They will not be allowed to meddle in our Paths any longer.
(Chance: 60/10/-40%
Reward: Target has their operations/structures halted/incapacitated/terminated.)
-[] Seek Mutated Help - (XXX Goodwill)
(+10 to roll = 3.00 Goodwill)

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 2 Actions)
[ ] 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.
(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.)

[ ] 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.
(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.)

[ ] 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: 0.5 Goodwill
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], -[DoD], and -[MSC] will add 1(one), and adding [VF] will add 2 Success/es to 1(one) active research.)
[ ] Aerodynamics 102 - (All Physics)
Speed is of the essence when you are moving anywhere, as the faster you arrive, the less chances there are for enemies to catch, attack, disembowel, and eat you. Improving upon the equipment we have right now will be the key to ensuring that no one will catch us!
(Chance: 04/-38/-74% for 1/2/3 Successes, Successes Needed: 5
Reward: Improve current propulsion methods, Follow-Up Project.)

[ ] Aerodynamics 201 - (All Physics)
Speed is of the essence when you are moving anywhere, as the faster you arrive, the fewer chances enemies will catch, attack, disembowel, and eat you. So developing new and novel equipment will be the key to ensuring that no one will catch us!
(Chance: -44/-93/-145% for 1/2/3 Successes, Successes Needed: 7
Reward: Better Airship Propulsion, Follow-Up Project.)

[ ] 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: 26/-52/-95 for 1/2/3 Successes, Successes needed: 15
Reward: Massive leap in engine know-how and airship speed.)

[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad flaws, restrictions, and troubles plaguing 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. Therefore, determining how to negate or minimize those forces will prove a godsend for future attempts.
(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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 1
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 7.500 Kg Lift)

[ ] Pressurized Suspendium Part 3a - (Advanced Suspendium Theory/Pioneer Suspendium Theory)
The pressurization of Suspendium has taught you many things about the dangers and benefits inherent in this endeavor. Yet, it has also opened your eyes to the relatively inefficient methods the Pilgrims use to enrich and pressurize Suspendium. A scholar group specialized in Suspendium has created a theory that you could increase your current Lift by around a tenth without issues if their proposed methods are viable. A worthy endeavor to pursue!
(Needed: Suspendium Shard - Large
Chance: 55/40/30 for 1/2/3 Successes, Successes needed: 4
Reward: Gain Suspendium Pressurization and Enrichment Procedures - +10% Lift for all Lift Modules.)

[ ] Pressurized Suspendium Part 3b - (Advanced Suspendium Theory/Pioneer Suspendium Theory)
We know that Suspendium can be pressurized. However, in our testing, we realized that if we arranged the pressure chambers to redirect the charged particles in a singular direction, we could potentially weaponize their nature to shoot anything we want at a target.
(Needed: Suspendium Shard - Large
Chance: 80/70/60 for 1/2/3 Successes, Successes needed: 2
Reward: Prototype Suspendium Weaponry.)

[ ] Screw This Air - (Pioneer Machinery)
Airscrews are durable, reliable, continuous and do not require much upkeep or maintenance. However, they are relatively slow. Fix that.
(Chance: 10/-30/-70 for 1/2/3 Successes, Successes needed: 9
Reward: Advanced Airscrew.)

[ ] Propulse Me Outta Here - (Pioneer Machinery)
Propellers are fast, but the ones we have created are too quickly overloaded with the inertia and mass of an airship. Let's see what we can do about that.
(Chance: 45/10/-15 for 1/2/3 Successes, Successes needed: 5
Reward: Standard Propellers.)

[ ] Catalogue Everything 2: Airship Boogaloo - (Choose Category) - (Damage Level) - (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.
(Chance: 94/60/35 for 1/2/3 Successes, Successes needed: 15/7/3/1
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): 8 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)
Once you have developed standardized modules, building a specific airship around or with those components would be safe.
(Cost: (Design Costs)
Chance:
Light (0-20.000 Kg Lift): 99/70/40 for 1/2/3 Successes, Successes Needed: 2
Medium (20.001-2.000.000 Kg Lift): 30/00/-10 for 1/2/3 Successes, Successes Needed: 7
Heavy (2.000.001+ Kg Lift): -115/-155/-235 for 1/2/3 Successes, Successes Needed: 70
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.
[ ] To Print In Three Dimensions (Pioneer Mechanics/Metallurgy/Hydraulics/Physics/Programming/Machinery/Electronics)
The 3D Metal Printer is, at the same time, simple yet complicated. The idea itself is deceptively straightforward: a machine that pours liquid material to create an item as if it were made of clay. The problem lies in its programming; it needs advanced models to build even the most basic bolt. This will require some thought.
(Cost: 3D Metal Printer
Chance: -89/-123/-187 for 1/2/3 Successes, Successes needed: 22
Reward: Norqod Action Unlocked)

[ ] Tiantemu Alloying - (Advanced Mechanics/Metallurgy/Hydraulics)
The creation of steel is vital for many things, most notably all armaments of the Empire, but also all its defensive installation. However, beyond that, the search for ever-better alloys and alloying processes consumes many an industrialist and metallurgist, with the next step in material science ruthlessly chased. In our case, that would be the process by which we can create Tiantemu Alloys, used predominantly in the building of fortifications, as they are mixed with Neuotinium, the ancient alloys found in every Necropolis and supremely light and resistant to wear and tear.
(Chance: -03/-62/-196% for 1/2/3 Successes, Successes Needed: 11
Reward: You can upgrade your Steel Foundry.)

[ ] MORE STEAM! - (Advanced Hydraulic/Mechanics/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.
(Chance: 44/-01/-76 for 1/2/3 Successes, Successes needed: 14
Reward: Improved Steam Engine.)

[ ] 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.
(Chance: -03/-59/-115 for 1/2/3 Successes, Successes needed: 7
Reward: Can incorporate the Vuur-Engine into large carriages for either transportation or agriculture.)
[ ] Lances So Bright And Deadly - (Pioneer Weaponry/Electronics/Physics)
Bright-Lances are a known foe for any who delve into a Necropolis, and the Pilgrims are no exception. Over the years, we have gathered multiple examples of Bright-Lances, from components to damaged pieces and even an intact model or two. Many believe it is possible to uncover their secrets with this variety and number of samples.
(Cost: 10x Bright-Lance Artefacts
Chance: -03/-53/-86 for 1/2/3 Successes, Successes needed: 19
Reward: Prototype Energy Weapon)

[ ] 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. 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
Chance: 31/-01/-57 for 1/2/3 Successes, Successes needed: 7
Reward: +1 Damage for all bladed weapons per 3 Size of a Unit)

[ ] Coilgun Prototyping - (Pioneer Electronics/Weaponry)
It is one thing to create an underlying understanding of the mechanisms that allow a Coilgun to operate without blowing everything to kingdom come. It is quite another to build a physical weapon capable of withstanding the stresses and dangers of firing the gun in and of itself. However, with the aid of the multitude of Awake Machine Minds, researchers, and help from various other organizations, such would be trivial and the work of no more than two seasons.
(Chance: 30/-47/-156 for 1/2/3 Successes, Successes needed: 10
Reward: Create a Coilgun Prototype, Unlocks the Coilgun Weaponry Tree.)

[ ] Gasses Long Forgotten - (Advanced Weaponry/Chemicals)
These tiny capsules promise to end a fight before it even begins, saving valuable lives. But, of course, building your own can only help you in the long run.
(Cost: Sleep-Gas Bombs
Chance: 62/31/-76 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. Such chemicals and ancient mentionings about how the Pilgrims could create those must exist.
(Chance: 37/-33/-121 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 Weaponry)
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.
(Chance: 99/87/42 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 Weaponry)
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: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)

[ ] Repair The Hammer - (Weaponry/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 regarding materials, but it could provide a leg up in armor.
(Chance: 99/75/40% for 1/2/3 Successes, Successes Needed: 6
Reward: Spiked Pavise.)

[ ] Power Armor - Primitive - (Advanced Electronics/Hydraulics/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: 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, 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 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.)

[ ] Everyday Protection Available - (Choose Grade: Civilian/Light/Medium) - (Choose Purpose) - (All Metallurgy/Armor)
People do not like being exposed, be it to environments or weaponry. Creating something to shield our people for specific circumstances without having to rely on others will be a boon to our logisitics.
(Chance: 90/75/60% for 1/2/3 Successes, Successes Needed: 1/2/3
Reward: Chosen Armor.)

[ ] Heavy Metal - (Choose Grade: Heavy/Super-Heavy) - (Choose Purpose) - (All Metallurgy/Armor)
There is always a need for good armor. Especially for those going into circumstances that make combat all but inevitable.
(Chance: 50/35/05% for 1/2/3 Successes, Successes Needed: 4/8
Reward: Chosen 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: -67/-133/-181% 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.
(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 state that you have the best everyone can create outside of the Forge-Clans. 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.
(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/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.
(Chance: 66/17/-33% for 1/2/3 Successes, Successes Needed: 14
Reward: Simple Prosthetics are now crafted and sold, +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: 33/-12/-108% for 1/2/3 Successes, Successes Needed: 16
Reward: Vast Radiological improvements, treatment improvements 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? It's 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.
(Chance: -13/-50/-104% for 1/2/3 Successes, Successes Needed: 17
Reward: Pain-B-Gone Part 3)
[ ] 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, an excellent 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 expand your humane Asylums.)

[ ] 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, we do not have a significant enough pool to say 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.)

[ ] Shields of the Mind - (Advanced Medicine/Biology/Chemicals)
When minds fall to doubt, sorrow, anger, and more, chemical alterations in their brain are to blame for many of their afflictions, as we now know. By forcefully altering that upset balance to a semblance of what it once was, we can give those afflicted with mental anguish a glimmer of hope and some semblance of an ordinary, healthy life. Even a minute of blessed cognition and clarity is worth years of research.
(Chance: -42/-91/-139% for 1/2/3 Successes, Successes Needed: 7
Reward: Improved Asylums, +25% Piety)
[ ] To Tell Friend From Foe - (Advanced Programming/Electronics)
The Age of the Airships has begun, bringing new possibilities and problems. One of the problems is correctly identifying proper targets from the great distances airships may engage from. After all, no one wants to be responsible for a friendly fire incident.
(Chance: 61/36/17% for 1/2/3 Successes, Successes needed: 5
Reward: Airship Cockpit Module Upgrade)

[ ] 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: 26/-43/-118% 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: -81/-743/-1524% 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.
(Chance: -81/-247/-413% for 1/2/3 Successes, Successes needed: 80
Reward: Massive reduction in DC 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 considering how to implement such programs, they remain useless or detrimental due to the high costs such things often incur.
(Chance: -13/-87/-133% for 1/2/3 Successes, Successes needed: 10
Reward: Unlocks Base/Learning Action.)

[ ] Radio-Chatterweb - (Electronics/Advanced Electronics/Programming/Machinery)
Having created the means by which we can now communicate over long distances with other Chapters and built radio towers tuned into our frequency, it is now time to start with the creation of a more advanced system of interlocking communication arrays that will automatically filter out the various "noises" coming from ruins, Machines, and Necropoli', while not losing any capability in the process. It is a long and challenging task, but one that will greatly benefit us in the long run.
(Chance: -78/-115/-161% for 1/2/3 Successes, Successes needed: 19
Reward: Further tie Out-Of-Region Chapters and Contacts into the Pilgrim Sphere of Influence, spread the Pilgrim Faith automatically around built Radio Towers.)
[ ] The Little Crystal That Could Pt.1
...what. No, seriously, what?! What even is this...this thing? How is it alive? Moving? Communicating? Doing ANYTHING BUT STAYING STILL?!?! They-the-whu? What? Just...WHAT?
(Chance: -84/-136/-241 for 1/2/3 Successes, Successes needed: 9
Reward: Unlock the next stage to study and examine the Living Crystals within the Machinery Caverns by figuring out the basics. Also, figure out why the damn things are even capable of locomotion!)

[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD keeps cool 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 it.
(Chance: -24/-104/-174 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 increasing number of protective duties our adherents take upon themselves, we should study our foes' 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: 58/22/-14 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
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, 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 ancient 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 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: Change the fashion around the Region, outraged moral guardians, and Tahmid styles on the Region.)

[ ] 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. It's 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/Location?)
Well, we found something that interests us, or want to know more about. So, let's get to figuring things out by asking around and poking our noses into things ourselves!
(Automatic Success!
Reward: Information.)
[ ] Eureka! (Write-In)
(Write in something you want to research and how you came upon that idea. If you mark a relevant artifact for this research, the Action will have better success chances.)

Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 2 Actions, 1 Action Locked)
[X] Prepare an Expedition - (TOP-01) - (House Mirn support: N) - (1/2 Turns Complete)
Sometimes, you must dig into one location for months to fully exploit it.
(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; there is no need for security or clearing places on your own.)
-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.
-SST-01: Est. Artifact-grade: Rare++, Dice: 2d2 per turn, Max. Yield: 3 Turns
-SST-02: Est. Artifact-grade: Rare, Dice: 1d6+1 per turn, Max. Yield: 5 Turns, Machines Present?
-SST-03: Est. Artifact-grade: Rare+, Dice: 2d4-1 per turn, Max. Yield: 3 Turns, Machines Present?
-SST-04: Est. Artifact-grade: Rare-, Dice: 3d3+3 per turn, Max. Yield: 7 Turns, [?Dreadnought Present?]
-TOP-01: Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice: 3d2 per turn, Max. Yield: 4 Turns.
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns.
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger?
-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?
-MC-01: Est. Artifact-grade: General Mundane to Lost Tech, Dice: 1d5 per turn, Max. Yield: 10 Turns. Living Crystals present? Non-Hostile(?)

[X] Expedition - (SST-01) - (3 Turns Remain) - (House Mirn support: N)

[ ] 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: 5 Small Suspendium Shards
Line Vessel Cost: 1 Medium Suspendium Shard
Cargo Craft Cost: 1 Medium and 17 Small Suspendium Shards
Chance: 43%
Reward: 1 Intact Airship Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Rapid Reaction Forces Ready)
-[ ] Establish A Trade Route From (Location) To (Location)
(Reward: Anchorage (Tiny) in target Location, Increase Route prosperity.)
-[ ] Guard The Skies - (Location)
(Cost: Line Vessel
Reward: Aerial Dominance)
The Tree - Mirn
The Tree - Tessen
The Tree - Zulmni
The Tree - Ularn
Jokvi - Mirn
Jokvi - Tessen
Jokvi - Zulmni
Jokvi - Strul
Strul - Tessen
Strul - Jokvi
Mirn - Tessen
Mirn - Zulmni
Mirn - Jokvi
Ularn - Zulmni

[ ] Loot The First Bunker Floor
Let's go!
Possible Rewards:
Weapon Artifacts
4x Minor Bright-Lance Turrets
1x Caretaker-Swarm

Area Purpose:
Defensive Position
Possible Rewards:
8x Caretaker-Swarms
6x Omni-Gazers

Area Purpose:
Robot Storage
Possible Rewards:
A Titanic amount of low-level Biology, Medicine, and Machinery Artifacts
Chance for Lost-Tech Seeds
2x Caretaker-Swarms
2x Omni-Gazers
3x Guardians - Trooper
9x Guardians - Sniper
3x Guardians - Command

Area Purpose:
Greenhouse
Possible Rewards:
A large amount of Armor and Weapon Artifacts
6x Guardians - Trooper
4x Caretaker-Swarms
1x Medium Bright-Lance Turret

Area Purpose:
Armory
Possible Rewards:
14x Guardians - Trooper
3x 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
7x Caretaker-Swarms
8x Omni-Gazers

Area Purpose:
Bastion And Elevator

[ ] 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. Thanks to your research, you managed to create better Suspendium harvesting methods!
(Chance: 40%
Reward: 3 Large Suspendium Shards.
Warning: If this Action fails, 3d30 Pilgrims will die. Boni, Traits, and Tenets apply.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 4.00 Goodwill)
-[] Send It To The Flying Islands
Patching the flaking off patches of Suspendium up would allow Vanar-Feer to devise a more permanent solution to keeping the islands floating or descent at a place of our choosing.
(+25 to the Chance of Success.)

[ ] 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 Smokestack's Bowels
Deep within the massive belly of the Smokestack, an ancient factory still churning out and recycling vast amounts of goods lies, forgotten and discarded, information, technical blueprints, and all manner of things that are worth more than a dozen times their weight in pure Jewel. The sheer amount of technologies that could be recovered if one could go past the Machines here...
(Chance: -376%
Turns: 9
Reward: The Smokestack's Bowels are mapped.
Notice: Rolled each turn.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] 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. Your dreams now know the path...
(Chance: 45%
Reward: Find the Shelter of the Ancients.)

[ ] 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 Pit
You are still determining what you'll find here, only sure 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 the 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 draws on herbivores, omnivores, and carnivores from all corners of the animal kingdom. It also offers a prime opportunity for 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 built a small town in the Necropolis. 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. (2 Actions Locked)
[ ] The Matter of the Emitter - (Image)
You have been gifted a Zero-Point Energy Hologram Emitter...a mouthful to say and more than a little hassle to move too. Still, having one of these (relatively rare) emitters allows you to display life-like images with little prompting and adjustments for however long you wish to. Which could be useful, depending on what is displayed.
(Turns: 1
Reward: Variable.)

[X] Berth - Medium - (1/7 Turns Complete)
Expanding the Anchorage to fit Twelve Light or Three Medium vessels comfortably would allow us to equip and use them for exploration, start trading, and send expeditions on far-ranging missions.
(Turns: 7
Reward: Without special projects, you can modify Twelve Light or Three Medium Airships for exploration or trading. Will generate Prosperity once airships become more widespread, which rises with their availability, and can be upgraded into Berth - Large)

[ ] 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 everything in order without calling for Forge-Clan help requires specialists.
(Cost: 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.
(Turns: 5
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 10000 Pilgrims/People before it becomes useless.)

[X] Masters' Retreat - Grandiose - (1/7 Turns Complete)
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.
(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: 2 Scientists, 1 Engineer
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.)

[ ] 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!
(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
Reward: Prosperity and increased Technological Proliferation.)

[ ] Armor The Daughter - (Armor Points)
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?
(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
Reward: +2d10% Piety, +4 Recruits per Turn)

[ ] 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 3 Actions)
[ ] The Matter of the Emitter - (Image)
You have been gifted a Zero-Point Energy Hologram Emitter...a mouthful to say and more than a little hassle to move too. Still, having one of these (relatively rare) emitters allows you to display life-like images with little prompting and adjustments for however long you wish to. Which could be useful, depending on what is displayed.
(Turns: 1
Reward: Variable.)

[ ] 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
Reward: Norqod gains a Commerce District, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and much 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.
(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 resources 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
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.
(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
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.
(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
Reward: More people can receive treatment for illnesses and injuries, reducing mortality.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(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: 6 General Doctors/Upkeep: 2.75 Goodwill
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.
(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 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
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.
(Reward: +1 Turn of Progress)

[ ] Medium Sturdy Clothing Manufactury
Everybody requires clothing to survive, be decent, and avoid injuries, be it from day-to-day injuries avoided due to cloth preventing scrapes or cuts on the skin or a shield against the heat and sand should a storm happen. Manufacturing clothes for those who work and live not in the safety of their manors has always been a good way to earn money.
(Turns: 5
Reward: Medium Sturdy Clothing Manufactury, Lower Class gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Fine Cloth Manufactury
Clothing made to impress, not to shield from the environment or danger. Thanks to higher standards and better materials, higher prices can be demanded, which in turn will benefit Norqod as trade steers in its direction for yet another reason.
(Turns: 5
Reward: Small Fine Cloth Manufactury, High-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Tiny Toy Manufactury
Whether large or small, every child loves to play with all manner of toys. Dolls of loved animals or figures, toy weapons, building blocks, replicas of famous Knights, puppets, and more. Not something that will bring in a lot of money, but it will generate a lot of smiles.
(Turns: 2
Reward: Tiny Toy Manufactury, Middle Class gains Prosperity.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Tool Manufactury
Everyone needs tools, no matter what profession or task is at hand. "Too many tools" is a sentence spoken only in jest because there can never be too many tools.
(Turns: 5
Reward: Small Tool Manufactury, Norqod gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Furniture Manufactury
Chairs, beds, cabinets, tables, trunks, chests, doors, flooring, fences, window frames, the list goes on. All that is needed to make a home a home is created here.
(Turns: 4
Reward: Small Furniture Manufactury, Middle-Class gains Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Chemical Goods Manufactury
From simple precursors to more complex chemicals to everyday cleaning products over customized solutions ordered by Adventurers or Scavengers. Chemicals are required by many, and many shall receive them!
(Turns: 4
Reward: Small Chemical Goods Manufactury, Middle-Class gains Prosperity, Low-Class loses Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Bulk Goods Warehouse Hub
Everything needed to store several thousand kilos of something.
(Turns: 1
Reward: Bulk Goods Warehouse Hub.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Luxury Goods Warehouse Hub
Everything needed to store delicate or expensive trade goods away from sticky hands.
(Turns: 2
Reward: Luxury Goods Warehouse Hub.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Caravansery
The coordination center for caravans, where food, drink, lodging, and medical attention can be found for persons and animals alike. Information and rumors flow in and out of here like beer into an alcoholic, and no merchant would be caught traveling without stopping by the local caravansary at least once.
(Turns: 2
Reward: Caravansery, Norqod gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Armor Factory
Only some things can be mass-produced with the most reliable modern methods available without running afoul of becoming unprofitable, but armor is one of those goods that can be.
(Turns: 8
Reward: Small Armor Factory, High and Middle-Class gain Prosperity, Low-Class loses Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Steel Mill
Steel is the lifeblood of the Empire; it is its skin warding away dangers, its blood thrumming with power, its arms and eyes bringing civilization to a chaotic world. More produced will always see the demand rise in turn.
(Turns: 3
Reward: Steel Mill, High, and Middle-Class gain Prosperity, Low-Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Steel Foundry
Every machine that is required to shape steel into creations that will advance the Imperial Cause for the betterment of all peoples on Calynth can be found within, alongside the hammering of heavy tools, the sweltering heat of glowing metal, and the shouting of hundreds of workers turning base metal into proud products.
(Turns: 9
Reward: Steel Foundry, High-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits massively.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Expanded Cannery
Putting things into containers isn't anything new to anyone, but doing so on an industrial scale has some difficulty due to the money and connections required to attain the machinery and knowledge to create something more than cans that hold rotting food and spoiled drinks, alongside the need to be able to open the cans at all. With the recent discoveries on how to make milk last longer, the construction of a cannery was raised to produce canned dairy, with the proposal widened to can fruits and other foods to boot.
(Turns: 9
Reward: Expanded Cannery, Middle-Class gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] 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 your homes and much less harvest what they have without heavy full-body sealing armor. However, their honey is delicious.
(Turns: 5
Reward: Honey and Wax, with a large area nobody and nothing goes through.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(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
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.
(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
Reward: Growing Happiness)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Tiny 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: 29
Cost: 6 Experts of your choice, 55 Goodwill.
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.
(Reward: +1 Turn of Progress)

[ ] The Evergreen Gardens - Tiny
A vanity project, sure, but creating a hydroponics facility dedicated to growing and mixing rare plants for every purpose would aid in many things, from prestige to medicine and even food.
(Turns: 3
Reward: A barebone framework and facility for dedicated gardens to raise plants for industrial, medical, and recreational purposes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(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. But, of course, Guards must constantly patrol here, so you must build a small barrack.
(Turns: 4
Reward: Reduction in crimes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(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, gladiator fights, racing, and betting on events. But remember: the House always wins.
(Turns: 3
Reward: Increased Happiness)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Paper Mile - (Tone)
Large print shops 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
Reward: 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.
(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 for your needs and wants. Expanding the station will also be in the cards later down the line!
(Turns: 3
Reward: Radio Station, allowing you to project your Influence across the Region to all that own radios and listen outside the Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(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
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.
(Reward: +1 Turn of Progress)

[ ] Organized Airship Manufactory - 1 Line - (Design)
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
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.
(Reward: +1 Turn of Progress)
-[ ] Swap The Lines - (Same-Weight Category Design #1 to #2)
(Turns: Only 1
Reward: Swapped Lines)

[ ] 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)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum rare technology)
-[ ] Procure (Write-In)
(Gain various benefits, services, and insights, ranging from bonuses to Actions to Progress in technologies, and even help achieve initiatives like We Are One People.)

[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 1 Goodwill
Reward: Chosen targets' plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 2 Goodwill
Reward: Chosen targets' plans for the next two turns are revealed.)
-[ ] Suppliers Of Many Wares Of Medicine And Equipment (What do you need/want?)
(Cost: 4 Goodwill
Reward: "Things That Fell Off A Wagon.")

[X] The Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 1.50 Goodwill
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (2/7 Turns Complete)
(Cost: 1 Faithful for 7 (seven) Turns
Reward: 1 trained General Doctor)
-[ ] Anatomical Lectures
(Cost: 1 Faithful for 5 (five) Turns
Reward: 1 trained Surgeon)
-[ ] 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 unlock more moves at certain control thresholds.)

[ ] Stupendously Scholastic Scholars of Science - (1 Action)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 2 Goodwill
Reward: +1 Progress for chosen Learning Action)
-[ ] In The Name Of Education - (Choose Learning Action)
(Cost: 3.50 Goodwill
Reward: +2 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 0.50 Goodwill
Reward: +15 to chosen Learning Action)
-[ ] In the name of SCIENCE! - (Choose Learning Action)
(Cost: 1 Goodwill
Reward: +35 to chosen Learning Action)
-[ ] Suffer Their Arrogance
(Cost: 1 Faithful for 4 (four) turns
Reward: 1 trained General Scientist)
-[ ] Suffer Their Droning
(Cost: 1 General Scientist for 6 (six) turns
Reward: 1 Trained Scientist)
[ ] The Imperial Family - (1 Action)
-[ ] Petition For (Topic)
(Turns: 10/1
Cost: 20 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: 0.25 Goodwill
Reward: +5 to the first two rolls in the next Combat.)

[ ] The Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 10 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors (Chosen Actions)
(Cost: 15 Goodwill
Reward: Roll with Advantage for 2 specified Actions.)
-[ ] Grease The Wheels - (Action)
(Can be taken multiple times.
Cost: 25 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)
-[ ] Donate [Write-In Amount] of Suspendium
(Cost: Variable Suspendium
Reward: ???)

[ ] 3-Point University - (1 Action)
-[ ] Rectorate Interventions - (Choose Learning Action)
(Cost: 35 Goodwill
Reward: You cannot roll below 65 for the chosen Action.)
-[ ] Guest Lectures - (Choose Learning Action)
(Cost: 15 Goodwill
Reward: Roll an additional 1d50 for the chosen Action.)
-[ ] Exchange Program - (Specialist)
(Cost: 10 Goodwill
Reward: Gain a chosen Specialist for this Turn. 10% Chance to gain a random Specialist for free.)
-[ ] Research Subsidies - (Choose Learning Action)
(Cost: 20 Goodwill
Reward: Remove 1d3 required Successes from one Learning Action. Cannot go lower than 3.)
[X] Forge Clan Vanar-Feer
-[ ] Made To Order
(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples.)
-[X] Unlimited Specialists Galore - (8x Engineers) - (2/6 Turns Complete)
-[X] Unlimited Specialists Galore - (6x Scientists) - (2/6 Turns Complete)
-[X] Unlimited Specialists Galore - (2x Forge-Coders) - (2/15 Turns Complete)
After the arriving Forge-Clan Elders saw that you had the same appreciation for technology as they did, and with the support of both DoD and PD, they decided to impart some knowledge about the world to some of you 'who knew what they are doing.'
(Cost: X Faithfuls for 6/10/15 turns.
Reward: X Engineers/Scientists/Commanders, Trained Engineers/Trained Scientists/Captains, Forge-Coder/Forge-Smith.)
-[ ] Commission A Knight
--[ ] Malachial-Pattern
(Turns: 4, Cost: 36 Goodwill, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 68 Goodwill, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 105 Goodwill, Armor: 650/650, Structure: 80/80)
--[ ] Commission An Unique-Pattern
(Turns: 8, Cost: 20 Goodwill, Armor: 10 points for 0.10 Goodwill, Structure: 2 points for 0.05 Goodwill)

[ ] The Followers Of Light - (1 Action)
-[ ] For The Nation - (Action)
(Cost: 3.5 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) - (36/105)
(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: ??? Goodwill
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: ??? Goodwill
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)
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 4.25 Goodwill
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
(Goodwill)
-[ ] Investigate For Heresy
(25 Goodwill)
-[ ] Ask For Help
(What, How)

Heroes: Sometimes, you have to get your own hands dirty. Sometimes, you want to relax since leading the Pilgrims rarely leads to a dull moment. (Martyris: Choose 2 Actions, Aria: Choose 1 Action)
[ ] Pathene Weaving - (Equipment Description)
One of the things your mother told and taught you was the ability to weave your hair into 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 must 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: 0.01 Goodwill
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 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; you can 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 - (Goodwill Cost)
Not everything can always be sunshine and rainbows; sometimes, shit goes sideways, and people must be reminded that failure is not the world's end. With the Pilgrims growing as they do now, keeping everyone working together and on the same page becomes ever more difficult...
(Cost: 10/24/60 Goodwill
Reward: +1/2/3% Piety every 10/8/6 points above 0.)

[ ] 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 they would make a mistake if they did so.
(Reward: According to the available Followers, the maximum amount of Faithful is created.)

[ ] 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

Let me know if you spot any mistakes or have questions so I can provide a better experience.

A moratorium will be until 10.10.23 at 17:00 CET.
Voting will be closed on 15.10.23 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 16.10.23 at 17:00 CET if no one has rolled yet.
The update will be online on 24.10.23 at 17:00 CET.
 
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So now that we know what nutrition means, how bad is the situation in Bone Valley?

Edit: We should also start prototyping the Caravaner design, if only to make the history books very funny.
 
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"You could have waited a second before saying that," Markus replied, fully deadpan, feeling somewhat insulted for some reason. "But, yeah, that's why I had been angry. Not because I am leaving but because my parents ordered me to do that. They want me to bind your House to ours with children, and they didn't care what you thought about that."
So are we going to get any event to agree to this
 
The kids are adorable but yeah, markus family is being way WAY too blunt, even for the nobility
 
Keep in mind that this is being filtered through the mind of an angry 14-year-old trying not to insult/weird out his best friend. So some things definitely got lost in translation here.
Oh yes, the hormones probably are starting to kicking in. Hilarious.

But really is not that i don't get were the noble families are comming from, politically house Dall is a very interesting prospect for anyone that is not an hardcore conservative and can see where the social landscape is shifting.

Ah but this begs a question does Silvia already considered old enough to get bionics, from what I remenber she is blind.
 
-Lady Maranica (Ally (3)|Is Looking Very Suspiciously At Lady Ti Alkers Death.)
@Whenyouseeyou Pretty sure we'll find out when Maranica is done.

General Opinion on Mutated: Growing Indifference (2)
Indifference is better than prejudice.

Should be 10 now. Fortunately, that's the last of the reserved Caravaners, and we should have the expedition actions available.

Well, the last anyone saw of G'ha-il was when he ran away from his estate, sword in hand, ranting about paperwork and "those idiot customers!" twenty-three years later. He hasn't been heard about or seen ever again, though rumors persist of him hunting Titan Level dangers to this day, ranting about bureaucracy.
Bureaucracy and customer service are slow, insidious killers.

The Imperial Bridges are a project designed in 742 AC by Empress Makani 'The Luminously Enlightened' of Slatnan, to bridge the vast gap between the Empires four corners, seeking to cut down travel time and dangers by deliberate and targeted colonization and creation of underground passageways wherever feasibly, akin to the Eldest Road and the Notched Sister's Road.
Very interesting.

However, given that airships have become an ever more present sight in the Capital and Tessen, there have been some murmurs and rumors that the Imperial Bridges may not be a project that started with good intentions but was ultimately outpaced by the progress of technological reclamation and innovation. Emperor Elianus addressed these rumors in a recent interview in a newspaper popular in the Capital: "I struggle to imagine any world where airships deliver more cargo than ground-bound alternatives do where a ground still exists. Especially as our understanding of Suspendium advances and improvements in all forms of travel and logistics are happening or will soon be tested outside of laboratory conditions."
He's right, you know. Air transport hasn't eliminated ground or ship transport for exactly the same reasons.

You see, the Buried City has only three corridors into its abyss that remained unchanged and unbothered by its host's intrusions and will. They do not change with the new year; they remain as they are. But all others? They move.

No room is the same, no hallway bears the marks that have guided thousands, and no district contains the same dangers. Things thought dead and killed once more stalk the corridors, corpses long thought eaten by time and bacteria once more leave trails of gore and blood in their wake as they are dragged by things to lairs burned out.
Yeah, thankfully we at least don't have that problem with the Forest of Rust.

"They ordered you to...?" Silvia Jr. asked, leadingly speaking her unspoken question out loud, making Markus blush heavily, though she couldn't see it.

"Have babies with you," he quickly told, ears burning and cringing heavily as he looked at his best friend's widening eyes.

"Eeewwww!" Came her immediate reply, shaking with the revulsion of children learning about the topic. "That's gross!"
Yeah, they deserve the pranks awaiting them.

[ ] We Are One People! - (Elites/Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, unite the people, and start on the road to reconciliation.
(Chance: -10%/-150% for Locals/Elites (rolled each turn.)
Successes Needed: 6/12
I think the chances and successes should be reversed. We just finished that for the Locals, after all.

[X] Home of Dusk - (2/5 Turns Complete)
Should be 3/5 now.

[ ] Coilgun Prototyping- (Pioneer Electronics/Weaponry)
It is one thing to create an underlying understanding of the mechanisms that allow a Coilgun to operate without blowing everything to kingdom come. It is quite another to build a physical weapon capable of withstanding the stresses and dangers of firing the gun in and of itself. However, with the aid of the multitude of Awake Machine Minds, researchers, and help from various other organizations, such would be trivial and the work of no more than two seasons.
(Chance: 30/-47/-156 for 1/2/3 Successes, Successes needed: 10
Reward: Create a Coilgun Prototype, Unlocks the Coilgun Weaponry Tree.)
Hmm. Looks like this is decently manageable in this turn.

[] Plan: Rough Draft
-[] [Faith] Improve Your Poorhouses
--[] (Festival of the Delta +35, 6FF) = +41
-[] [Faith] Healing For All!
--[] (Festival of the Delta +35) = +35
-[] [Faith] Festival Of The Delta
--[] (Adjudicator +50) = +50
-[] [Diplomacy] TBD
-[] [Diplomacy] TBD
-[L] [Subversion] Home of Dusk - (3/5 Turns Complete) - [Sandcrete]
-[] [Martial] Scout The Eternal Gazers - (Rust-Scouts)
--[] (Festival of the Delta +35, 2[ENG] +28, 4FF) = +67
-[] [Martial] Scout Out - (SST-02) - (The Incubi)
--[] (Festival of the Delta +35) = +35
-[] [Learning] The Movement Of Things - Part 2 - (Hydraulic/Machinery/Metallurgy) - (0/7 Successes)
--[] (Scientific Theory +15, Black Box +5, Festival of the Delta +35, 2[SC] +24, 1[TSC] +18, 3FF) = +100
--[] (7x Bunker Manufacturing Artifacts +5 to Machinery/Hydraulics, 4x Bunker Machinery Artifact +20 to Advanced Machinery) = +115
-[] [Learning] Coilgun Prototyping - (Pioneer Electronics/Weaponry) - (0/10 Successes)
--[] [DoD], [PD], [MSC], [VF], [In The Name Of Education], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, Festival of the Delta +35, 2[ENG] +28) = +163
--[] (19x Bunker Artifacts +5 to Electronics) = +95
-[] [Learning] To Tell Friend From Foe - (Advanced Programming/Electronics) - (0/5 Successes)
--[] (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, Festival of the Delta +35, 4FF) = +139
--[] (4x Bunker Artifacts +5 to Electronics, Bricked Tablet +5 to Electronics) = +25
-[] [Learning] Assemble The Theorists! - (Advanced Armor Theory) - (0/5 Successes)
--[] (Scientific Theory +15, Black Box +5, Adjudicator +50, Festival of the Delta +35) = +105
--[] (2x Flexible Armor Jacket +20 to Advanced Armor, Armored Child Dress +20 to Advanced Armor) = +60
-[L] [Archeology] Prepare an Expedition - (TOP-01) - (2 Turns Prep = 4 Turns Exp.) - (House Mirn support: N) - (1/2 Turns Complete)
-[] [Archeology] Loot The First Bunker Floor (North-West)
-[] [Archeology] Crystal-Garden Expedition
--[] Send It To The Flying Islands
--[] (Flying Islands +25, Festival of the Delta +35) = +60
-[] [Free] Recover Airship - Intact Cargo Craft - (The Unbroken, The Wall)
--[] (Festival of the Delta +35, 1[ENG] +14, 6FF) = +55
-[L] [Tree of Knowledge] Berth - Medium - (1/7 Turns Complete)
-[L] [Tree of Knowledge] Masters' Retreat - Grandiose - (1/7 Turns Complete)
-[] [Holdings] Steel Mill - (0/3 Turns Complete)
--[] Hire Contractors x2
-[] [Holdings] The Evergreen Gardens - Tiny - (0/3 Turns Complete)
--[] Hire Contractors x2
-[] [Holdings] Cat Alley - (0/4 Turns Complete)
--[] Hire Contractors x3
-[] [Holdings] Sin Run - (0/3 Turns Complete)
--[] Hire Contractors x2
-[] [Martyris] Too Much To Do (Festival of the Delta)
-[] [Martyris] Too Much To Do (Assemble the Theorists!)
-[] [Aria] Too Much To Do (The Evergreen Gardens - Tiny)
-[] [Merchants] Procure ('Elite Contractors' - Progress to Improve Your Poorhouses)
-[] [Adventurers] TBD
-[L] [Herbalists] Study Sessions - (2/7 Turns Complete)
-[] [4S] In The Name Of Education - (Coilgun Prototyping) [-3.50 Goodwill]
-[] [Military] N/A
-[] [BICL] Donate 4 Medium Shards of Suspendium
-[] [3PU] N/A
-[L] [Vanar-Feer] Unlimited Specialists Galore
--[L] (8x Engineers) - (2/6 Turns Complete)
--[L] (6x Scientists) - (2/6 Turns Complete)
--[L] (2x Forge-Coders) - (2/15 Turns Complete)
-[] [Followers of Light] We Work As One - (Improve Your Poorhouses)
-[L] [Conclave] Eternal Arts - (36/105 Turns Complete)
-[] [Nine Tribes] N/A
-[] [Bone Valley] Send Support (Preserved Fruit) [-5 Goodwill]
-[] [Sunken Hollows] N/A

Goodwill Costs: 3.5 + 5 = 8.5

Some shuffling of Learning projects done so that we can complete Coilgun Prototyping in this one turn and gain all the plaudits ahead for us. Not sure what to do for Diplomacy Projects or Aria, so suggestions are welcome.
 
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Air transport hasn't eliminated ground or ship transport for exactly the same reasons.
That's because IRL we have to fight gravity for every kilo we want to transport. Here we have Sus to do that for us. So I think our transport capacity will look more like freight vessels but for land. Which is sure to cause a disruption.
 
In the end it will boil down to demmand, even if suspendium do grow back you can only fashion so much into airships.

This not counting for the energy demmands that are not counted on the desing mechanics. But really in the end is not out job. We are here to profit from airship teade.
 
Ah but this begs a question does Silvia already considered old enough to get bionics, from what I remenber she is blind.
She is not, and the kind of bionics she needs is still a bit too far out of House Dalls reach, financially speaking. They would need to pay a year's worth of income to attain them, as those bionics are either Artifacts or produced by a master Forge-Smith, and they don't take kindly to commissions.
 
She is not, and the kind of bionics she needs is still a bit too far out of House Dalls reach, financially speaking. They would need to pay a year's worth of income to attain them, as those bionics are either Artifacts or produced by a master Forge-Smith, and they don't take kindly to commissions.
We do have a good working relationship with Vanar Feer. Surely they have something to offer on that front?
 
@MrRageQuit we should send a supply of preserved fruit to Bone Valley, since they lack vitamins.

Also, maybe switch the Armor theory for Adv. Psycology? That way we can push for Illness of the Mind sooner.
 
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