[X] Plan: Racing Against the Clock
-[X] [Faith] Build An Orphanage - (Big) - (Mirn) - (10/10 Turns Complete) [-2.8 Goodwill]
--[X] Seek Mutated Help (+280) = +280
Needed: 80, Rolled: 100 + 280 = 380, Natural Major Critical Success!
+6 Turns of Progress
+2.8 Goodwill

-[X] [Faith] Build A Humane Rudimentary Asylum - (Jokvi) [-6.90 Goodwill] - (1/2 Turns Complete)
+1 Turn of Progress

-[X] [Faith] Healing For All!
--[X] (Adjudicator +35) = +35
Needed: 30, Rolled: 96 + 35 = 131, Minor Articifial Success!
Goodwill: 16
Success!

-[X] [Diplomacy] School The Diplomat-Corp - (Specialized) - (The Merchant Guild) - (1/2 Turns Complete)
--[X] (Ashleaf Tea +15, Common People +15, 6FF) = +36
Needed: 60, Rolled: 6 + 36 = 42, Failure! Re-Roll: 48 + 36 = 84
+1 Turn of Progress

-[X] [Diplomacy] Create A Dossier On (Alarfta Seers)
--[X] (Ashleaf Tea +15, 6FF) = +21
Needed: 45, Rolled: 98 + 21 = 119
Success!

-[X] [Subversion] Cover Of Eyes - (3/3 Turns Complete)
+1 Turn of Progress
Success!

-[X] [Martial] Menagerie - (Basic) - (3/5 Turns Complete)
+1 Turn of Progress

-[X] [Martial] Guards! Guards! (Asylums: Ularn/Jokvi, Expanded Hospice Networks: Jokvi, Strul, Outlying)
Success!

-[X] [Learning] Coilgun Lance - (Advanced Electronics/Weaponry) - (13/19 Successes)
--[X] [PD], [VF], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80) = +100
--[X] (14x Bunker Artifacts +5 to Electronics, 10x Bunker Weapons Artifacts +20 to Advanced Weapons/Machinery/Hydraulics/Chemical) = +270
Needed: 87/146/371, Rolled: 80 + 370 = 450
+3 Automatic Successes
+3 Successes

-[X] [Learning] Eternal Helpers - (Pioneer Programming) - (7/11 Successes)
--[X] [DoD], [MSC], [In The Name Of Education], (Scientific Theory +15, Black Box +5, 1[SC] +12, 2FF) = +34
--[X] (3x Bunker Artifacts +50 to Pioneer Programming) = +150
Needed: 88/131/184, Rolled: 94 + 181 = 275
+4 Automatic Successes
+3 Successes

-[X] [Learning] Assemble The Theorists! - (Advanced Biology) - (7/5 Successes)
--[X] (Scientific Theory +15, Mutated: Allied +20, 1[SC] +12, 1[TSC] +18, 3[DOC] +18, 2[SUR] +24) = +107
--[X] (Adjudicator +35, 4x Intact Human Skeletons +5 to Biology) = +55
Needed: 30/60/90, Rolled: 4 + 162 = 166, Medium Artificial Critical Success!
+7 Successes
Free Theory: Needed: 90, Rolled: 44, Failure!

-[X] [Learning] Detective Courses For Beginners (Radiant Compiler of the Cyclic Sacrament)
Success!

-[X] [Archeology] Prepare an Expedition - (SST-03) - (2 Turns Prep = 3 Turns Exp) - (House Mirn support: Y) - (1/2 Turns Complete)
+1 Turn of Progress

-[X] [Archeology] Scout The Tenebris Library (Rust Scouts) - (1/3 Turns Complete)
--[X] (3 [ENG] +42) = +42
Needed: 35, Rolled: 10 + 42 = 52
+1 Turn of Progress

-[X] [Archeology] Scout the Verdant Oasis (The Unbroken)
--[X] (2 [ENG] +28, Lead By Example +30, We Can Do It! +20, 6FF) = +84
Needed: 86, Rolled: 39 + 84 = 123
Success!

-[X] [Tree of Knowledge] Berth - Medium - (5/7 Turns Complete)
+1 Turn of Progress

-[X] [Tree of Knowledge] Masters' Retreat - Grandiose - (6/7 Turns Complete)
+1 Turn of Progress

-[X] [Holdings] Expanded Clinics - (7/7 Turns Complete)
--[X] Hire Contractors x3
+4 Turns of Progress
Success!

-[X] [Holdings] Workshop of the Alartfa-Seers - (6/6 Turns Complete) - [Sandcrete]
--[X] Hire Contractors x3
--[X] Elite Contractors
+6 Turns of Progress
Success!
Chapel of the Soaring Enigma established!

-[X] [Holdings] Enlarge the Public Libraries - (4/7 Turns Complete)
--[X] Hire Contractors x3
+4 Turns of Progress

-[X] [Martyris] Too Much To Do (Healing For All!)
Success!

-[X] [Martyris] Too Much To Do (Assemble The Theorists!)
Success!

-[X] [Aria] Lead by Example (Scout the Verdant Oasis)
Success!

-[X] [Merchants] Procure ('Elite Contractors' - Progress to Workshop of the Alartfa-Seers)
Success!

-[X] [Herbalists] Study Sessions - (6/7 Turns Complete)
+1 Turn of Progress

-[X] [4S] In The Name Of Education - (Eternal Helpers) [-3.5 Goodwill]
Success!

-[X] [Vanar-Feer] Unlimited Specialists Galore
--[X] (8x Engineers) - (6/6 Turns Complete)
--[X] (6x Scientists) - (6/6 Turns Complete)
--[X] (2x Forge-Coders) - (6/15 Turns Complete)
+1 Turn of Progress
+8 Engineers
+6 Scientists
Success!

-[X] [Followers of Light] We Work As One - (Build An Orphanage)
Success!

-[X] [Conclave] Eternal Arts - (40/138 Turns Complete)
+1 Turn of Progress

Further Rolls:

Artifacts:

Floating Monastery - Lost Tech Psychology = 1
Doomed Fortress - Lost Tech Weapons/Armor = 1
TOP-01 - Rare++ = 5
ETG-04 - Rare+ to Lost Tech = 15

Piety:
-15%

Spent:
-13.20 Goodwill

Gained:

+8.49 Goodwill
+2.80 Goodwill
+16 Goodwill

Change:

+14.09 Goodwill

The update will be online on the 01.02.24 at 17:00 CET.
 
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Rumor Mill Turn 89
Rumors:
The Rampaging Mutants Are Being Pushed Back - The Tessen Speaker
The Mutants that have managed to elude the righteous fist of the Empire in their brutal rampage across the outlying settlements have finally been met with the spears and axes of the Guards and Soldiers defending the homes of the citizens of the Empire. The lances and crossbows of the Knights charge right behind these valiant men and women, poised to take the heavy lifting of exterminating these pests now that they have been located and pinned down. No longer shall they elude our most potent defenders, and the reckoning shall be all the more ferocious thanks to the lives and livelihoods lost to these mindless abominations plaguing civilization.
(Read more on page 9)

The Sold Sword Reaps A Heavy Bounty This Season - The Truthful Observers
House Ulatarn has never been a House accused of being stingy with their purses, but the current season could prove to be one that shall bring more than an excellent payout to those willing to sell life and arms for violence and coin in service to the House. Charged with the complete extermination of all Mutants that managed to slip the net or have hid their hideous selves in the Region, the House has let loose with a flood of proclamations and open bounties posted in the Adventurer's Guild. Good coin is being offered for every Mutant corpse verified by the local authorities or a Guild official charged with overseeing the hunt for these pests. There shall be no mercy for those who hunt and devour Empire citizens and no end to the rewards given to those willing to take up arms against the very same!
(Read more on page 18)

Strange New Forest Spotted In The South Of Tessen - Rags, Rumors, And Rants
[Unsuitable For Public Consumption By Order Of Internal Security]
(Read more on page 20)

***

Region Report/s

Bone Valley

[Redacted By Order Of Internal Security]

Sunken Hollows

Hello, this is Akane.

Nine Titans have awoken and are marching against cities and each other alike. We will see if we survive the next month and send more information when we do. If we do.

With (quite possibly final) farewells,
Akane.

***

Spy-Network:

The Marquess of Tessen is busy sending Guards and materials to support the reclamation of several villages destroyed by groups of Mutants.

House Ulatarn has been tasked with the complete extermination of the Mutant groups that have terrorized various outlying towns and villages.

House Mirn has been tasked with aiding the House of Tessen in rebuilding the settlements impacted by the Mutants.

The Military is reshuffling some patrol routes in reaction to the realization that multiple information holes exist within their security shield of the outlying settlements.

The Bureau For Imperial Civilian Logistics has begun a feasibility study on the construction of native airships of 150.000 tons in weight.

The Followers of Light are focusing on aiding those refugees and survivors impacted by the attack of the Mutants.

The Adventurer Guild has been primarily hired to focus on Region-wide extermination of known or suspected locations where Mutants have made nests or put down roots.

Dirty Daggers are doing the usual, meaning crime and even more crime.

The Family is doing things. But we are confident that we are being fed false information.
[Information Network - Extremely Suspect]

The Common People are calming down from the bout of paranoia and anxiety that seemed to be Region-wide. An odd sense of calm has settled in everyone as if some disaster has finally moved on to haunt others.

The Mutated are relieved that the heightened aggression against them has stopped.
 
-[X] [Faith] Build An Orphanage - (Big) - (Mirn) - (10/10 Turns Complete) [-2.8 Goodwill]
--[X] Seek Mutated Help (+280) = +280
Needed: 80, Rolled: 100 + 280 = 380, Natural Major Critical Success!
+6 Turns of Progress
+2.8 Goodwill
Well, that's a pretty useful nat 100, saving us the Goodwill and getting the final orphanage done ahead of schedule.

-[X] [Learning] Eternal Helpers - (Pioneer Programming) - (8/11 Successes)
--[X] [DoD], [MSC], [In The Name Of Education], (Scientific Theory +15, Black Box +5, 1[SC] +12, 2FF) = +34
--[X] (3x Bunker Artifacts +50 to Pioneer Programming) = +150
Needed: 88/131/184, Rolled: 94 + 181 = 275
+5 Automatic Successes
+3 Successes
People will hate me for this, but we only got 4 automatic successes: 1 (DoD) + 1 (MSC) + 2 (INE). So 7/11.

The Rampaging Mutants Are Being Pushed Back - The Tessen Speaker
The Mutants that have managed to elude the righteous fist of the Empire in their brutal rampage across the outlying settlements have finally been met with the spears and axes of the Guards and Soldiers defending the homes of the citizens of the Empire. The lances and crossbows of the Knights charge right behind these valiant men and women, poised to take the heavy lifting of exterminating these pests now that they have been located and pinned down. No longer shall they elude our most potent defenders, and the reckoning shall be all the more ferocious thanks to the lives and livelihoods lost to these mindless abominations plaguing civilization.
(Read more on page 9)
Guessing that is the cover story then.

Strange New Forest Spotted In The South Of Tessen - Rags, Rumors, And Rants
[Unsuitable For Public Consumption By Order Of Internal Security]
(Read more on page 20)
Aw, crapbaskets.

Region Report/s

Bone Valley
[Redacted By Order Of Internal Security]

Sunken Hollows
Hello, this is Akane.

Nine Titans have awoken and are marching against cities and each other alike. We will see if we survive the next month and send more information when we do. If we do.

With (quite possibly final) farewells,
Akane.
More crapbaskets.
 
The ship would not arrive in time. The news you got is already some one/two weeks old since that Chapter does not have a Radio Tower yet. The Titans are already fighting anyone and anything.
Better late than never yeah. It could at worst help evacuate or something.

It just feels wrong to not do anything when we have a super gun available.
 
So my thoughts on the biggest to-dos for the next turn:

-[L] [Learning] Coilgun Lance - (Advanced Electronics/Weaponry) - (13/19 Successes)
--[] [PD], [VF], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, 2[ENG] +28) = +128
--[] (25x Bunker Artifacts +5 to Electronics, 6x Bunker Weapons Artifacts +20 to Advanced Weapons/Machinery/Hydraulics/Chemical) = +245
-[] [Learning] Shields of the Mind - (Advanced Medicine/Biology/Chemicals) - (0/5 Successes)
--[] [In The Name Of Education], (Scientific Theory +15, Mutated: Allied +20, 3[DOC] +18, 2[SUR] +24) = +77
--[] (Beta Blockers +5 to Chemicals, Hydrochloric Hallucinogenic Acid +20 to Advanced Weapons/Psychology/Chemicals, Burnt Pacifiers +20 to Advanced Weapons/Machinery/Chemicals) = +45
-[L] [Learning] Eternal Helpers - (Pioneer Programming) - (7/11 Successes)
--[] [DoD], [MSC], (Scientific Theory +15, Black Box +5, 8[SC] +96, 1[TSC] +18) = +134

-[] [4S] In The Name Of Education - (Shields of the Mind) [-3.5 Goodwill]

Thanks to the influx of Scientists and Engineers, and having a turn with all them, we'll be able to complete all the Learning projects this turn with ease. Looking forward to putting our horde of Caretaker Swarms to work speeding up our building!

-[L] [Archeology] Prepare an Expedition - (SST-03) - (2 Turns Prep = 3 Turns Exp) - (House Mirn support: Y) - (1/2 Turns Complete)
-[] [Archeology] Scout The Pit (The Unbroken)
--[] (8[ENG] +112, Lead By Example +30, We Can Do It! +10) = +152
-[L] [Archeology] Scout The Tenebris Library (Rust Scouts) - (1/3 Turns Complete)
--[] (3[ENG] +42) = +42

-[] [Aria] Lead by Example (Scout the Pit)

Given our influx of Engineers, this is our best opportunity to get that very high difficulty project out of the way. Meanwhile, we continue plugging away at the Library.
 
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Ugh, so I finally have time to catch up. Looks like things exploded, but not quite to a catastrophic extent yet.

It just feels wrong to not do anything when we have a super gun available.
We're probably better off sending them a disaster relief expedition with the DoD. By the time we arrive, any Titan left probably either wandered away or settled somewhere, where it had already destroyed anything nearby.
 
Turn 89; Year 21; Month 9; Never To Fear
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 with whom we once shared our misery? 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 and 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.
(Leaders 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: 4.579
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 3.762
-Faithful: 46/137
--8/12 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
--13/13 General Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research

-Followers: 3.625 (200 (8 Faithful) unoccupied)
--Recruitment: (+43 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: 582
-Faithful: 17/17
--1/1 General Doctors

-Followers: 565
--Recruitment: (+22 per Turn)
---(+13 Due to The Codex Mk.1)
---(+14 Due to Fortified Position)
---(-5 Due to Cultural Pushbacks)

Projects:
-Improve our Greenhouses (3/7)
-Exercise Local Militias (2/2)
-Construct A Warehouse (3/3)
Adjudicator: Akane (Mutated - Female)
Members: 235
-Faithful: 9/9

-Followers: 226
--Recruitment: (+3 per Turn)
---(+13 Due to The Codex Mk.1)
---(-10 Due to Mutated Adjudicator)

Projects:
-??? (?/?)
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: 133.97 (+6.81 per Turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+2.28 = Small Hospice Network, Expanded Network, Territorial Network (Mirn)
+1.30 = Improved Expanded Poor Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul)
+0.05 = School - (Big - Mirn)
+4.80 = Orphanages - (Big - Strul, Ularn, Zulmni, Tessen, Jokvi, Mirn)
+0.50 = Grand Kitchen - (Mirn)
+0.75 = Asylum - (Mirn/Zulmni/Tessen/Strul/Ularn)
+0.07 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni, Ularn)
-0.02 = Print Shop - Smut
-3.00 = Subversion (Cover of Eyes)

Piety: 70% (+20 to all rolls for Heroes with the Adjudicator Trait)
Rolls (-18):
-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)
-69 (Pilgrim Buildings: Electric Lights, School - (Big - Mirn), Grand Kitchen - (Mirn), Orphanage - (Big - Ularn, Strul, Zulmni, Tessen, Jokvi, Mirn), Primitive Asylum/s, Expanded Hospice Network, Improved Expanded Poor Houses)
-26 (Pilgrim Chapters - Bone Valley, Sunken Hollow)
-1 (Hero Traits: Martyris: Poisoned By A Plague-Engine - Medicated Immunity)
+91 (Followers, +1 every 50)

Suspendium: 4 Large and 10 Medium 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: [Redacted By Order Of Internal Security]
Boni: +15 on all Diplomatic rolls

Marquess of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Busy sending their Guards and materials to support the reclamation of several villages destroyed by groups of Mutants.

House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Has been tasked with the complete extermination of the Mutant groups that have terrorized various outlying towns and villages.
Boni: +15 on all Diplomatic rolls

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Information Network: Rank 1
Plans: Has been tasked with aiding the House of Tessen in rebuilding the settlements impacted by the Mutants.
Boni: +15 on all Diplomatic rolls

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Alliance (3)
Plans: Sanctifying the Alarfta Seers.
Boni: +15 on all Diplomatic rolls

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Reshuffling some patrol routes in reaction to the realization that multiple information holes exist within their security shield of the outlying settlements.
Information Network: Rank 1.
Factions:
- Knight-Chapters:
-- Blue Lance (Chapter-Master: Alson Dulhne|Friendly (1)|7 Hel's (175 Knights Total)|Defense-Chapter|Friends To The People)
-- Umbra Skulls (Chapter Master: Phagorim|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|5 Hel's (125 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|15 Hel's (375 Knights Total)|Assault-Chapter|Illuminate Them)

The Bureau For Imperial Civilian Logistics
Contact: High Archivar Mahan
Opinion: Neutral (0)
Information Network: Rank 1.
Local Plans: Has begun a feasibility study on the construction of native airships of 150.000 tons in weight.
National Plans: Weapons Development - Primitivize coilguns for non-artifice production. (8 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: Focusing on aiding those refugees and survivors impacted by the attack of the Mutants.

Miscellaneous Nobles
-Lady Maranica (Ally (3)|*Screaming Externally*)
-Baron Esker (Friend (2)|"WHY IS THERE A FUCKING FOREST IN MY LANDS?!)

General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen
Opinion: Friends (2)
Information Network: Rank 1
Estimated Pilgrim-Influenced: ~18%
Mood: Calming down from the bout of paranoia and anxiety that seemed to be Region-wide. An odd sense of calm has settled in everyone as if some disaster has finally moved on to haunt others.
Boni: +15 on all Diplomatic rolls (Special: Applies to All Local Factions.)

The Merchant Guild
Contact: Abraham Lin
Opinion: Allies (3)
Plans: Money.

The Union of Herbalists
Opinion: Friendly (1)
Plans: [Redacted By Order Of Internal Security]
Factions:
- Fundamentalists (Neutral (0)|50% Control|Quicker Doctors)
- Progressivists (Neutral (0)|20% Control|Cheaper Actions)
- Healers (Ally (3)|30% Control|Enables Surgical Training
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friends (2)
Plans: Busy designing a new automaton for a noble House.

The Adventurer Guild
Opinion: Neutral (0)
Information Network: Rank 1
Plans: They have been primarily hired to focus on the Region-wide extermination of known or suspected locations where Mutants have made nests or put down roots.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/339 Members/Reliable Mercenary Company)
Plans: [Redacted By Order Of Internal Security]
-The Bad Batch (Leader: Simone Simona/Friends (2)/59 Members/Infiltration Experts/Expert Violinists/Trained Exotic Dancers/Adept Flower Coders/Trained Actors/Trained Basket Weavers/Novice Carapace Decorators)
Plans: [Redacted By Order Of Internal Security]
-The Scavenger Organizations (Leader: None Formally
--Crews: Old Eyes' Diggers/301 Members
---Plans: Setting Out Once More For That Loot In Them There Hills.)
-Tailors of the Burned Skies (Leader: Agatel Lh-a/Neutral (0)/4200 Infantry, 60 War Lizards, 135 Scout Lizards, 11 Knights/Combat+Garrison Company)
Plans: [Redacted By Order Of Internal Security]

Criminal Gangs
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Region Tessen
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: Do Crime, Get Paid.
--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 - Extremely Suspect
--Plans: Do stuff.

Terrorist Organizations
N/A

Cults
-Conclave of Faya

--Contact: Elder Spirit Songweaver Marta
--Opinion: Friend (2)
--Plans: Argue over creating an off-shoot in Norqod.
--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: Construct a new set of machinery.
--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: They are relieved that the heightened aggression against them has stopped.

Sapients
Forgotten
Opinion: Friendly (1)
Plans: Scream in Yearning of Rain.

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 Workers - Scrap - 0.08 - +5 to Electronics/Metallurgy
3x Guardians - Trooper - Scrap - 0.15 - +5 to Electronics/Metallurgy
6x Omni-Gazers - Scrap - 2.25 - +5 to Electronics/Metallurgy
680x Bunker Electronic Artifacts - 1.74 - +5 to Electronics
105x Bunker Manufacturing Artifacts - 1.62 - +5 to Machinery/Hydraulics
811x Bunker Medicine Artifacts - 0.92 - +5 to Biology/Medicine/Machinery
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
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 Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
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
247x 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
231x Bunker Armor Artifacts - 8.84 - +20 to Advanced Armor/Metallurgy/Machinery/Hydraulics
211x 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
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
312x 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
404x Caretaker Swarms - 5.11 - +20 to Advanced Programming/Electronics
2x 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
105x Guardians - Sniper - 12.50 - +20 to Advanced Electronics/Metallurgy/Programming
111x Omni-Gazers - 6.82 - +20 to Advanced Electronics/Metallurgy/Programming
3x 3-Dimensional Machinery Model Kits - 7.21 - +20 to Advanced Machinery/Metallurgy/Armor
33x Guardians - Command - 14.75 - +20 to Advanced Electronics/Metallurgy/Programming
2x Thrashed Nano-Lathes - 14.75 - +20 to Advanced Machinery/Metallurgy
Omnidirectional Security Camera - 11.32 - +20 to Advanced Electronics/Programming
2x Undulating Oil Samples - 15.11 - +20 to Advanced Mechanics/Hydraulics
Strange Blood-Like Substance Sample - 12.20 - +20 to Advanced Biology/Hydraulics
2x Artificial Vascular System - 14.00 - +20 to Advanced Biology/Metallurgy/Medicine/Hydraulics
62x Advanced Bunker Weapon Artifacts - 14.48 - +20 to Advanced Weapons/Metallurgy/Hydraulics
2x Severed Hydro-Tendril Actuators - 15.09 - +20 to Advanced Hydraulics/Programming/Metallurgy/Mechanics
3x Corpse Feast Grenades - 11.70 - +20 to Advanced Weapons/Hydraulics
2x Salvaged Cognition Processors - 8.42 - +20 to Advanced Biology/Programming/Medicine
Undulating Scymri-Ocular - 9.99 - +20 to Advanced Biology/Hydraulics/Medicine
3x Machine Maggots - 11.73 - +20 to Advanced Machinery/Programming/Medicine/Biology
Tendon-Focused Medical Textbook - 8.04 - +20 to Advanced Biology/Medicine
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
5x 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
Liquid Fire - 22.32 - +50 to Advanced Weapons
The Mind Chasm - 29.11 - +50 to Pioneer Psychology
Strain G37bn9= Seed (Hardy Sandwheat) - 50.00 - +50 to Pioneer Biology
Strain UL44b/!fr Seed (Nega-Wheat) - 50.00 - +50 to Pioneer Biology
A Noise In The Air - 23.32 - +50 to Pioneer Psychology
12x Minor Bright-Lance Turrets - 28.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
6x Medium Bright-Lance Turrets - 45.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
2x Large Bright-Lance Turrets - 80.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
Plasma-Lance - 38.67 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
4x Plasmathrowers - 31.46 - +50 to Pioneer Electronics/Metallurgy/Programming/Hydraulics/Weapons
8x Caretaker-Swarm - 21.32 - +50 to Pioneer Electronics/Programming
Banished Cognitions - 35.12 - +50 to Pioneer Psychology
Radiant Compiler of the Cyclic Sacrament - 100.00 +50 to Pioneer Psychology/Weapons/Armor
Sentence 14 - 43.21 - +50 to Pioneer Psychology
Nanoweave Skinplates - 34.56 - +50 to Pioneer Weapons/Medicine
9x Gravitic Celestial Maps - 50.00 - +50 to Pioneer Physics
6x Satellite Codes - 100.00 - +50 to Pioneer All
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)
Two 10x10x10cm translucent boxes with a swirling spot of black and white in the middle. They cannot be opened, smashed, or taken apart. All Humans that touch the boxes 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 so that no one can injure themselves or others by touching them. Even after several years of study, the cubes remain mysterious and a possible cognitohazard.
Ein Schritt weiter. Besser als keiner. Aber schlechter als zwei. Deswegen arbeiten die auch gerade daran.
(+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 - (Guards! Guards!)
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 Orphanage - (Big)
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 Asylum - (Guards! Guards!)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
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!, Guardians For Hire)
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 - (Guards! Guards!)
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 - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Orphanage - (Big) - (Guards! Guards!, Guardians For Hire)

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

Strul:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
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, Guards! Guards!)
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, Guards! Guards!)
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, Guards! Guards!)
1x Tiny Drone-Manufacture - (Guards! Guards!)
1x Training Field - (Expanded) - (Security Improvements)

Norqod:
1x Academy of the Fundamentals
1x Airship Component Factory - (Guards! Guards!)
2x Airship Lines (Caravaner) - (Guards! Guards!)
1x Artist Alley
1x Brewers Run
1x Bulk Goods Warehouse Hub - (Guards! Guards!)
1x Caravansery
1x Cat Alley
1x Contractual Expansion - (Adequate Housing) - (Security Improvements)
1x Distributed Clinics
1x Engine Assembly - (Security Improvements)
1x Expanded Clinics
1x Goat Pens
1x Map of Norqod - Holo Emitter
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 Sin Run
1x Small Cannery
1x Medium Sturdy Clothing Manufactury
1x Small Tool Manufactury
1x Steel Mill - (Guards! Guards!)
1x The Evergreen Gardens - Tiny - (Guards! Guards!)
1x The Trail of Rust - (Security Improvements, Guards! Guards!)
1x Workshop of the Alartfa-Seers

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
2x Advanced Biology Theory
1x Advanced Armor Theory
1x Pioneer Weaponry Theory
1x Pioneer Electronics 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 allows for repairs and refueling of Three Light Airships, allowing the crew to leave comfortably, modify the ship, dismantle it, and do whatever one can think.
(We can now modify Loght 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
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.
(Final resting place for the forgotten and discarded, -4 to Piety Rolls.)
Town Holding: Norqod
Overall Prosperity: Wealthy (Glacially Growing)
High-Class Prosperity: Wealthy (Slowly Growing)
Middle-Class Prosperity: Relatively Wealthy (Slowly Growing)
Lower Class Prosperity: Relatively Wealthy (Declining)

Mood: Satisfied (Slow Decline)

Permanent Inhabitants: ~4.200
-Tendency: Rising.

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

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.))
-NOVA MACHINA
(Two 10x10x10cm translucent boxes with a swirling spot of black and white in the middle. They cannot be opened, smashed, or taken apart. All Humans that touch the boxes 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 so that no one can injure themselves or others by touching them. Even after several years of study, the cubes remain mysterious and a possible cognitohazard.)

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 yet to learn 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 appointment of a governor, so when she asked the Pilgrims Council, all agreed to govern in exchange for a 50% 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 Swedish 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: +10)

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.

Daughter - Lillia
The first of what will assuredly be many, Lillia, has been adopted by Aria and Chiedi with the understanding that they will know nothing about parenting and will assuredly be overwhelmed by the many challenges and tasks in front of them. It was worse than they had thought. So much worse. How can one tiny child scream so much?

Object of Veneration - Hazy - Guardian - (46/250)
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.)

The Alarfta-Seers are a prime example of what happens if you leave a group of Forge-Clan members alone with a new and exciting thing, be it an Artifact or newly discovered substance, for far too long without checking in on them while they are prodding said new thing. At best, you will return to see them all dead after suffering fates worse than death; at worst, they have gone native and started a new sect of the Great Gearmother.

The latter is generally considered a far worse outcome due to the titanic headaches such a move brings to everyone involved, as those who are starting said sect are usually unwilling to go back to their Clans and will resist doing so even with familial pressure and other means of pressure due to their newly assumed roles and duties. Alongside that, these new sects generally try and create a new Forge-Clan centered around their newly found obsession, resulting in a re-drawing of several dozen maps and shifting of power, a state of things generally seen as undesirable by the Forge-Clans, and very desirable by the Empire due to a weakening of their political power.

For the Alarfta-Seers, as their name suggests, their newly found focus is on the studies of Suspendium and its properties, with their earliest prototype being the levitating hololith cube used to present their findings. However, they are apparently working on several other things, like tools and an alloy to reduce gravity's impact upon a weapon. Regulating gravity within certain zones would be a miracle for many industrial processes, while simply allowing a Knight to wield a ten-ton hammer like it weighs nothing without sacrificing any integrity or mass is an obvious increase in their combat potency.

Beyond that, the Alarfta-Seers will be a massive help in any studies by the Pilgrims regarding Suspendium. They have already shared a lot of their initial findings on the underlying structures and theories they discovered, and those have made a dozen projects previously thought to be a matter of years into a sprint of seasons.

However, one should not underestimate the zeal those newly-established sects can display when they are kept, either by unfortunate circumstance or deliberate action, from their point of obsession, as they, as a general rule, are more than willing to use force in pursuit of their objectives. Though the Alarfta-Seers are benign for now, if we should decide to throw them out or deny them access to Suspendium bought commercially or via direct transfer, they may choose to obtain it via violent means after reaching their breaking point. Luckily, if history has shown us anything, that point will increase rapidly with the years and become non-existent once they have established their new Forge-Clan in full, should it come to that.

For the time being, we should either ruthlessly throw them out and prepare for them to get radical and violent or work with them for mutual benefit. The latter is far more preferable as they have already worked with us to secure the Flying Islands, shared their obtained theoretical and practical data freely, and will not get violent for a long time as we have more than enough Suspendium to placate their thirst for knowledge.

The Radiant Compiler sat on the table where it had sat for the last two months, utterly unbothered by the prods of code and flesh wrapped around bone and electric impulses it had to endure during that time. The inquisitiveness of humanity did not stop when something remained unbothered by its attempts to learn its secrets and, indeed, often led to them prodding said thing even harder. Yet, even with the most determined Artifact Prodders and Prodding Procedures in place, the Radiant Compiler of the Cyclic Sacrament remained unimpressed by the attempts and gave up none of its surely manifold secrets! Vexing.

"I am still thinking it's porn," Vishy said, eyes narrowed as she stared at the rows upon rows of dancing code slowly being worked through by the Core of the Daughter of Dawn. That the Artifact hadn't been cracked open like an egg introduced by gravity to stony ground a second after plugging it in had only made the mystery of the small forearm-sized Artifact grow that much more enticing.

"For the last time, Vishy, not every heavily encrypted data-storage device is for porn," a somewhat annoyed Sven replied, looking over the compiled information from a recently taken infra-red scan of the Artifact. Room-temperature. Perfectly so. Suspicious...

"What about D-46 from last month?" Came the reply, strained eyes still occasionally watching the utterly slow decryption progress bar race at the pace of water carving itself into stone while her hands copied and requested calculations from the Daughter on the last set of data they had clawed out of the Compiler.

"A catalog for plushies do not count as porn, no matter what you are trying to tell me," he retorted, glaring over the rims of his glasses as he returned to his task, his posture deliberately conveying an end to a conversation Vishy herself just no decided to pursue to alleviate her boredom.

Fortunately, for the sanity of both, the Daughter's Core chose that moment to ping the two of them with a status update: the code had been cracked.

"Finally!" Vishy triumphantly cried, pumping her fist in the air before rapidly inputting access codes to get a look at what had hidden for so long behind that annoyingly competent encryption. "Let's see, let's see..." she murmured, a now attentive and focused Sven hovering over her shoulder as he read the various lines appearing like lighting across the screen alongside her. "...I can't read that," Vishy said, staring at the foreign letters scrolling across the screen with no sense of their meaning for her.

"Si-Vanti Skript," Sven explained, a finger tracing across the top-most line as he haltingly translated. "Something about...hallucination? No, stimu-simulation! War or combat after that, with some mention of Walkers? Yes, but it's the focus," he mumbled, eyes scanning the lines again as he worked through the various lines one after the other, a frown appearing on his face. "Simulations, Combat Scenarios, Weaknesses of Walkers that have long since been killed? Useful," he said thoughtfully, "though not for us. We can't run those, and practical training is better than make-believe on a screen. No matter how realistic."

"Yeah, for us," Vishy said, eying the Compiler with a gleam in her eyes. "But for a Machine-Mind that lives in data as much as the physical? Where is the difference in that? And I think PD would love to get her hands on some good combat, simulated as it is, to alleviate some of her boredom."

A leviathan of chattering scales floats along the invisible sighs of ancient boughs and yearning winds of forgotten gods playing across the leaves that told of past and lost days.

On the back of the massive being floating, unearthed and untethered by any chain and rope, on that back long and muscular from icy winds and scouring lights, a thousand thousand limbs lay sleeping and resting, twitching merely at the passing of dreams undreamt and nightmares to come, fingers of sinew and electric impulses flowed like a cape across the leviathan's back, the smallest longer than a tree, the longest reaching farther than a nation.

At the end, where a tail lazily sewed a world together that the front had parted, giggling whispers spoke of ambitions fulfilled in ways terrible to behold and desires dashed in ways far more beautiful than they could have been if fulfilled.

On the belly of the beast, stars shimmered. Blinking illuminations of galaxies unknown and realities long lost, a story behind each, though few were worth knowing beyond the words used to tell their tale.

And at the front, the visage of a crone, old and withered by sun and work, slept in miniature compared to her body, yet titanic were a human to behold her all the same, each crease and every scar valleys and wounded mountains of elder flesh wrought in wisdom, patience, and joy.

A breath was taken, and the leviathan stirred, her eyes opening slightly as her body moved instinctively out of the way from a tree that had not been here the last time she had wandered in her endless voyage to these lands. Her mind looked with curiosity at the curious little thing stretching into a sky it could not see, eyes opening fully as she did.

A trunk of stone, colored by ages of geological activity and modified by burrows and tunnels wrought by metal and flesh, roots drinking deep from once-lost knowledge as it ambled here and there, steps lumbering yet shy, the steps of something taken after birth and after purpose had been found but not grasped, and a crown of leaves writing stories eternal across their brethren dripping in the ink of life. Her head shifted, and she looked at the roots stretching further away, dancing between rocks and caverns, spreading across a hundred knots and a hundred weeping wounds healed by sap and compassion. And ending in five brambles of root and thorn, guarding and shielding that which lay within, the whimpers of hurt minds like a siren's song for the leviathan as she began to drift over them, hands falling over her back to touch and pry, seek and feel.

Visions filled the ancient stars shining within her belly, sights of things good and touch of things wrong, a hand of metal given because it could be given to one in need, and a hand of flesh taken because it took what it should not, each part of the same dream of monsters hunting the hungering and the starving seeking to eat what little could be had.

Recognition dawned in kindly eyes, and tears began to well silently as one story was understood and innocence mourned before joy sang in star-lit eons for acts believed to be nothing more than the bare minimum by those who yet wander.

Ancient eyes opened in a sad smile, reedy hands with whispy fingers stretched, and the minds of hundreds were touched within the brambles, sheltering those needing shelter the most. A mouth opened, and words began to be spilled within the Black Forest.

Goodness deserves Goodness,
And Love deserves Love.
This I know to be fact.
You exist to love and be loved.
Never to suffer.
Never to fear.

This I know to be truth.

And below that ancient leviathan, hundreds of orphans fell into a dreamless sleep that healed wounds long forgotten and faded scars angry and still hurting.

A gift.
From a grandmother without children.
To children without a grandmother.

Available Bonuses:
185 Distributable Points from Omakes.

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

[ ] 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)

[ ] Improve An Orphanage - (Location)
Much time has passed since you laid the first stone and struck the first wall of rock within a city to carve out and build a shelter for all those souls who have lost nearly or completely all that they once had, from mere material possessions to the much more important family ties and blood. Yet, though these halls which were once cold waiting stone now ring with the laughter and screams of children given a future, and those orphans without anything can quickly find a place here to grow into their own personage, the Path is still a long one for these structures. We gave these children a home and a chance at a future. Now it is time that we turn that chance into a certainty.
(Turns: 5
Reward: -2 to Piety rolls, +1 Follower per Turn.)

[ ] 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)

[X] Build A Humane Rudimentary Asylum - (Jokvi) - (1/2 Turns Complete)
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 to care 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.)
-[ ] Expand One Instead - (Location)
(Turns: 1
Cost: 7.00 Goodwill
Reward: Expanded Humane Primitive Asylum, +0.20 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 1 Action, 1 Action Locked)
[ ] 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)

[X] School The Diplomat-Corp - (Specialized) - (The Merchant Guild) - (1/2 Turns Complete)
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. (Choose 1 Action)
[ ] Home of Night
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: 31 Goodwill, Upkeep: 7.5 Goodwill
Turns: 7
Reward: Home of Night allows you to train specialized Subversion Agents and unlocks Destabilization Actions.)

[ ] A Path Of Shadows
Training can only bring one so far, and tools will only pave over so many cracks and failures in learning and ability. It is time that those willing to hide in the shadows of the world for the benefit of the Pilgrims learn the difference between on seeking to adapt to the blind seeking their traces, and those seeing that perceive their wanderings.
(Cost: 25 Goodwill, Upkeep: 4 Goodwill
Turns: 7
Reward: Reduce the chance of your agents being caught and reduce the impact of failures by a considerable margin.)

[ ] Cover Of Mind
The mind of humankind is ever so fragile; even the slightest imbalance of its chemicals can lead to devastating changes in perception, memory, and motor function. A little nick here, a slight pierce there, some drops over yonder, and a minor waft of smoke...and bodies slump or minds see what is not there.
(Cost: 34 Goodwill, Upkeep: 11 Goodwill
Turns: 5
Reward: Improve all Assassination Actions, which allows you to send the same to other Chapters to help.)

[ ] Cover Of Body
No matter what one says to keep their subordinates in line, no matter the defenses of the building or the protocols that secure the darkest secrets, a pretty face and a sultry smile, a wicked grin and a scarred visage, a sneer and a bland countenance...they all can be wielded like surgical knives through any defense. Some do think with their second brain, and we can take advantage of that impulse...and find ways to shield ourselves.
(Cost: 4 Goodwill, Upkeep: 0.5 Goodwill
Turns: 8
Reward: Improve all Infiltration Actions and improve your defenses against infiltration.)

[ ] Cover Of Tongue
Talking fast, talking slow, sharp-tongued, or laden with silver, language is the foundation of all civilization that we know of and should be considered for not merely talking but laws and contracts alike, with agreements not being spared either. The spirit can be honored as much as the letter, but knowing how to twist either without the other noticing will have effects grand and tiny.
(Cost: 16 Goodwill, Upkeep: 3 Goodwill
Turns: 2
Reward: Improve all Diplomacy Actions.)

[ ] 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: 90%
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: 70%
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: 20%
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 1 Action, 1 Action Locked)
[X] Menagerie - (Basic) - (3/5 Turns Complete)
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 1 Action, 2 Actions Locked)
(Artifacts can be attached to one learning Action to provide the inherent bonus but are consumed unless unique buildings are present.)
(Scientists must now be assigned to provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD], -[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 4a - (Pioneer Suspendium Theory)
"It is imperative to the continued progress of native Airship construction and research that funds and attention are allocated toward projects like this to allow our constructed vessels to bear far more weight at far less risk and trade-offs than ever before. Even if the hard, grueling work of years this path entails does not have the same sexy or alluring appearance as other avenues of research in matters of lift, it will pay off in the long run, as evidenced by the small amounts of suspendium required to lift vessels of far larger size into the air found within the Forest of Rust."
(Needed: Suspendium Shard - Gigantic
Chance: 80/60/40 for 1/2/3 Successes, Successes needed: 20
Reward: One more step forward. One step closer to understanding Suspendium +25% 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: 99/95/90 for 1/2/3 Successes, Successes needed: 1
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: 99/99/99 for 1/2/3 Successes, Successes needed: 10/4/1/1
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): 7 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): 99/99/90 for 1/2/3 Successes, Successes Needed: 2
Medium (20.001-2.000.000 Kg Lift): 90/60/30 for 1/2/3 Successes, Successes Needed: 5
Heavy (2.000.001+ Kg Lift): -10/-40/-95 for 1/2/3 Successes, Successes Needed: 20
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: -14/-48/-112 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.)
[ ] 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: 72/-11/-11 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 Experimentation Continued - (Pioneer Electronics/Weaponry)
One step is done, and a hundred more remain. We have merely climbed upon a hill, and now we can see the mountain of effort before us that remains, with the clouds hiding the peaks even beyond that.
(Chance: -29/-198/-384 for 1/2/3 Successes, Successes needed: 64
Reward: Improve your Coilguns, allows for miniaturization efforts.)

[X] Coilgun Lance - (Advanced Electronics/Weaponry) - (13/19 Successes)
Range is king in all engagements. If one side can harm the other, but they cannot be harmed back? Then, a winner is all but decided.
(Chance: 13/-46/-271 for 1/2/3 Successes, Successes needed: 19
Reward: Primitive Lance Coilgun.)

[ ] Coilgun Scattershot - (Advanced Electronics/Weaponry)
However, if an enemy is already nearby, killing as many as possible at once will confer many advantages.
(Chance: 32/-35/-172 for 1/2/3 Successes, Successes needed: 34
Reward: Primitive Scattershot Coilgun.)

[ ] Coilgun Repeater - (Advanced Electronics/Weaponry)
On the other hand, throwing as much metal in as little time as possible will do the same without suffering the setback of killing potential due to loss of accuracy over long ranges.
(Chance: -19/-79/-258 for 1/2/3 Successes, Successes needed: 21
Reward: Primitive Repeater Coilgun.)

[ ] 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: 99/95/60% 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: 99/76/34% 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 from specific circumstances without relying on others will be a boon to our logistics.
(Chance: 99/95/80% 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)
Good armor is always needed, especially for those going into circumstances that make combat all but inevitable.
(Chance: 70/55/25% 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: 58/02/-56 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: 99/92/42% 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: 99/93/07% 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: -48/-99/-179% 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.)
[ ] 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: -02/-31/-78% for 1/2/3 Successes, Successes Needed: 12
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: 39/26/-22% for 1/2/3 Successes, Successes Needed: 5
Reward: Improved Asylums, +25% Piety)
[X] Eternal Helpers - (Pioneer Programming) - (7/11 Successes)
With the frankly massive amount of intact Machines now in our possession, one Pilgrim raised the question of whether we could not use them to construct buildings rather than scrap, sell, or disassemble them for learning-related reasons. Doing so would require quite the feat of programming, but we have several highly qualified people within walking distance whom we can ask for help and several more who will provide such, regardless of our input.
(Chance: 12/-31/-84% for 1/2/3 Successes, Successes needed: 11
Reward: Unlocks the ability to convert intact robot Artifacts into Progress for buildings.)

[ ] 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: 99/-32/-43% 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: 68/36/16% 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: -06/-668/-1449% 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: -06/-172/-338% for 1/2/3 Successes, Successes needed: 80
Reward: A .assive 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: -03/-40/-86% 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 1 Action, 2 Actions Locked)
[X] Prepare an Expedition - (SST-03) - (2 Turns Prep = 3 Turns Exp) - (House Mirn support: Y) - (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-02: Est. Artifact-grade: Rare, Dice: 1d6+1 per turn, Max. Yield: 5 Turns
-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/Machinery/Hydraulics], Dice: 3d2 per turn, Max. Yield: 1 Turn.
-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(?)
-ETG-01: Est. Artifact-grade: Rare+ to Lost Tech, Dice: 1d2 per turn, Max. Yield: 6 Turns. Mutants Present.
-ETG-02: Est. Artifact-grade: Rare- to Lost Tech, Dice: 2d4 per turn, Max. Yield: 8 Turns. No Danger.
-ETG-03: Est. Artifact-grade: Rare++ to Lost Tech, Dice: 3d2 per turn, Max. Yield: 5 Turns. Machines Present.
-ETG-04: Est. Artifact-grade: Rare+ to Lost Tech, Dice: 7d4 per turn, Max. Yield: 2 Turns. No Danger.
-ETG-05: Est. Artifact-grade: Rare to Lost Tech, Dice: 2d5 per turn, Max. Yield: 2 Turns. Machines Present.
-VO-01: Est. Artifact-grade: Common, Dice: 2d3 per turn, Max. Yield: 8 Turns. No Danger.
-VO-02: Est. Artifact-grade: Mundane, Dice: 4d7 per turn, Max. Yield: 2 Turns. No Danger.
-VO-03: Est. Artifact-grade: Common, Dice: 1d5 per turn, Max. Yield: 2 Turns. No Danger.

[X] Expedition - (TOP-01) - (1 Turn Remain) - (House Mirn support: N)
[X] Expedition - (ETG-04) - (2 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!
Enemies:
Something

Possible Rewards:
???

Area Purpose:
Defensive Position

[ ] 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 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 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.)

[X] Scout The Tenebris Library - (Rust Scouts) - (1/3 Turns Complete)
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.)

[ ] 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)
[X] Berth - Medium - (5/7 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 - (6/7 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 2 Actions, 1 Action Locked)
[ ] 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 who need 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)

[ ] 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)

[ ] Land Crawler Factory
With the miniaturization of the current version of the Vuur-Engine accomplished, the creation of vehicles that take advantage of its unique benefits to ordinary people should be considered. The construction of "Land Crawler," armored or large vehicles propelled by the Vuur-Engine, will be somewhat costly. Still, buyers will rest easy knowing that they can bring far more things onto their journeys, be they luxury trade goods, scientific or scholarly equipment, or weapons and armor for those adventurers with a heavy coin pouch.
(Turns: 7
Reward: Land Crawler Factory, Unique Airship Module, Lower 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))

[ ] Large 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 an excellent way to earn money.
(Turns: 11
Reward: Large Sturdy Clothing Manufactury, Medium 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))

[ ] Medium 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: 6
Reward: Medium 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))

[ ] 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))

[ ] Expanded 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: 9
Reward: Steel Mill, 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))

[ ] 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 Fools
A barely adequate academy to begin the training and education of further teachers and educators for the public, one that requires a large amount of costly equipment to attract enough educators of the required fields and depth of knowledge to be called an Academy without being said in derision.
(Turns: 14
Reward: Slowly reverse the loss of public knowledge within the local 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)

[X] Enlarge The Public Libraries - (4/7 Turns Complete)
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 - Small
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: 5
Reward: A small 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)

[ ] 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.)
-[ ] 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. You can now purchase one Common Technology per Turn.)
-[ ] Words to the People - (Specify Pilgrim Chapter)
(Cost: 1 Goodwill = 10 Followers
Reward: Exchange Goodwill for Followers in Pilgrim Chapters. )
-[ ] Faith to the People - (Specify Pilgrim Chapter)
(Cost: 50 Goodwill
Reward: Elevate a Faithful to a Hero in a Sub-Turn.)
-[ ] Words Unlimited And Unchained - (Write-In Message and Recipient)
(Cost: 15 Goodwill
Reward: A message of your choosing will be received by a person of your choosing.)
-[ ] Meet a Gardener
(Cost: 100 Goodwill
Reward: Meet a Gardener.)

[ ] 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 - (6/7 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 - (2x Forge-Coders) - (6/15 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) - (40/138)
(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. It's 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.

AN: Couldn't get anything written for the Verdant Oasis, so I will get something done if/when you scavenge a site there.

A moratorium will be until 05.02.24 at 17:00 CET.
Voting will be closed on 10.02.24 at 17:00 CET.
Omake Points can be applied until 20:00 CET.
I will roll on 11.02.24 at 17:00 CET if no one has rolled yet.
The update will be online on 20.02.24 at 17:00 CET.
 
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Goodwill: 133.97 (+9.29 per Turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+2.28 = Small Hospice Network, Expanded Network, Territorial Network (Mirn)
+1.30 = Improved Expanded Poor Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul)
+0.05 = School - (Big - Mirn)
+4.80 = Orphanages - (Big - Strul, Ularn, Zulmni, Tessen, Jokvi, Mirn)
+0.50 = Grand Kitchen - (Mirn)
+0.75 = Asylum - (Mirn/Zulmni/Tessen/Strul/Ularn)
+0.07 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni, Ularn)
-0.02 = Print Shop - Smut
-3.00 = Subversion (Cover of Eyes)
Note, I did the math and it comes out to (+6.81 per Turn).

-Lady Maranica (Ally (3)|*Screaming Externally*)
-Baron Esker (Friend (2)|"WHY IS THERE A FUCKING FOREST IN MY LANDS?!)
I hear you, fam.

"Si-Vanti Skript," Sven explained, a finger tracing across the top-most line as he haltingly translated. "Something about...hallucination? No, stimu-simulation! War or combat after that, with some mention of Walkers? Yes, but it's the focus," he mumbled, eyes scanning the lines again as he worked through the various lines one after the other, a frown appearing on his face. "Simulations, Combat Scenarios, Weaknesses of Walkers that have long since been killed? Useful," he said thoughtfully, "though not for us. We can't run those, and practical training is better than make-believe on a screen. No matter how realistic."

"Yeah, for us," Vishy said, eying the Compiler with a gleam in her eyes. "But for a Machine-Mind that lives in data as much as the physical? Where is the difference in that? And I think PD would love to get her hands on some good combat, simulated as it is, to alleviate some of her boredom."
So yeah, as we expected, but confirmation never hurts.

Ancient eyes opened in a sad smile, reedy hands with whispy fingers stretched, and the minds of hundreds were touched within the brambles, sheltering those needing shelter the most. A mouth opened, and words began to be spilled within the Black Forest.

Goodness deserves Goodness,
And Love deserves Love.
This I know to be fact.
You exist to love and be loved.
Never to suffer.
Never to fear.

This I know to be truth.
And below that ancient leviathan, hundreds of orphans fell into a dreamless sleep that healed wounds long forgotten and faded scars angry and still hurting.

A gift.
From a grandmother without children.
To children without a grandmother.
Always good to have some kindly eldritch help.

[ ] 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.)
[ ] 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.)
You forgot to get rid of these, HeroCooky.

Anyhoo, rough draft plan below. Throwing in the Consensual to round things out there, polishing off the Berth as well so that the Tree is fully ready for unleashed robotic building, everyone's seen my rationale for Learning and Archeology already, and trying to slow the decline in certain sectors of Norquod while we await again the ROBOTIC BUILDING SWARMS. And throwing in a few more Faithful to the Specialist Jamboree so that we have a more well-rounded inflow of experts.

[] Plan: TBD
-[] [Faith] Build Another 'Consensual' - (Strul) - (0/2 Turns Complete)
--[] Elite Contractors
-[L] [Faith] Build A Humane Rudimentary Asylum - (Jokvi) - (1/2 Turns Complete)
-[L] [Diplomacy] School The Diplomat-Corp - (Specialized) - (The Merchant Guild) - (1/2 Turns Complete)
--[] (Ashleaf Tea +15, Common People +15, 6FF) = +36
-[] [Diplomacy] ?
-[] [Subversion] Cover Of Tongue - (0/2 Turns Complete) [-16 Goodwill]
-[L] [Martial] Menagerie - (Basic) - (3/5 Turns Complete)
-[] [Martial] Guards! Guards! ('Consensual': Strul, Expanded Hospices: 3x Outlying, Orphanage: Mirn)
-[L] [Learning] Coilgun Lance - (Advanced Electronics/Weaponry) - (13/19 Successes)
--[] [PD], [VF], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, 2[ENG] +28) = +128
--[] (25x Bunker Artifacts +5 to Electronics, 6x Bunker Weapons Artifacts +20 to Advanced Weapons/Machinery/Hydraulics/Chemical) = +245
-[] [Learning] Shields of the Mind - (Advanced Medicine/Biology/Chemicals) - (0/5 Successes)
--[] [In The Name Of Education], (Scientific Theory +15, Mutated: Allied +20, 3[DOC] +18, 2[SUR] +24) = +77
--[] (Beta Blockers +5 to Chemicals, Hydrochloric Hallucinogenic Acid +20 to Advanced Weapons/Psychology/Chemicals, Burnt Pacifiers +20 to Advanced Weapons/Machinery/Chemicals) = +45
-[L] [Learning] Eternal Helpers - (Pioneer Programming) - (7/11 Successes)
--[] [DoD], [MSC], (Scientific Theory +15, Black Box +5, 8[SC] +96, 1[TSC] +18) = +134
-[L] [Archeology] Prepare an Expedition - (SST-03) - (2 Turns Prep = 3 Turns Exp) - (House Mirn support: Y) - (1/2 Turns Complete)
-[] [Archeology] Scout The Pit (The Unbroken)
--[] (8[ENG] +112, Lead By Example +30, We Can Do It! +10) = +152
-[L] [Archeology] Scout The Tenebris Library (Rust Scouts) - (1/3 Turns Complete)
--[X] (3[ENG] +42) = +42
-[L] [Tree of Knowledge] Berth - Medium - (5/7 Turns Complete) - [Sandcrete]
-[L] [Tree of Knowledge] Masters' Retreat - Grandiose - (6/7 Turns Complete)
-[] [Holdings] Expanded Hospital - (0/9 Turns Complete)
--[] Hire Contractors x3
-[] [Holdings] Caravansery - (0/2 Turns Complete)
--[] Hire Contractors x1
-[L] [Holdings] Enlarge the Public Libraries - (4/7 Turns Complete)
--[] Hire Contractors x2
-[] [Martyris] ?
-[] [Martyris] ?
-[] [Aria] Lead by Example (Scout the Pit)
--[] Equip PD with the Radiant Compiler of the Cyclic Sacrament
-[] [Merchants] Procure ('Elite Contractors' - Progress to Build Another Consensual)
-[] [Adventurers] Guardians For Hire (Orphanage: Mirn)
-[L] [Herbalists] Study Sessions - (6/7 Turns Complete)
-[] [4S] In The Name Of Education - (Shields of the Mind) [-3.5 Goodwill]
-[L] [Vanar-Feer] Unlimited Specialists Galore [-5 Faithful]
--[] (1x Trained Scientist) - (0/10 Turns Complete)
--[] (2x Trained Engineers) - (0/10 Turns Complete)
--[L] (2x Forge-Coders) - (6/15 Turns Complete)
--[] (2x Forge-Smiths) - (0/15 Turns Complete)
-[] [Followers of Light] We Work As One! - (Build A Humane Rudimentary Asylum)
-[L] [Conclave] Eternal Arts - (40/138 Turns Complete)
 
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Miscellaneous Nobles
-Lady Maranica (Ally (3)|*Screaming Externally*)
-Baron Esker (Friend (2)|"WHY IS THERE A FUCKING FOREST IN MY LANDS?!)
Ah, we might want to spend a Hero Action looking into this. Take one of our boxes along, so they can take a look.

The Union of Herbalists
Opinion: Friendly (1)
Plans: [Redacted By Order Of Internal Security]
Aaaand now I'm worried someone left bioweapons behind.

-Gang: The Family
--Leader: Bloom
--Territory: Jokvi and Zulmni(???)
--Opinion: Friendly (+1???)
--Information Network: Rank 1 - Extremely Suspect
--Plans: Do stuff.
Need to do this again.

Cults
-Conclave of Faya

--Contact: Elder Spirit Songweaver Marta
--Opinion: Friend (2)
--Plans: Argue over creating an off-shoot in Norqod.
I mean, we will keep them busy for decades to come.

Sapients
Forgotten
Opinion: Friendly (1)
Plans: Scream in Yearning of Rain.
That's... a thing?

Banished Cognitions - 35.12 - +50 to Pioneer Psychology
Radiant Compiler of the Cyclic Sacrament - 100.00 +50 to Pioneer Psychology/Weapons/Armor
Sentence 14 - 43.21 - +50 to Pioneer Psychology
All of that sounds like it might be relevant to our situation. Banished Cognitions sounds like what Internal Security might have done during the last few Turns.

6x Satellite Codes - 100.00 - +50 to Pioneer All
... I'm not sure if Pioneer All is due to the sheer variety of satellites the pre-Collapse civilization was throwing out, or if this is just Mes's speed dial in disguise.

2x NOVA MACHINA - (Equip to Hero)
Two 10x10x10cm translucent boxes with a swirling spot of black and white in the middle. They cannot be opened, smashed, or taken apart. All Humans that touch the boxes 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 so that no one can injure themselves or others by touching them. Even after several years of study, the cubes remain mysterious and a possible cognitohazard.
Ein Schritt weiter. Besser als keiner. Aber schlechter als zwei. Deswegen arbeiten die auch gerade daran.
(+1 to (3\²]SN@'+ßz_ )
Hmm, we are on the right path, at least.


The Alarfta-Seers are a prime example of what happens if you leave a group of Forge-Clan members alone with a new and exciting thing, be it an Artifact or newly discovered substance, for far too long without checking in on them while they are prodding said new thing. At best, you will return to see them all dead after suffering fates worse than death; at worst, they have gone native and started a new sect of the Great Gearmother.
So, post-apocalyptic internet boards/forums.:V

"Si-Vanti Skript," Sven explained, a finger tracing across the top-most line as he haltingly translated. "Something about...hallucination? No, stimu-simulation! War or combat after that, with some mention of Walkers? Yes, but it's the focus," he mumbled, eyes scanning the lines again as he worked through the various lines one after the other, a frown appearing on his face. "Simulations, Combat Scenarios, Weaknesses of Walkers that have long since been killed? Useful," he said thoughtfully, "though not for us. We can't run those, and practical training is better than make-believe on a screen. No matter how realistic."
Huh, probably could trade that to a Knight Order for a Favor.

A trunk of stone, colored by ages of geological activity and modified by burrows and tunnels wrought by metal and flesh, roots drinking deep from once-lost knowledge as it ambled here and there, steps lumbering yet shy, the steps of something taken after birth and after purpose had been found but not grasped, and a crown of leaves writing stories eternal across their brethren dripping in the ink of life. Her head shifted, and she looked at the roots stretching further away, dancing between rocks and caverns, spreading across a hundred knots and a hundred weeping wounds healed by sap and compassion. And ending in five brambles of root and thorn, guarding and shielding that which lay within, the whimpers of hurt minds like a siren's song for the leviathan as she began to drift over them, hands falling over her back to touch and pry, seek and feel.
Sounds like a metaphor for the Pilgrim.

And below that ancient leviathan, hundreds of orphans fell into a dreamless sleep that healed wounds long forgotten and faded scars angry and still hurting.

A gift.
From a grandmother without children.
To children without a grandmother.
Probably not Timothy, so Dawn?


Not sure about a plan yet. Tempted to do a donation and expedition with the DoD to the Sunken Hollows. They had to deal with several Titans/Behemoths.
 
... I'm not sure if Pioneer All is due to the sheer variety of satellites the pre-Collapse civilization was throwing out, or if this is just Mes's speed dial in disguise.
Well, satellites of the pre-Collapse civs were radically different from those we IRL use. For one, the ones they used are all equipped with actual quantum-computers as a cpu, and each are about as large as the ISS.

And you gave me the mental image of someone accidentally giving Mes a booty call and him trying to figure out how they got his number. :V
karmaoa said:
Probably not Timothy, so Dawn?
Dawn is golden-orange and sleeping within the Daughter of Dawn until called upon once more. Grandmother From None is the character depicted here.
 
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.....we should really try to figure out concrete steps to help the world stay alive. an actual action,even an expensive and dangerous one, that said :" hinder the advance of the white forest as best as you can". or, "find and repair these defence systems", or "escort these cultist to this dangerous ritual site". or even" try to figure out what is an actual target we can shoot to help out"


so the construction bot action, how does it turn out? Do we just put "use A number of caretaker bot artefact on B to get A number of progress? " is there a limit? is there a exchange rate like 3:1? can we use the artifacts again once they are finished? did you already answer this?

or are these spoilers?
 
One thing we should remember is to send the DoD on a disaster relief mission to the Sunken Hollows. Either to help rebuild or rescue whoever survives.
 
so the construction bot action, how does it turn out? Do we just put "use A number of caretaker bot artefact on B to get A number of progress? " is there a limit? is there a exchange rate like 3:1? can we use the artifacts again once they are finished? did you already answer this?
You use 10 bots per Progress and they are destroyed after that due to rough use and lack of maintanence, and there is no limit. The bots used up can be decreased with futher investments of research and industry, but you can basically finish Actions with them that would take ten turns in one without any loss of functionality.

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Narasan said:
....we should really try to figure out concrete steps to help the world stay alive.
Oh, you are already doing that with this turn and further looking into the Verdant Oasis and the Tenebris Library. But you should keep in mind that there are genuinely continent-spanning empires on Calynth with tens of millions of people aware of what is happening and fighting back in their own way. You are not alone, and neither will you be forced to do the work all your own. But you are able to grasp a weapon and a tool, so you can help in your own ways in the war to come.
 
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You are not alone, and neither will you be forced to do the work all your own. But you are able to grasp a weapon and a tool, so you can help in your own ways in the war to come.
i know that,at this point,our people will have little chance of playing a major role in this crises. I just didnt know which concrete,actual steps we could do to do our part. and do more in the future. "grow stronger?" we always try to. " seek the knowledge" from where? from who? the box? i guess the expedition is part of that.which is good to know,thanks. but i can hardly tell which actions are part of the " keep our planet from being consumed by malevolence" action-chain.


also can we use any bot we have? or just the caretaker swarms?

ha "just" we have a lot
 
You use 10 bots per Progress and they are destroyed after that due to rough use and lack of maintanence, and there is no limit. The bots used up can be decreased with futher investments of research and industry, but you can basically finish Actions with them that would take ten turns in one without any loss of functionality.
10 bots for one point of Progress is pretty costly, even if we have a big pile right now. But since there is no limit - what we probably should do is use them to speedrun the Tree's Laboratory Complex next turn. Not sure how much "massively improved success chances" will translate to, +100, 200, something else?

Still, even +100 is a big deal for a lot of projects, and will surely include whatever followup research projects that will reduce the cost per Progress, and we must take those. If we can cut the costs down to the 1-3 bot per Progress range, then we can probably speedrun building forever.
 
An update to my plan, with 2 TMDs - one to provide the suggested disaster relief - another to start grabbing at that low-hanging fruit in the Oasis and get our hands on those secrets. Still don't know what to do for Diplomacy, so suggestions are completely welcome.

[] Plan: Secrets of Rust
-[] [Faith] Build Another 'Consensual' - (Strul) - (0/2 Turns Complete)
--[] Elite Contractors
-[L] [Faith] Build A Humane Rudimentary Asylum - (Jokvi) - (1/2 Turns Complete)
-[] [Faith] A Small Donation - (Sunken Hollows) - (Disaster Relief) - (DoD for transportation and sensor support, airships for transport and scouting) [-25 Goodwill]
-[L] [Diplomacy] School The Diplomat-Corp - (Specialized) - (The Merchant Guild) - (1/2 Turns Complete)
--[] (Ashleaf Tea +15, Common People +15, 6FF) = +36
-[] [Diplomacy] Create A Dossier On (Forest that appeared near Baron Esker's holdings, State of Sunken Hollows, State of Bone Valley)
--[] (Ashleaf Tea +15, 6FF) = +21
-[] [Subversion] Cover Of Tongue - (0/2 Turns Complete) [-16 Goodwill]
-[L] [Martial] Menagerie - (Basic) - (3/5 Turns Complete)
-[] [Martial] Guards! Guards! ('Consensual': Strul, Expanded Hospices: 3x Outlying, Orphanage: Mirn)
-[L] [Learning] Coilgun Lance - (Advanced Electronics/Weaponry) - (13/19 Successes)
--[] [PD], [VF], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, 2[ENG] +28) = +128
--[] (25x Bunker Artifacts +5 to Electronics, 6x Bunker Weapons Artifacts +20 to Advanced Weapons/Machinery/Hydraulics/Chemical) = +245
-[] [Learning] Shields of the Mind - (Advanced Medicine/Biology/Chemicals) - (0/5 Successes)
--[] [In The Name Of Education], (Scientific Theory +15, Mutated: Allied +20, 3[DOC] +18, 2[SUR] +24) = +77
--[] (Beta Blockers +5 to Chemicals, Hydrochloric Hallucinogenic Acid +20 to Advanced Weapons/Psychology/Chemicals, Burnt Pacifiers +20 to Advanced Weapons/Machinery/Chemicals) = +45
-[L] [Learning] Eternal Helpers - (Pioneer Programming) - (7/11 Successes)
--[] [DoD], [MSC], (Scientific Theory +15, Black Box +5, 8[SC] +96, 1[TSC] +18) = +134
-[L] [Archeology] Prepare an Expedition - (SST-03) - (2 Turns Prep = 3 Turns Exp) - (House Mirn support: Y) - (1/2 Turns Complete)
-[] [Archeology] Prepare an Expedition - (VO-03) - (1 Turn Prep = 2 Turns Exp) - (House Mirn support: N) - (0/1 Turns Complete)
-[] [Archeology] Scout The Pit (The Unbroken)
--[] (8[ENG] +112, Lead By Example +30, We Can Do It! +10, Trauma: Common People Purge Survivor -5, 2FF) = +149
-[L] [Archeology] Scout The Tenebris Library (Rust Scouts) - (1/3 Turns Complete)
--[] (3[ENG] +42) = +42
-[L] [Tree of Knowledge] Berth - Medium - (5/7 Turns Complete) - [Sandcrete]
-[L] [Tree of Knowledge] Masters' Retreat - Grandiose - (6/7 Turns Complete)
-[] [Holdings] Expanded Hospital - (0/9 Turns Complete)
--[] Hire Contractors x3
-[] [Holdings] Caravansery - (0/2 Turns Complete)
--[] Hire Contractors x1
-[L] [Holdings] Enlarge the Public Libraries - (4/7 Turns Complete)
--[] Hire Contractors x2
-[] [Martyris] Too Much To Do (Build Another 'Consensual')
-[] [Martyris] Too Much To Do (Prepare An Expedition - VO-03)
-[] [Aria] Lead by Example (Scout the Pit)
--[] Equip PD with the Radiant Compiler of the Cyclic Sacrament
-[] [Merchants] Procure ('Elite Contractors' - Progress to Build Another Consensual)
-[] [Adventurers] Guardians For Hire (Orphanage: Mirn)
-[L] [Herbalists] Study Sessions - (6/7 Turns Complete)
-[] [4S] In The Name Of Education - (Shields of the Mind) [-3.5 Goodwill]
-[L] [Vanar-Feer] Unlimited Specialists Galore [-5 Faithful]
--[] (1x Trained Scientist) - (0/10 Turns Complete)
--[] (2x Trained Engineers) - (0/10 Turns Complete)
--[L] (2x Forge-Coders) - (6/15 Turns Complete)
--[] (2x Forge-Smiths) - (0/15 Turns Complete)
-[] [Followers of Light] We Work As One! - (Build A Humane Rudimentary Asylum)
-[L] [Conclave] Eternal Arts - (40/138 Turns Complete)
 
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-[] [Faith] Hey, Why Don't We... (Send the Daughter of Dawn to the Sunken Hollows on a disaster relief mission)
I think the last time we did this it was as a 'A Small Donation - (Organization) - (Topic) - (Donation Sum)' Action? @HeroCooky What would be the right action for this?

Also; we probably gathered more information about what went down in the Sunken Hollows after Akane's letter. Do we know how bad it got? Like, Tessen got a region-wide debuff from 1 Titan/Behemoth (the Plague Engine), how did the Sunken Hollows cope with having 9 stomp around?

A report? We could look for information about how other regions do, that forest in Baron Esker's backyard, or the history of some of the groups we met recently.

-[] [Archeology] Scout The Pit (The Unbroken)
--[] (8[ENG] +112, Lead By Example +30, We Can Do It! +10) = +152
Why the pit instead of more looting of the Oasis?
 
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