Turn 23: Year 5; Month 3; Luck Be With Ye
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

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

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

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

5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) The nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the Pilgrims H.Q. ballots, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist
-h.) caring for any children that are born as a result of their actions

6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the Artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctoral orders

7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader

8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the expulsion after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason

9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin
-f.) Occupation
-g.) Mutation

10.) These crimes (but not excluding others) are immediate ground for exile without 8.a.1. coming into effect.
-a.) Murder
--1.) attempted or otherwise
-b.) Psychological Torture
-c.) Physical Torture
-d.) Rape
-e.) Conspiring to do any of the crimes listed here

11.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

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

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

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

Trait: Fail Better:
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Resource Statistics
Members: 333
-Faithful: 5/12
-Followers: 321(21 unoccupied)(+14 per turn)

Materials: 42.46(min. +10.37, max. +43.37 per turn, 15 Materials owed to: The Merchant Guild in 1(one) turn.)

Income = 29.42-62.42Materials:
6.42 = Followers
1.00 = Blightdog Lure/Repellant
1.00-4.00 = Desalination Basins
3.00-9.00 = Inn (Eye of the Beholder)
1.00-4.00 = Iron Mine
5.00-14.00 = Silver Mine
11.00-20.00 = Jewel Mine
1.00-4.00 = Ashleaf-Nursery
Upkeep = 19.05Materials:
0.90 = 1 Soup kitchen - (-0.10 Due to Buying Goods In Bulk)
1.00 = 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk)
1.90= 1 Expanded Hospice
1.50 = Administration Center - Expanded - (-0.10 Due to Buying Goods In Bulk)
0.50 = Daycare
0.40 = Hygenic Living Expanded
0.50 = Living Quarters Expanded
0.30 = Storerooms Expanded
0.85 = Jewel Mine - (-0.15 Due to Buying Goods In Bulk)
0.90 = Silver Mine - (-0.10 Due to Buying Goods In Bulk)
0.85 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
9.00 = Taxes

Goodwill: 19.23 (+0.08 per turn)
+0.01 1 Soup-Kitchen
+0.01 1 Small Hospice
+0.06 1 Expanded Hospice

Piety: 88.5% (+35 to personal rolls)
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Crusading

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

House Ulatarn
Opinion: Neutral (0)
Plans: Crusading

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

Military
Opinion: Neutral (0)
Plans: Crusading

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

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

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

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on/Scowl at Martyris
Mood: Calm, happy, and no major worries at the moment. The most pressing matter is a lack of sanitation.

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

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance Medicine
Factions:
-Unionists (Rivals (-2)/46% Control/Mali to Costs for Actions)
-Base (Friendly (1)/36% Control/Cheaper Actions)
-Healers (Friendly (1)/18% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

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

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

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

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

The Mutated:
Opinion: Neutral (0)
Plans: Happy for you, not their situation.
Mood: Thoroughly cowed and intimidated by the crackdown of the nobles. Keeping their heads down and avoid any trouble. The most pressing matter is the hostility brought against them.

General Opinion on Mutated: Semi-Hidden Hostility (-1)
Artefacts
Common
Diagram For A Waterwheel - 2.80 - + 5 to Machinery
Rusted Cogs - 1.25 - + 5 to Machinery
Drained Battery - 2.39 - +5 to Electronics
Non-Functional Lightbulb - 1.48 - +5 to Electronics
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Reinforced Shield - 2.23 - +5 to Armor
Mechanical Pencil - 1.95 - +5 to Mechanics
Clockwork Pieces - 2.08 - +5 to Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 to Armor
Translated Transcripts - 2.50 - +5 to Linguistics
Mechanical Lock - 2.65 - +5 to Mechanics
Chocolate Recipe - 1.03 - +5 Chemicals
Hygienic Instructions- 1.31 - +5 Medicine
Chainsword - 1.24 - +5 Mechanical
Ancient Money - 0.04
School Papers - 0.42
Unintelligible Diary - 0.66
"Obedience And You - Training People!" - 1.34 - +5 Psychology
Broken Toy - 0.05
Obsidian Cube - 0.16
Rare
Rusted Motherboard - 5.29 - +20 to Electronics
Untranslated Book On Chemicals - 5.20 - +20 to Chemicals - Untranslated
Diagram Of A Rudimentary Icebox - 5.66 - +20 to Refrigeration
Assorted Books In Multiple Languages - 5.11 - +20 to Linguistics
Treaty On Brainwashing- 5.26 - +20 to Psychology
Broken Pump - 5.96 - +20 to Hydraulics
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lightweight Alloy - 5.22 - +20 to Metallurgy
Black Rectangle - 5.53 - +20 to Advanced Electronics
Armor Piercing Ax - 5.49 - +20 to Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
Rusted Block With Missin Circles- 5.48 - +20 to Advanced Metallurgy
Textbook On Cellular Theory - 5.47 - +20 to Biology
Layered Plates - 5.25 - +20 to Advanced Armor
Report On Vivisections - 5.12 - +20 to Advanced Biology
Chemical Waste Bags - 5.32 - +20 to Advanced Chemicals
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Armor
Lost Tech
??? - Knight of the Pilgrims - Cored
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per turn)
-Sandcrete Recipe
An ancient recipe that was used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can spend 25 Materials on reducing building times of one building by 1(one) turn, per turn by adding [Sandcrete] to said action.)
Military
Units (1/2)
Tech-Scouts
6/6 Size
3/3 Armor
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in Combat
Spears: 1 Damage per size (6 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Upkeep: Free (Scavenger Past Unit)
Equipment
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a difference of 35 or higher, you gain one extra stealth attack.
+1 Armor. 2.00 Materials per Unit
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. (Ranged) After attacking, If the stealth-roll has a difference of 35 or higher, you gain one extra stealth attack.
+3 Armor. 5.00 Materials per Unit
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.30 Materials per Unit
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next turn, Consumable: Needs to be re-stocked after use. 0.06 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.08 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield, or equipment. 0.15 Materials per Unit.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.2 Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.35 Materials per Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 1.00 Materials per Unit.
Unique/Notable Assets
-Ashleaf Tea +15 to Diplomacy
1x Extremely Fertile Ashleaf-Nursery - (4/60 Growth) - (1d4)
1x Fertile Farmland
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins (1d4)
1x Inn - (Eye of the Beholder) - (2d4+1)
1x Iron Mine - (Mined) - (1d4)
1x Silver Mine - (Mined) - (3d4+2)
1x Jewel Deposit - (Mined) - (3d4+8)
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked.
Cons: Buildings take +1 Turn to mine and set up.

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

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

Hygenic Living - Expanded

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

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

Daycare
--1 to Piety rolls, +2 permanent recruitment due to births.

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

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

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

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

Mutated Girlfriend - Selene - Beating Hearts At Ease - (4/4)
Few things can compare to the feeling of knowing that you belong with someone. To feel secure and loved in their arms, be able to doze the day away while cuddling, having that indescribable feeling of happiness found only in love. If only you could spend eternity like this...
(Unlocked The Choice.)
"Then, with a landslide vote, it is decided. We will try to better the position of, and the perception towards, the Mutated. Now that it is decided, any ideas on how we can do such? Particularly, how can we do it without being blocked immediately by the Church of Eden?" I asked into the room, feeling tired after spending several hours discussing the various issues that needed to be addressed. "Well," a voice rang out from my left, Ary, I think? "My mother always told me that if you want to fell a tree and prevent it from growing again, it's not enough to cut the trunk. You need to dig up the roots too. Why don't we start the same? Start from the root and work our way up?"

Axel spoke up from my right; "How can we do that, though? People have always hated the Mutated, most without any reason. Many city-dwellers have never even seen a living Mutant, and those that have are not very reluctant to draw comparisons to the Mutated." "That seems to be the problem, isn't it?" Another voice rings out. "That we look so much like the Mutants? Okay, I have never seen someone with a random tentacle split horizontally by a mouth. Still, there are enough similarities for people to draw a connection," he continued, gesturing towards his scales covered face, and spines protruding from his head instead of hair. A heavy silence followed that statement.

"Then we need to focus on showing people that the Mutated are closer to Humans than Mutants. But no one is eager to be wrong, or very willing to change their opinion. And how could we make people re-evaluate their views on their own, without making it seem apparent that we are trying to change them?" "Subtle, perhaps? We are currently expanding our Hospice, along with our effort to hunt down the remaining Blightdogs. We enjoy considerable support from the villages near the 'Tree, due to our efforts and those where we rescued and healed people during the "Poison-Factory" disturbance. Mutated are no longer being chased out of those villages, and incidents of parents killing, giving away, or setting their newborn into the wilderness have all but vanished. Those that still harbor ill-will are those that have lost people to Mutants, but even they are much less outspoken in their views, self-censoring themselves to sneering and racism, instead of violence."

"Hmm, yeah, you are right. I remember going to one village to buy some tools and seeing a Mutated trade unmolested. Perhaps osmosis is the way to go? Have more Mutated work in front of our public-works, force people to interact with them? I can't think of many starving, hungry, or injured people who would refuse food or treatment when they have to get it from a Mutated. Sure, they won't like it, but they will shut up and yell in their heads until they can go away."

"That could work. But we should increase security just in case. Some may be willing to risk public ire to attack our people, should they feel sufficiently irked. There should also be some significant effort to distract from us changing our personnel. Say, weren't there some laws that promised the Mutated freedom of movement? We should look int-

***

Dawn was breaking. The radiance of the sun chased away the last vestiges of light of the stellar beauty. The Wanderer, Unborn, Green Cross, and the Eye Of Juna started to vanish as the sun rose, while people and animals began to stir, wake up, and prepare for a new day of work, honest, or crooked. For several Pilgrims, that day would not be the start of work, but it would see the end of a long hunt.

For hours, six figures in cloaks colored like sand and stone tracked their prey. No words were spoken, no jokes made, no banter could be heard. The only sounds they made came from the shifting sand and stone under their feet, the rustle of cloth in the chilly night, and the heavy breathing behind shawls covering faces against the wind. One of them leaned down to inspect a fresh track, some droplets of blood from a wound they had drawn earlier.

A new direction is chosen with a few gestures, and the six continue with their hunt, oblivious to the figure crouching low in the dirt, observing their movements. One of them moves too close, unaware of what waited for them, and could only yell in surprise as a bestial scream tore into the night. With a swift pounce, the massive Alpha-Blightdog was upon the woman, tearing straight through her armor and leaving behind an enormous bleeding wound. The others immediately run towards their wounded comrade, yelling tense commands, as the woman tries to bring up her weapon. Yet, the injury slows her down, enough for the Alpha to bite into her leg, shaking her about without effort. With a sickening tear and a piercing scream, a piece of her limb is ripped loose, and she is sent flying.

Finally, the others arrive, but in their haste, they overlook the beast to the leading hunter's misfortune. A pounce, a crack, and the man lay bleeding in the dirt, ribs broken, and unconscious. Another tries to drive the beast away, only to be caught unaware, as a long spindly piece of chitinous flesh pierces his abdomen, slowly being pulled back to the Blightdog. Cries of "Mutant" ring out as the last three circles the beast, well out of the tentacle's reach. Or so they thought, as another barely manages to deflect the limb to miss their heart, piercing trough flesh and not organs instead. Still, the barbs on it reap a heavy toll of blood, pain, and meat as they tear through the man.

Near panic, seeing their comrades being heavily injured one after the other, the last two act in unconscious unison. Readying their weapons, they charge towards the snarling beast, screaming in terror and rage. The Mutant Blightdog whips its tentacle about, shooting it at the one on the left, only to miss as pain rips through its animalistic mind. Screeching towards the right, it barely registers the thrown spear lodged into its shoulder, preparing to run and kill this intruder. Then it registers nothing other than pain anymore, thanks to the spear driven through all three of its misshapen lungs. Then there is a pain as the spear drives into flesh once more and then blessed nothingness.

After stabbing it once more in the head to be sure, the last two would-be-hunters collapse with the beast dead for good. The cries of pain and swearing get them moving once more, ripping open their medical packs, cleaning wounds, stitching, applying tourniquets to the woman, and providing medical aid. A quick examination reveals that most will recover without issue. Those who got pierced got lucky, as no organs were ruptured, as long as they did not get infected, they should be fine. Even the woman will walk once more, though if she will do so without a limp remains to be seen.

A sound somewhere between an ax striking wood and breaking glass calls out behind the group. Immediately, spears are leveled towards the corpse while the swearing of the group intensifies. As the body does not rise as all dreaded, the two unwounded rise and creep forward, wary of any changes. The sound rings out once more, yet different. Quieter.

The reason why is soon revealed to the two. Three tiny Blightdogs crowded around their parent's corpse, pushing against them with little paws and nudging it with their heads, to no effect. Relief spreads through everyone as the source of the sound is revealed.

Within seconds, the last Blightdogs living inside Tessen die.

***

"-A-And you kno-know what the worst part ish? H-he does not do it hismshelf!" Rings out a drunk man's voice inside the busy tavern, barely audible among the chatter and music. A woman sitting opposite to him leans in closer, clearly interested. "You don't say? But one would think that the bishop would-" "Yesh! But th-that bashtard orders us around, prech-preaching about "Virtue" this, and "Virtue" that. Then he ignores his talksh and screams at us for every mishtake, even the kids!"

A gasp escapes the lips of the woman. She reaches over and squeezes a free hand, looking at him with sympathy. "That's horrible! How can such a man live with himself? You do not deserve to be treated that way! No one does." The man blinks several times, looking at her with surprise, before speaking again. "You think sho?" "Of course I do. No one should be treated like the bishop treats you all. I just wish there was something I could do to help you. Maybe I- no. Forget it. I shouldn't."

The man looked at her eagerly now. "You shouldn't what?" The woman nervously laughs and looks at her drink. "Forget it; it is too dangerous for one, such as you." With a suddenly wounded pride, the man puffs out his chest, adopting a bravado's false facade. "Nothi-Nothing is too dangerous for me! Tell me, and I'll do it!"

"Oh? Well, maybe you could~."

***Days Later***
***Undisclosed Location***

A knock came from the door. Short, short, long. The room's sole occupant looked up from the papers they were writing on, illuminated by the moonlight shining through a window. Despite the advanced hour, they swiftly opened the door, looking at one of the maids working at the inn, holding a sealed scroll. "A fellow just came by, told us to give this to you. Asked me to tell you, and I quote, "Six in three." Said you would know what that means."

"Ah, yes. Thank you, do I owe anything for the service?" "Oh, no, comes with the room. Goodnight, Madam," the maid replied, before walking off. The woman shuts the door with a quiet "click" before eagerly ripping off the seal and unfurling the scroll. With frantic pace, she reads the message within, a smile growing on her face with every decoded sentence.

Once finished, a small chuckle escapes the woman, growing louder by the second, only to be cut off before it becomes too noisy.

"Oh, this will help immensely."

***

The heat was oppressive, omnipresent, and inescapable. No sane being moved, much less worked, on such a day, when even the hardiest of Mutants stayed inside. Yet, dozens of humanoid figures clambered over an overturned vehicle that blocked a wide boulevard, the corpses of calcified trees lining the street. Guards nervously eyed the houses and towers' entrances, while those in and on the vehicle hurriedly, yet efficiently, removed anything of value. With a quiet signal, the scavengers' leader signals the end of their search, the only find an ancient weapon, yet the mechanism too advanced to apply to any armament the Pilgrims could wield now.

With practiced ease, the group continues onwards, to a checkpoint scouted months before, and re-checked just days back. Moving quickly, it only takes them an hour to reach the small site, hidden inside the seventh floor of a half-collapsed building, only accessible from a ramp that had crumbled decades earlier. Once inside, tarps are erected to shield from the sun and predators, while meals are unpacked and distributed. Two figures move away from the main crowd once they had received their meals and start searching for a place to eat.

"Samantha tells you, Greg, there is something here, Samantha can feel it!" The woman utters, more to herself than to the man next to her. "Yeah, sure. We have scouted this place several times. There is nothing in this building that was left unturned. It is precisely why we are making a stop here for the rest of the day. Nothing and no-one are here. And don't you dare go off on your own! Finding the Knight in the Sewers is enough for years. Relax for once," Greg chats back, biting into his sandwich, poking his head into one of the rooms, before sitting down onto a table older than most cities.

"And Yet..." Samantha replies, squinting suspiciously around the room, scowling at various objects who withstood the test of time. Alternating between biting into her lunch and glaring at inanimate objects, she wanders to and fro, much to Greg's amusement. Then she stops and looks down. "Oh, this is not good for Samantha," she says, staring wide-eyed at the ground before a mighty "CRACK" sounds out, as the floor in the room splinters, and stars to sag.

Greg can barely start an "OH SH-" before half of the room gives way, falling downwards, throwing dust and debris into the air, while swallowing Samantha. "Samantha! Are you okay?" Greg shouts, waving away the vast dust cloud billowing from the hole said woman crashed down. Having heard the commotion, others in the vicinity already started gathering rope and medical equipment from the nearby crates, while the rest immediately begins packing. One always had to be mindful of the noise they made in the Necropoli, and the sound of a collapsing structure was sure to attract unwanted attention.

For a while, nothing could be heard as helpers start to lower ropes into the hole, as others either fasten them to sturdy walls or hold onto them with others' help. Then, with a cry of happiness, Samantha replies. "HA! Told you there is something here! You owe Samantha now, Greg!" The reason why became apparent soon-after, as a healthy Samantha climbs the rope with one hand, the other arm securing an ancient rusting safe.

"Oh, you got to be kidding me," is all the Greg manages to utter before he and Samantha are ushered out of the room, and the group begins a force-march towards an emergency point.

***

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

[ ] Wanna Join my Club?
You need people to hear the Pilgrims' message, and you need more people if you want to make sure this does not die before you can get started.
(Chance: Automatic Success
Reward: 1d20+3 Recruits)

[ ] The Pilgrims Need You!
Your missionaries can walk much further and stay out for much longer with the help of the inn. This directly translates to more people hearing the Pilgrims' message, though you may want to focus on one group of people to maximize the effect this will have.
(Turns: 2
Chance: 95%
Reward: 4d20+10 Recruits)

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

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

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

[ ] Establish A Small Hospice - (Choose City)
While a Hospice does cater to the dying, their primary purpose is to heal the sick who cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic medical procedures until you make some deals and agreements with those who have studied medicine.
(Chance: 20%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.01 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)

[ ] Expand Your Hospices
While you have acceptable Hospices, there are many things you can improve. Capacity, treatments, things like that. Better get to it!
(Cost: 5 Materials per Hospice, Upkeep: +1 Material per Hospice
Reward: +0.05 Goodwill per turn per Hospice, 1d5+1 Goodwill)

[ ] Healing For All!
You have the money; they have the expertise. Announce that the Pilgrims will shoulder all costs for any medical procedure done by the Herbalists for the next three months.
(Cost: 8 Materials
Chance: 65%
Reward: Healers gain influence, 1d3 Goodwill.)

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

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

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

[X] We Are One People! - (Choose Elite Or Locals) - (1/4 Successes Complete)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, bringing the people together and starting on the road to reconciliation.
(Cost: 20 Materials
Chance: 60% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Choose Faction)
Your training for the diplomats is as comprehensive as possible to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 55% for Locals, 40% for Elite, cannot choose The Union of Herbalists
Reward: +15 to all rolls involving said faction.)

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 65% for Nobility and Churches (choose The Emperor, Marquis of Tessen, House Ulatarn, Church of Eden, The Followers of Light), rolled with a +10
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Train The Infiltrator-Corp - (Greater)
What's done is done, now you can only ensure that they do the best job that they can do.
(Turns: 3
Chance: 45%
Reward: Can infiltrate factions for fewer Materials. Raised Chances to secret actions)

[X] Infiltrate - (Church of Eden) - (2/3 Turns Complete)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade.
(Cost: 3 Materials
Turns: 3
Chance: 80%
Reward: Target is Infiltrated, displays more information, raises chances for Exfiltrate and Illuminate)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%
Reward: Depending on the faction)

[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain. May my deed feed that which may eternally grow.
(Cost: 6 Materials
Chance: 50%
Reward: Target has their operations/structures halted/crippled/terminated.)

[ ] Unity Of Purpose
What higher purpose is there than to heal broken bones, to mend open wounds, and ease the suffering of the sick? What better way to advance towards a future where none have to die because they cannot afford to heal than to strike out united?
(Cost: 4 Materials
Turns: 3
Chance: 30% to not anger both Unionists and Base, 65% to not anger Base, 70% to succeed
Reward: The Herbalists become aligned with the Pilgrims, +1 Relationship, more influence.)

[ ] A Grand Step
Being officially recognized as an official religion has done wonders for the number of doors open to the Pilgrims. Two of those doors are the right to open a school and orphanage. You should make sure that you have enough income to run them, however since those institutions eat money like it is going out of style.
(Chance: 55%
Reward: Can construct a school and orphanage.)

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

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

[ ] Scout Out.
While you know that enemies exist in one location, you do not know what forces they represent and how many. Remedy that.
(Takes 1 Unit - (Specify which)
Chance: 70%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)

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

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

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

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

[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but instead, simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)

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

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

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

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

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

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

[ ] Repair The Hammer - (Weapons/Metallurgy/Alloys)
Finding this weapon was a stroke of luck! After all, making a weapon for Knights is much more complicated than giving them a big piece of metal! While damaged, patching the hammer up and reinforcing it should provide your Knight with a powerful weapon in future fights. It would also allow you a glimpse into the inner workings of Knight-Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 55% Successes needed: 2
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)

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

[ ] Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics)
A Knight is in your camp. A cored, burned out and heavily damaged Knight, but a Knight nonetheless. Finding out which systems are salvageable and which should be removed is tantamount. As is understanding just what does what.
(Chance: 2% Successes needed: 17
Reward: You can start repairing the found Knight, may finish other Learning Actions due to osmosis, and unlocks further actions.
Warning: Due to an absence of both a Lab and a Hangar, it is recommended to wait on starting this project.)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-02: Est. Artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. Artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. Artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 3 Turns. No danger.
-WO-06: Est. Artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
-SO-01: Est. Artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 5 Turns. Mutants nearby.
-SO-02: Est. Artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 6 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.

-[X] Expedition (WO-04)(Turns 3)(House Mirn support: N) - 3 Turns remaining
-[X] Expedition - (SO-02) - (House Mirn support: N) - 4 Turns remaining

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

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

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

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

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

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

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

[ ] Search for the Zone
Your efforts to learn more about the region have yielded an unusual fruit, that of the knowledge that your Knight was most likely part of the Revival Initiative. This polity operated deep inside the Forest, scavenging for artifacts like you, but they took it a step further. They build a small town in the Necropoli. Foolish, yet finding that town could end up unearthing treasures beyond imagination, or prove to be a giant disappointment.
(Chance: ???%
Turns: ???
Reward: The Zone can be scavenged.)

Tree of Knowledge: Home of the Pilgrims, a bastion of all they stand for, a symbol of hope for the desperate. (2 Actions Locked)

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

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

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

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

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

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

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

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

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

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

- Bloodbark
Cost: 8 Materials, only for the first harvest
Turns: 2
Reward: -1 to all casualty rolls, -0.6 Upkeep to all medical institutions
- Sandwheat
Cost: 0.01 Materials for every harvest
Turns: 1
Reward: 1.5 Material in sales
- Helo-Fruit
Cost: 2 Materials for every harvest
Turns: 2
Reward: 2d4 Materials in sales
- Black Root
Cost: 3 Materials, only for the first harvest
Turns: 3
Reward: 3d4 Materials in sales
- Asil Nuts
Cost: 4 Materials for every harvest
Turns: 4
Reward: 6d4-6 Materials in sales

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

Support: Many people try to take advantage of you. Fortunately, they are willing to give you something back. (Actions as advertised)

[ ] Merchants - (All Are Free Actions)
-[ ] A Small Loan

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

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

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

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

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

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

(Cost: 4.25 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (1/8 Turns)
(Cost: 1 Faithful, 3.4 Material per turn, for 8 turns
Reward: 1 trained General Doctor)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] A Helping Hand - (Choose Faction) - Locked for 2 Turns
Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)

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

(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[X] Suffer Their Arrogance - (2/4 Turns)
(Cost: 1 Faithful, 6 Material per turn, for 4 turns
Reward: 1 trained General Scientist)

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

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

Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (1 Action Locked In Diplomacy, Choose 1 Action)

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

[ ] Condemn An Organization/Person As Heretical/Forbidden - (Choose Target) - (Write-In Reason)
You knew something like this would happen. Somehow, somewhere an organization or person would manage to draw your full ire. Not in the sense that you disagree with something they did, but what they represent and how they act in life. Well, you are now an official religion, and as such, are allowed to condemn them. Do so.
(Cost: All support options for the chosen organization will be void; the Leader will most likely hate you.
Reward: Opposing factions will love this act. A good enough reason can give you additional benefits.)

[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands to do it. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)

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

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

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

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

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

[ ] Write In


If you spot any mistakes or have questions, tell me so that I can provide a better experience.

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

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

A moratorium will be until 15.08.20 at 17:00 CET
Voting will be closed on the 17.08.20 at 17:00 CET
Boni can be assigned until the 17.08.20 at 20:00 CET
I will roll on the 18.08.20 at 17:00 CET if no has yet rolled.
Updates will be online three days after rolls.
 
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-Unionists (Rivals (-2)/46% Control/Mali to Costs for Actions)
-Base (Friendly (1)/36% Control/Cheaper Actions)
-Healers (Friendly (1)/18% Control/Enables Doctoral Training)
Unionists manage to grab 1% from both Base and Healers.
-[][Faith] Establish Soup-Kitchens (Bulk)(Mirn) - (-11 Materials) - (0/3 Turns Complete)
-[][Diplomacy] Infiltrate - (Church of Eden) (2/3 Turns Complete)
-[][Martial] Build An Armory - (Basic) - (-3 Materials, 4 Goodwill) - (0/2 Turns Complete)
-[][Learning] Flow Like Water - (Machinery) - (Uses: Diagram For A Waterwheel) - (0/1 Turns Complete)
-[][Archeology] Scout The Tower Of Pain
-[][Tree of Knowledge] Laboratories - Basic - (2/3 Turns Complete)
-[][Tree of Knowledge] (Living Quarters - Grand) (1/4 Turns Complete)
-[][Personal action] Too Much To Do - (Under Pressure) (0/2 turns complete)
-[][Personal action] Too Much To Do - (We Are One People! - (Locals)) (1/4 Turns Complete)
-[] Merchants - (All Are Free Actions)
--[] Selling Artifacts - (Ancient Money, School Papers, Unintelligible Diary, Broken Toy, Obsidian Cube) +1.33
--[] Buying Goods In Bulk - (Daycare)
-[] The Union Of Herbalists - (1 Free Action)
--[] Study Sessions - (-3.4 Materials, 1FF) - (1/8 Turns Complete)
-[] Stupendously Scholastic Scholars of Science - (1 Free Action)
--[] Suffer Their Arrogance - (-6 Materials) - (2/4 Turns Complete)

Total cost: 22.07, it leaves us enough to pay our debt.
Alternatively we could swap -[][Personal action] Too Much To Do - (Under Pressure) (0/2 turns complete) with Unity Of Purpose and faith action to improve influence of the healers. We have decent odds of not angering Base and even if we do anger them with the combined influence that these actions get and handing over a rare artifact to the healers when unity of purpose ends it should be enough to push them to over 50%
 
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Okay guys what we need to spread our faith is to spread it to others so they can understand our message we need missionaries to spread it and to recruit other people
 
Members: 333
-Faithful: 5/12
-Followers: 321(21 unoccupied)(+14 per turn)
contended
Uh, what's that "contended" about?

Materials: 42.46(min. +10.37, max. +43.37 per turn, 15 Materials owed to: The Merchant Guild in 1(one) turn.)
Right, 42 Materials to work with and we need to repay the loan next turn.

Piety: 88.5% (+35 to personal rolls)
The Personal action roll bonus is reduced to +35 but I don't think we need to do something about it. Once We Are One People! finish we get pretty close to 100% Piety.

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance Medicine
Factions:
-Unionists (Rivals (-2)/46% Control/Mali to Costs for Actions)
-Base (Friendly (1)/36% Control/Cheaper Actions)
-Healers (Friendly (1)/18% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
We should prevent the Unionists from regaining 50%, either with some Artefact or with Healing For All!. Probably Healing because it doesn't worsen our relation with the other fractions.

Chainsword - 1.24 - +5 Mechanical
Ancient Money - 0.04
School Papers - 0.42
Unintelligible Diary - 0.66
"Obedience And You - Training People!" - 1.34 - +5 Psychology
Broken Toy - 0.05
Obsidian Cube - 0.16
Huh, that's quite a bit. @HeroCooky What's up with the Chainsword? It sounds like a weapon but the mechanical bonus makes it seem like a tool.

We enjoy considerable support from the villages near the 'Tree, due to our efforts and those where we rescued and healed people during the "Poison-Factory" disturbance. Mutated are no longer being chased out of those villages, and incidents of parents killing, giving away, or setting their newborn into the wilderness have all but vanished. Those that still harbor ill-will are those that have lost people to Mutants, but even they are much less outspoken in their views, self-censoring themselves to sneering and racism, instead of violence."
That's good to hear. That violence and the abandonment of children is normal in villages is rather disturbing though. Also counterproductive; it's like leaving food for anything that enjoys eating humans, while also making animals and Mutants used to the taste of human flesh.
I can imagen why it happens but it probably causes more than a few problems.

"That could work. But we should increase security just in case. Some may be willing to risk public ire to attack our people, should they feel sufficiently irked. There should also be some significant effort to distract from us changing our personnel.
Good to do that now before the Church of Eden organizes any troublemakers.

Dawn was breaking. The radiance of the sun chased away the last vestiges of light of the stellar beauty. The Wanderer, Unborn, Green Cross, and the Eye Of Juna started to vanish as the sun rose,
I wonder how many of those names belong to constellations/moons and how much of it is pre-Fall space infrastructure, like space stations.

Within seconds, the last Blightdogs living inside Tessen die.
Ouch, a dangerous animal getting the drop on the hunters is always dangerous. I wonder if Mutant Blightdogs is the reason why suddenly so many Blightdogs showed up. Maybe something started to mutate the local population elsewhere and they started to push the normal Blightdogs out?

Despite the advanced hour, they swiftly opened the door, looking at one of the maids working at the inn, holding a sealed scroll. "A fellow just came by, told us to give this to you. Asked me to tell you, and I quote, "Six in three." Said you would know what that means."
Recruiting unhappy minions is always a good source of info. Although, I suspect a dead-drop would have been safer than using a maid as a courier.

With a quiet signal, the scavengers' leader signals the end of their search, the only find an ancient weapon, yet the mechanism too advanced to apply to any armament the Pilgrims could wield now.
Is that the Chainsword?

Then she stops and looks down. "Oh, this is not good for Samantha," she says, staring wide-eyed at the ground before a mighty "CRACK" sounds out, as the floor in the room splinters, and stars to sag.
She really has to cut back on the food. :V

Then, with a cry of happiness, Samantha replies. "HA! Told you there is something here! You owe Samantha now, Greg!" The reason why became apparent soon-after, as a healthy Samantha climbs the rope with one hand, the other arm securing an ancient rusting safe.
Huh, can't be too big or too heavy, given that she holds it with one hand while climbing a rope. I wonder what's in there?
 
1.Uh, what's that "contended" about?
2. Huh, that's quite a bit. @HeroCooky What's up with the Chainsword? It sounds like a weapon but the mechanical bonus makes it seem like a tool.
3. Is that the Chainsword?
4. Huh, can't be too big or too heavy, given that she holds it with one hand while climbing a rope. I wonder what's in there?
1. Copy-Pasting and not deleting the unnecessary bits.
2. You have no chance in hell to make a weapon that uses chainsaw-like mechanisms. The boni would change once you have the capabilities to manufacture such, but for now, it is a short-sword sized chainsaw. Like the tool. As such, you can only peek at its inside to figure out how it works.
3. Yes.
4. You should have gotten the four artifacts, but haven't, thanks to me misreading the expedition-site. Those are the ones Samantha found inside the safe.
 
Unionists manage to grab 1% from both Base and Healers.
I like your plan but you might want to give it a name so people can vote for it.

Anyway, I don't think Learning actions are too urgent and I'm curious about some of the other ruins.

[] Plan Martyris and the lost Zone
-[][Faith] Healing For All! - (-8 Materials) - (0/1 Turns Complete)
-[][Diplomacy] Infiltrate - (Church of Eden) - (2/3 Turns Complete)
-[][Martial] Build An Armory - (Basic) - (-3 Materials, 4 Goodwill) - (0/2 Turns Complete)
-[][Learning] Flow Like Water - (Machinery) - (Diagram For A Waterwheel) - (0/1 Turns Complete)
-[][Archeology] Scout The Tower Of Pain - (0/1 Turns Complete)
-[][Tree of Knowledge] Laboratories - Basic - (2/3 Turns)
-[][Tree of Knowledge] Living Quarters - Grand - (1/4 Turns Complete)
-[][Personal action] Too Much To Do - (Search for the Zone) - (0/??? Turns Complete)
--[] +5FF
-[][Personal action] Too Much To Do - (We Are One People! - (Locals)) - (1/4 Turns Complete)
-[] Merchants - (All Are Free Actions)
--[] Selling Artifacts - (Ancient Money, School Papers, Unintelligible Diary, Broken Toy, Obsidian Cube)(+1.33)
--[] Buying Goods In Bulk - (Daycare)
-[] The Union Of Herbalists - (1 Free Action)
--[] Study Sessions - (-3.4 Materials) - (1/8 Turns Complete)
-[] Stupendously Scholastic Scholars of Science - (1 Free Action)
--[] Suffer Their Arrogance - (-6 Materials) - (2/4 Turns Turns Complete)

Total cost: 20.4 - Materials from selling Artefacts (+1.33)= 19.07

Very similar to Profectus plan but I'm curious about the ruins and I would like to use the +35 from a Personal action to search for the Zone. Once We Are One People! finishes we are going to get pretty close to 100% Piety and lose the dice roll bonus in exchange for a third Personal action. That's great for finishing many projects quickly, but less so if we want to boost a single action.
I'm also thinking about adding another Artefact to Flow Like Water to see if it changes anything. But I don't think any of the Artefacts we have could help with reverse water-wheels.


Alternatively, if we want to kick the Unionists while they are down:

[] Plan Kick the medic
-[][Faith] Healing For All! - (-8 Materials) - (0/1 Turns Complete)
--[] +5FF
-[][Diplomacy] Infiltrate - (Church of Eden) - (2/3 Turns Complete)
-[][Martial] Build An Armory - (Basic) - (-3 Materials, 4 Goodwill) - (0/2 Turns Complete)
-[][Learning] Flow Like Water - (Machinery) - (Diagram For A Waterwheel) - (0/1 Turns Complete)
-[][Archeology] Scout The Tower Of Pain - (0/1 Turns Complete)
-[][Tree of Knowledge] Laboratories - Basic - (2/3 Turns)
-[][Tree of Knowledge] Living Quarters - Grand - (1/4 Turns Complete)
-[][Personal action] Too Much To Do - (Unity Of Purpose) - (-4 Materials) - (0/3 Turns Complete)
-[][Personal action] Too Much To Do - (We Are One People! - (Locals)) - (1/4 Turns Complete)
-[] Merchants - (All Are Free Actions)
--[] Selling Artifacts - (Ancient Money, School Papers, Unintelligible Diary, Broken Toy, Obsidian Cube)(+1.33)
--[] Buying Goods In Bulk - (Daycare)
-[] The Union Of Herbalists - (1 Free Action)
--[] Study Sessions - (-3.4 Materials) - (1/8 Turns Complete)
-[] Stupendously Scholastic Scholars of Science - (1 Free Action)
--[] Suffer Their Arrogance - (-6 Materials) - (2/4 Turns Turns Complete)

Total cost: 24.4 - Materials from selling Artefacts (+1.33)= 23.07

This would give the Healers influence from Healing For All! and Unity Of Purpose. Also, the +35 from it being a Personal action should remain with Unity Of Purpose (in addition to the +15 from it being a Herbalist Diplomatic action) for a few turns because We Are One People! switches into the Diplomatic action slot.

I would have added an Artefact for the Healers on top of all of that but that action is locked for two turns. I can't go for maximum kicks.:(
 
[X] Plan Kick the medic
-[X][Faith] Healing For All! - (-8 Materials) - (0/1 Turns Complete)
--[X] +5FF
-[X][Diplomacy] Infiltrate - (Church of Eden) - (2/3 Turns Complete)
-[X][Martial] Build An Armory - (Basic) - (-3 Materials, 4 Goodwill) - (0/2 Turns Complete)
-[X][Learning] Flow Like Water - (Machinery) - (Diagram For A Waterwheel) - (0/1 Turns Complete)
-[X][Archeology] Scout The Tower Of Pain - (0/1 Turns Complete)
-[X][Tree of Knowledge] Laboratories - Basic - (2/3 Turns)
-[X][Tree of Knowledge] Living Quarters - Grand - (1/4 Turns Complete)
-[X][Personal action] Too Much To Do - (Unity Of Purpose) - (-4 Materials) - (0/3 Turns Complete)
-[X][Personal action] Too Much To Do - (We Are One People! - (Locals)) - (1/4 Turns Complete)
-[X] Merchants - (All Are Free Actions)
--[X] Selling Artifacts - (Ancient Money, School Papers, Unintelligible Diary, Broken Toy, Obsidian Cube)(+1.33)
--[X] Buying Goods In Bulk - (Daycare)
-[X] The Union Of Herbalists - (1 Free Action)
--[X] Study Sessions - (-3.4 Materials) - (1/8 Turns Complete)
-[X] Stupendously Scholastic Scholars of Science - (1 Free Action)
--[X] Suffer Their Arrogance - (-6 Materials) - (2/4 Turns Turns Complete)
 
[X] Plan Martyris and the lost Zone
-[X][Faith] Healing For All! - (-8 Materials) - (0/1 Turns Complete)
-[X][Diplomacy] Infiltrate - (Church of Eden) - (2/3 Turns Complete)
-[X][Martial] Build An Armory - (Basic) - (-3 Materials, 4 Goodwill) - (0/2 Turns Complete)
-[X][Learning] Flow Like Water - (Machinery) - (Diagram For A Waterwheel) - (0/1 Turns Complete)
-[X][Archeology] Scout The Tower Of Pain - (0/1 Turns Complete)
-[X][Tree of Knowledge] Laboratories - Basic - (2/3 Turns)
-[X][Tree of Knowledge] Living Quarters - Grand - (1/4 Turns Complete)
-[X][Personal action] Too Much To Do - (Search for the Zone) - (0/??? Turns Complete)
--[X] +5FF
-[X][Personal action] Too Much To Do - (We Are One People! - (Locals)) - (1/4 Turns Complete)
-[X] Merchants - (All Are Free Actions)
--[X] Selling Artifacts - (Ancient Money, School Papers, Unintelligible Diary, Broken Toy, Obsidian Cube)(+1.33)
--[X] Buying Goods In Bulk - (Daycare)
-[X] The Union Of Herbalists - (1 Free Action)
--[X] Study Sessions - (-3.4 Materials) - (1/8 Turns Complete)
-[X] Stupendously Scholastic Scholars of Science - (1 Free Action)
--[X] Suffer Their Arrogance - (-6 Materials) - (2/4 Turns Turns Complete)

I'm really curious about those ruins.:V

...Yeah, f*ck that. They get a trait for that.
They broke the scale, huh?
 
Hello, just wanted to say that I love this quest, even if the system is a bit too confusing to vote consistenly.

Also, looks like the pilgims are getting a commando unit when the war is over.
 
Hello, just wanted to say that I love this quest, even if the system is a bit too confusing to vote consistenly.

Also, looks like the pilgims are getting a commando unit when the war is over.
Thank you! And could you explain what about the system is confusing? If I know what is wrong, I can attempt to fix the problem.
And yes. You will get a commando unit, IF the volunteers survive.



*laughs in QM fuckery*
 
And could you explain what about the system is confusing?
It's mostly the numbers. Don't get me wrong, I like quests that are run with that level of detail and I sort of understand what different numbers mean so I can follow the story. I just can't be arsed to calculate optimal moves so I'll most likely leave the planning and voting for people with more love for math than me, I'll just stay along for the ride.
 
@HeroCooky, I forgot to ask. How big is one of those forward bases, like how many Knights and regular troops does one of these bases contain?
 
@HeroCooky, I forgot to ask. How big is one of those forward bases, like how many Knights and regular troops does one of these bases contain?
20.000 soldiers with 15% being career-soldiers, the rest are the called milita. And about 50 Knights.

Most notably, the Knight-Chapter of the Dead Hand (Siege Specialists and sporting Extremly Heavy Loadouts) is attached towards the east and west. Though there are several other Chapters present. (Do create your own should the story call for that. I am not going to curb your muse should you decide to do so.)
 
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