I mean improve for 4 components and we can probably make the fighter plane idea, we would still need the bright array trough.
Ah i read the aerodynamics blurb idk how faar it would stack but we can do something with 12 components.
 
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Honestly Im surprised you chose to go back on the liquid fulel decision.

They would make internal combustion engines more viable.

But also, hey Bateries actually are a thing!
 
Honestly Im surprised you chose to go back on the liquid fulel decision.
I think oil has always been a thing, but it is rare enough that its not worth it to put it on something like the Caravaner line since there is not enough supply.

That's why we should go for Ethanol for our liquid fuel since we have a plant that has too much sugar. We can make ethanol from that.
 
So a question as we approach the start of the next turn: can we use the Translate action to complete all the Lost-Tech Blueprints at once, or is this a one-at-a-time thing like the Tenebris Library Books?
 
I think oil has always been a thing, but it is rare enough that its not worth it to put it on something like the Caravaner line since there is not enough supply.

That's why we should go for Ethanol for our liquid fuel since we have a plant that has too much sugar. We can make ethanol from that.
Actually I gone one about this before hero cut me out saying the logical next step from coal is actually a schitzo tech solid fuel like a burnable brick. Oil existed but was something sequestred into labs.

So a question as we approach the start of the next turn: can we use the Translate action to complete all the Lost-Tech Blueprints at once, or is this a one-at-a-time thing like the Tenebris Library Books?

I would say go for the books unless there's something really important on research the faster we get them done the faster we can progress on the stop the end of civilization again questline.
 
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Actually I gone one about this before hero cut me out saying the logical next step from coal is actually a schitzo tech solid fuel like a burnable brick. Oil existed but was something sequestred into labs.
I think that was before we found those bunker seeds. If the Nega Wheat has so much sugar that it is inedible then we can easily farm them for fuel.
 
I think that was before we found those bunker seeds. If the Nega Wheat has so much sugar that it is inedible then we can easily farm them for fuel.
Im pretty sure that is not the case.
But regardless with the Mashir oli engine the idea of biofuel is viable now, probably a research worth making.
 
Yeah, I'm waiting for the next turn to see how the MORE STEAM action panned out.

We might unlock a biofuel learning action automatically.
 
More steam is to make more complex steam engines. It's not necessary for making a liquid fueld boiler. But it's maybe necessary to have a steam turbine that can take the improved pressure and convert into work.

Wich well with liquid fuel would allow we make a gas turbine. And with a gast turbine we can make Jet engies.
 
Honestly Im surprised you chose to go back on the liquid fulel decision.
I...didn't? Liquid Fuels (Oil and Oil-derivatives) are a strategic resource used primarily to fuel Knights. As airships are highly valuable in a military context, allocating some to them is within the means for the Empire.
So a question as we approach the start of the next turn: can we use the Translate action to complete all the Lost-Tech Blueprints at once, or is this a one-at-a-time thing like the Tenebris Library Books?
You can translate the Blueprints all at once.
 
@HeroCooky three questions.

1. Are the Mashiir batteries able to be recharged or do they have to be replaced once they run dry?

2. Are the Mutated allowed to serve in the Air Force?

3. Is there a market yet around trading spots on our waiting list for new ships?
 
@HeroCooky three questions.

1. Are the Mashiir batteries able to be recharged or do they have to be replaced once they run dry?

2. Are the Mutated allowed to serve in the Air Force?

3. Is there a market yet around trading spots on our waiting list for new ships?
1. They are re-charged at Airship Depots and Stations, with a general rule of thumb being that total energy cost = 1 week of operation for Batteries.
2. Only in yours. Not in the Imperial one.
3. Definitely, which is basically handled by the Merchants Guild as you have an agreement with them to give them right of first refusal for new airships.
 
Turn 98; Year 24; Month 0; She Is Our Daugter After All
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.)

Third Tenet: The Path of Endless Skies
Suspendium is nothing less than a miracle given physical form. Its applications are near endless, with no bounds for its current uses found even within the imagination of our most experimental scholars. Floating platforms that will make vertical and horizontal traversal of cities as easy as putting in your destination, never having to bother with congested streets or stairs ever again. Cranes that can lift themselves and hundreds of tons with utter ease and construction speeding up by a thousand workers floating everywhere they are needed. Medical beds that will never put pressure on the wounded, tools and aids that will manipulate the internal body of a patient without cutting them apart to mend what is broken or misaligned. Caravans speeding atop and over the roads and dunes between cities and towns, either by attaching work-lizards or scout-lizards to platforms holding dozens of tons that weigh nothing or hundreds of tons that weigh the same as what they are accustomed to carrying already. Knights bedecked in armors treated with suspendium alloys, their steps light as a feather or as heavy as a thousand tons. Airships of war and commerce flying without any restriction, the reach of the Empire increasing a thousand-fold with coilguns thundering as suspendium-weaponry beats its endless march to the thrum of its levitating brethren. Implants unto the body to turn the tattoos of the Pilgrims into natural lifts, scavengers and scouts able to maneuver in three dimensions as our armed siblings carry weaponry deadly enough to burn entire swarms to the ground, arcane calculations depicted within reality upon the veins of gravity itself...
The sky is no longer the limit. It is the depths from which we shall rise.
(Splits all Airship/Suspendium Actions into a new Category. Unlocks new Actions to take full advantage of the mind-bogglingly titanic mass of application-areas of Suspendium. Unlocks the ability to construct [Sky Islands].
Piety loss now 1 per 25 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: 5.300
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 3.804
-Faithful: 23/133
--2/12 General Scientists - +12 (per) to assigned research
--1/2 Trained General Scientist - +18 (per) to assigned research
--3/10 General Doctors - +6 (per) against diseases and to Medical/Biological research
--2/2 Trained Surgeon - +12 (per) against diseases and to Medical/Biological research
--21/23 General Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research
--2/2 Forge-Coders - +60 (per) to Mechanical/Machinery/Hydraulics/Programming/Electronics research

-Followers: 3.671 (346 (13 Faithful) unoccupied)
--Recruitment: (+47 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)
---(+4 Due to Reproduction Revolution)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human - Male)
Members: 782
-Faithful: 8/24
--3/3 General Doctors

-Followers: 758
--Recruitment: (+26 per Turn)
---(+13 Due to The Codex Mk.1)
---(+14 Due to Fortified Position)
---(+4 Due to Reproduction Revolution)
---(-5 Due to Cultural Pushbacks)

Projects:
-Establish A Permanent Necropolis Outpost - The Doomed Offices (2/5)
-Establish A Permanent Necropolis Outpost - The Twisted Factory (4/5)
-Build The Airship Depot And Commerce Station (4/5)
Adjudicator: Akane (Mutated - Female)
Members: 278
-Faithful: 10/11
--1/1 General Engineer

-Followers: 267
--Recruitment: (+12 per Turn)
---(+13 Due to The Codex Mk.1)
---(+4 Due to Reproduction Revolution)
---(-5 Due to Mutated Adjudicator)

Projects:
-Construct Fortifications (0/4)
-Create A Scavenger Outpost (1/3)
-Build The Airship Depot And Commerce Station (4/5)
Adjudicator: Barric
Members: 224
-Faithful: 10/10

-Followers: 214
--Recruitment: (+14 per Turn)
---(+13 Due to The Codex Mk.1)
---(+2 Due to Adjudicator Trait)
---(+4 Due to Reproduction Revolution)
---(-5 Due to Natural Misstrust)

Projects:
-Construct Hydroponics (0/4)
-Build The Airship Depot And Commerce Station (2/5)
Adjudicator: Eryl the Matriarch
Members: 212
-Faithful: 10/10

-Followers: 202
--Recruitment: (+11 per Turn)
---(+13 Due to The Codex Mk.1)
---(+4 Due to Reproduction Revolution)
---(+2 Due to Adjudicator Trait)
---(-8 Due to Natural Misstrust)

Projects:
-Construct An Outpost (1/2)
-Build The Airship Depot And Commerce Station (1/5)
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 - Brain Trauma
-S'tary - Male - Combat - Bisection
-Mikabi - Female - Combat - Complete Organ Liquefaction
-Ettara - Female - Combat - Organ Ruptures
-Julus - N/A - Combat - Evaporation
-Hern - Male - Combat - Shock and Bloodloss

Goodwill: 351.55 (+7.58 per Turn)
+1.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens, Grand Kitchens (Mirn, Tessen)
+3.18 = Small Hospice Network, Expanded Network, Territorial Network (Mirn, Ularn)
+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)
+1.20 = Asylum - (Mirn/Zulmni/Tessen/Strul/Ularn/Jokvi)
+0.11 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni, Ularn, Strul)
-0.02 = Print Shop - Smut
-3.00 = Subversion (Cover of Eyes)

Piety: 100% (+5 to all rolls for Heroes with the Adjudicator Trait)
Rolls (-71):
-3 (Tenets: Rite Of Mourning: A Journeys End, Hidden Tenet: A Mythos Called Names)
-15 (Buildings and Culture: Expanded Daycare, Beautification, Communal Festivals, Mausoleum of the Forgotten Pilgrims, Conclave of Faya Exclave)
-162 (Pilgrim Buildings: Electric Lights, School - (Big - Mirn), Grand Kitchen - (Mirn), Orphanage - (Big - Ularn, Strul, Zulmni, Tessen, Jokvi, Mirn), Asylum/s, Expanded Hospice Network, Improved Expanded Poor Houses, Grand Kitchen (Tessen, Mirn), Cleansed Blackhole Villages (Strul), School of the Skyneers, Pilgrim Communities)
-104 (Pilgrim Chapters - Bone Valley, Sunken Hollow, Broken Crossroads, Broken Titan)
-1 (Hero Traits: Martyris: Poisoned By A Plague-Engine - Medicated Immunity)
+212 (Followers, +1 every 25)

Suspendium: 7 Large and 7 Medium Suspendium Shards (1 Large needed in 2 (Two) 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: Holding Court.
Boni: +15 on all Diplomatic rolls
Notable: 1 (One) Imperial Favor

Marquess of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Is busy finalizing things in the Capital.
Boni: +15 on all Diplomatic rolls

House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Is busy finalizing things in the Capital.
Boni: +15 on all Diplomatic rolls

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Information Network: Rank 1
Plans: Is busy finalizing things in the Capital.
Boni: +15 on all Diplomatic rolls

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Alliance (3)
Plans: [BOAT]
Boni: +15 on all Diplomatic rolls

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Continuing its hunt against sighted Machines in the outer territories of Tessen.
Boni: +15 on all Diplomatic rolls
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: Starting an inquiry into several manufacturers for military-related logistics.
National Plans: Biological Encyclopedia focused on limb-replacing Mutations. (11 Turns)
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: Begun the construction of a Cathedral within Jokvi.

Miscellaneous Nobles
-Lady Maranica (Ally (3)|*Is Currently Sick*)
-Baron Esker (Friend (2)|*Is constructing a base camp to tear down the forest on his lands.*)

General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen
Opinion: Friends (2)
Information Network: Rank 1
Estimated Pilgrim-Influenced: ~43%
Mood: Reading through and debating the new laws for airships.
Boni: +15 on all Diplomatic rolls (Special: Applies to All Local Factions.)

The Merchant Guild
Contact: Abraham Lin
Opinion: Allies (3)
Plans: ...This could have been a lot worse.
Boni: +15 on all Diplomatic rolls

The Union of Herbalists
Opinion: Friendly (1)
Plans: Helping people out and making money.
Factions:
- Fundamentalists (Neutral (0)|15% Control|Quicker Doctors)
- Progressivists (Neutral (0)|20% Control|Cheaper Actions)
- Healers (Ally (3)|65% Control|Enables Surgical Training
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friends (2)
Plans: Testing a Suspendium Revelation.

The Adventurer Guild
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Has been hired to assist the Military in hunting down the sighted Machines.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/401 Members/Reliable Mercenary Company)
Plans: On A Contract
-The Bad Batch (Leader: Simone Simona/Friends (2)/66 Members/Infiltration Experts/Expert Violinists/Trained Exotic Dancers/Adept Flower Coders/Trained Actors/Trained Basket Weavers/Adept Carapace Decorators)
Plans: Seek New Contracts
-The Scavenger Organizations (Leader: None Formally
--Crews: Old Eyes' Diggers/346 Members
---Plans: On A New Expedition.)
-Tailors of the Burned Skies (Leader: Agatel Lh-a/Neutral (0)/3950 Infantry, 40 War Lizards, 45 Scout Lizards, 12 Knights/Combat+Garrison Company)
Plans: Sharpen Their Skills.

Criminal Gangs
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Region Tessen
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: Slowly spreading their numbers.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood.

Terrorist Organizations
N/A

Cults
-Conclave of Faya

--Contact: Elder Spirit Songweaver Marta
--Opinion: Friend (2)
--Plans: Run wild 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: Complete miscellaneous projects.
--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: Reading through and debating the new laws for airships.

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

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
6x Omni-Gazers - Scrap - 2.25 - +5 to Electronics/Metallurgy
570x Bunker Electronic Artifacts - 1.74 - +5 to Electronics
100x Bunker Manufacturing Artifacts - 1.62 - +5 to Machinery/Hydraulics
680x Bunker Medicine Artifacts - 0.92 - +5 to Biology/Medicine/Machinery
5x Exotic Fruit Seeds - 5.00 - +5 to Biology
18x Unknown Seed Samples - 5.00 - +5 to Biology
Tasty Fruits - 2.50 - +5 to Biology
10x Spices - 3.81 - +5 to Biology/Medicine
3x Sticky Branches - 1.02 - +5 to Biology/Chemicals
2x Ever-Green Leaves - 2.02 - +5 to Biology
2x Kind Fruits - 1.11 - +5 to Biology
3x Unbidden Seeds - 2.50 - +5 to Biology
4x Budding Flowers - 4.56 - +5 to Biology
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
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
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
Weapons/Psychology/Chemicals
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
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
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
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
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
5x 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
100x Bunker Electronic Artifact - 6.53 - +20 to Advanced Electronics
237x Bunker Machinery Artifact - 5.03 - +20 to Advanced Machinery
142x Bunker Programming Artifact - 5.94 - +20 to Advanced Programming
370x 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
321x 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
Children's Book - 7.11 - +20 to Advanced Psychology/Programming/Electronics
3x Mutated Skeleton - 6.11 - +20 to Advanced Electronics
Aetheric Conversion Engine - 6.33 - +20 to Advanced Mechanics/Hydraulics/Airship Technologies
2x Suspendium Diffusion Charts - 5.67 - +20 to Advanced Physics/Airships Technologies
Incomplete Command Node - 7.77 - +20 to Advanced Electronics/Programming
10x Workers - 5.08 - +20 to Advanced Electronics/Metallurgy/Programming
310x Guardians - Trooper - 7.15 - +20 to Advanced Electronics/Metallurgy/Programming
20x 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
7x Burned Robotic Housekeepers - 5.53 - +20 to Advanced Electronics/Hydraulics/Machinery
Destroyed Peacekeeper - 7.92 - +20 to Advanced Armor/Hydraulics/Weaponry
5x Guardians - Sniper - 12.50 - +20 to Advanced Electronics/Metallurgy/Programming
10x 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
60x 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
3x Undulating Scymri-Ocular - 9.99 - +20 to Advanced Biology/Hydraulics/Medicine
3x Machine Maggots - 11.73 - +20 to Advanced Machinery/Programming/Medicine/Biology
3x Tendon-Focused Medical Textbook - 8.04 - +20 to Advanced Biology/Medicine
3x Plasma-Conduits - 7.75 - +20 to Advanced Metallurgy/Physics
3x Plasma-Focusers - 9.25 - +20 to Advanced Metallurgy/Physics/Weapons
3x Serrated Memory-Metal Blades - 12.12 - +20 to Advanced Metallurgy/Weapons
3x Surgical Drones - 12.36 - +20 to Advanced Programming/Machinery/Electronics/Medicine
41x Assorted Corpses and Machines - 11.37 - +20 to Advanced Biology/Psychology/Machinery
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
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
10x "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
5x 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
3x 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
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
5x Targeting Beacon - 22.20 - +50 to Pioneer Electronics/Physics/Weapons
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
2x 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
3x 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
Sentence 14 - 43.21 - +50 to Pioneer Psychology
2x Nanoweave Skinplates - 34.56 - +50 to Pioneer Weapons/Medicine
10x Gravitic Celestial Maps - 50.00 - +50 to Pioneer Physics
9x Satellite Codes - 100.00 - +50 to Pioneer All
Irkanite Lance Component - 22.22 - +50 to Pioneer Weapons/Biology
Irkanite Thought Component - 22.22 - +50 to Pioneer Psychology/Biology
Irkanite Blade Component - 22.22 - +50 to Pioneer Weapons/Biology
Irkanite Heart Component - 22.22 - +50 to Pioneer Psychology/Biology
4x Automated Molecural Statuettes - 25.13 - +50 to Pioneer Metallurgy/Machinery
2x Written Testimonies of the Collapse - 35.00 - +50 to Pioneer Psychology/???
Sacrosanct Idol - 20.00 - +50 to Pioneer Psychology
4x Crystallized Flames - 25.25 - +50 to Pioneer Weaponry/???
9x Tenebris Library Book (Untranslated) - ??.?? - +50 to Pioneer ???
'Children of the Sunset Sea' - 50.00 - +50 to Pioneer Airship Technologies
'Beyond the Skein of Bones' - 50.00 - +50 To Pioneer Biology/Airship Technologies
2x A Flask Of Cool Water - 50.00 - +50 to Pioneer Psychology
3x Unknown Chemical Pulver - 19.46 - +50 to Pioneer Weaponry/???
The Burned Remains Of God - 50.00 - +50 to Pioneer Psychology/Weaponry/Airship Technologies
The Planted Wisdom Of Age (Untranslated) - ??.?? - +50 to Pioneer ???
2x The Ashes Of Our Pyre - ??.?? - +50 to Pioneer Psychology
'Human Flesh and Immortal Soul' - 44.68 - +50 to Pioneer Medicine/Biology
185x Prototype Bunker Artifacts - 49.32- +50 to Pioneer Electronic/Machinery/Hydraulic/Programming Artifacts
2x A Broken Clock - 22.81 - +50 to Pioneer Psychology
Quiet Leave - 34.64 - +50 to Pioneer Weaponry
7x Untranslated Blueprints - 30.00 - +50 to Pioneer ???
'All The Queen's Men' Book - 19.50 - +50 to Pioneer Psychology
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.
Warten ist echt schön kacke. Fluch nicht. Du mich auch.
(+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.
-Static Mortar (Standard): Special Rule: 50% Chance of hitting for 2d12 Damage per round. 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
-Improved Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 5/5 Armor and 2/2 Internal Structure, has a Ranged attack of 1d3 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.
-Static Mortar (Standard): Special Rule: 50% Chance of hitting for 2d12 Damage per round. 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
-Improved Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 5/5 Armor and 2/2 Internal Structure, has a Ranged attack of 1d3 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.
-Static Mortar (Standard): Special Rule: 50% Chance of hitting for 2d12 Damage per round. 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
-Improved Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 5/5 Armor and 2/2 Internal Structure, has a Ranged attack of 1d3 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.
-Static Mortar (Standard): Special Rule: 50% Chance of hitting for 2d12 Damage per round. 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
-Improved Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 5/5 Armor and 2/2 Internal Structure, has a Ranged attack of 1d3 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).
-Standard Coilgun: Coilgun (15d20), Overpenetration (Cannot target more than one Unit per shot), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Armor Penetration (50% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns)
-Primitive Lance Coilgun: Coilgun (15d20), Overpenetration (Cannot target more than one Unit per shot), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Armor Penetration (75% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns), Extended Range (Will act first in combat unless ambushed.)
-Primitive Scattershot Coilgun: Coilgun (60d2), Delete That Grid (Targets All Units In A Battle. Cannot fire if friendly Units are engaged in Melee), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Low Armor Penetration (25% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns).
-Primitive Repeater Coilgun: Coilgun (20d10), Dakka (Damage Dice that roll a 1 are re-rolled once), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Weak Armor Penetration (50% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns).
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: Power Armor (Primitive): +60 Armor, -45 on stealth rolls, +1d4 in Melee.
-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
-Static Mortar (Standard): Special Rule: 50% Chance of hitting for 2d12 Damage per round. 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.
-Improved Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 5/5 Armor and 2/2 Internal Structure, has a Ranged attack of 1d3 per Unit size.).
-Generic Melee Spider: An autonomous drone for military applications. Special Rule: Independent Melee Unit (Gains 9/9 Armor and 1/1 Internal Structure, has a Melee attack of 2d2 per Unit size.).
-Generic Ranged Quadruped: An autonomous drone for military applications. Special Rule: Independent Ranged Quadrupedal Unit (Gains 2/2 Armor and 2/2 Internal Structure, has a Ranged attack of 1d2 per Unit size.), Quick Feet (+5 to Initiative).
-Generic Melee Quadruped: An autonomous drone for military applications. Special Rule: Independent Melee Quadrupedal Unit (Gains 5/5 Armor and 2/2 Internal Structure, has a Melee attack of 2d2 per Unit size.), Quick Feet (+5 to Initiative).
-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).
-Artillery Scutter: A large-sized drone, as large as a War-Lizard, equipped with a Standard Coilgun turret to rip apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Standard Coilgun (15d20 Ranged Damage), see Weapon Entry for Rules.
-Combat-Trained Common Animal: An animal trained for use in combat, though their usage can become a hindrance if their masters are not careful while handling them.
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) - (Guards! Guards!, Guardians For Hire)
1x Grand Kitchen - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Inn - (Eye of the Beholder) - (Guards! Guards!)
1x Local Headquarters - (Security Improvements, Guards! Guards!)
1x Rudimentary Territorial Hospices - (Guardians For Hire, Guards! Guards!)
1x School - (Big) - (Security Improvements, Guards! Guards!)

Ularn:
1x Asylum - (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 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, Guardians For Hire, Guards! Guards!)

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 Grand Kitchen - (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 Humane Asylum - (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) - (Guardians For Hire, Guards! Guards!)

Strul:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (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, Guards! Guards!)
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 Robotics Creation - (Guards! Guards!)
1x Black Box - (Gutted Core) - (Security Improvements, Guards! Guards!)
1x Black Root Field
1x Berth - (Large) - (Security Improvements)
1x Bloodbark Field
1x Codex Printing
1x Communal Festivals
4x Computers
1x Desalination Basins - (Deep Pumps)
1x Electronics Manufacture ~ Ancient Circuits - (Security Improvements, Guards! Guards!)
1x Expanded Daycare - (Security Improvements, Guards! Guards!)
1x Extremely Fertile Ashleaf-Nursery - (Security Improvements, Guards! Guards!)
1x Laboratory Complex - (Rudimentary) - (Security Improvements, Guards! Guards!)
1x Living Quarters - (Continuous Expansion) - (Security Improvements)
1x The Hidden Workshop - (Legendary) - (Security Improvements)
1x Mausoleum of the Forgotten Pilgrims
1x Medical Wing - (Grand) - (Security Improvements)
1x Menagerie - (Basic)
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 The School of the Skyneers
1x Tiny Drone-Manufacture - (Guards! Guards!)
1x Training Field - (Expanded) - (Security Improvements)

Norqod:
1x Academy of the Fools
1x Airship Component Factory - (Guards! Guards!)
2x Airship Lines (Caravaner) - (Guards! Guards!)
1x Airship Trade Anchor And Depot
1x Artist Alley
1x Brewers Run
1x Bulk Goods Warehouse Hub - (Guards! Guards!)
2x Caravansery
1x Cat Alley
1x Contractual Expansion - (Adequate Housing) - (Security Improvements)
1x Distributed Clinics
1x Engine Assembly - (Security Improvements)
1x Expanded Clinics
1x Expanded Public Libraries
1x Goat Pens
1x House Dall Barracks
1x Large Tool Manufactury
1x Map of Norqod - Holo Emitter
1x Mausoleum of the Forgotten
1x Medium Quarantine Area - (Security Improvements, Guards! Guards!)
1x Medium Sturdy Clothing Manufactury
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 Expanded Hospitals - (Security Improvements, Guards! Guards!)
1x Sin Run
1x Small Cannery
1x Small Furniture Manufactory
1x Small Medicinal School
1x Steel Mill - (Guards! Guards!)
1x The Evergreen Gardens - Tiny - (Guards! Guards!)
1x The Trail of Rust - (Security Improvements, Guards! Guards!)
1x Tiny Hydroponics - (Guards! Guards!)
1x Tiny Toy Manufactury
1x Training Fields - Medium
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 - Grand
-Plagues roll with a massive mali to infect the Pilgrims, supporting up to 10.000 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 you to enact repairs and modifications.

Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.

Electronics Manufacture - Ancient Circuits
+150 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 - Large
This is the point where it is almost insulting to call the Airship facilities of the Tree mere "Berths" instead of Anchorages or Ports. Expanding the available facilities by double will allow us to field fleets without crowding or scheduling errors and will be a critical part of creating an Empire-wide transport and logistics system for the Pilgrims and our people, goods, and services.
(Without special projects, we can now modify Nine Medium or Two Large Airships for exploration or trading.)

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 (Improved 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, Artillery 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 (Slowly Growing)
High-Class Prosperity: Very Wealthy (Slowly Growing)
Middle-Class Prosperity: Moderately Wealthy (Slowly Growing)
Lower Class Prosperity: Relatively Wealthy (Stagnant)

Mood: Neutral (Stagnant)

Permanent Inhabitants: ~5.200
-Tendency: Rising.

Security: Yes.
-Daughter of Dawn (Airship)
-Forge-Clan Elders (12)
-Forge-Clan Security Forces
-Royal Regiment 'Rabbitaurs'
-Tailors of the Burned Skies (Mercenary Company)
-House Dall Retinue

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 Power-Armor (Primitive): Power Armor: +60 Armor, +1d4 in Meele, -45 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: It 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.
-Improved Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 5/5 Armor and 2/2 Internal Structure, has a Ranged attack of 1d3 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 - 16-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. She is having her "rebel" phase. You do not know if her asking you for advice on how to rebel better is a sign of being a good parent or utterly failing at ensuring she can rebel on her own.

Protegé: Lord Markus Ulatarn - 17-Year-Old
A child of nobility, he was given to be raised and educated while laying the foundation of a relationship between the 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. He likes Crinkle. He recently took up painting after watching the various artists in Norqod decorate and carve into the rock. He has made two paintings of Silvia Jr., one specially made to allow her to touch, and thus see, what he has painted. You are watching him.
(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.
-Improved Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 5/5 Armor and 2/2 Internal Structure, has a Ranged attack of 1d3 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 (25/25):
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.
(+60 to all rolls made with PD.)

Bloodied Knight-Pilot:
You have joined the illustrious Elite of the world, where the entry is life-long service, and the exit is at the end of a weapon. Yours will be a life of war, death, and struggles, bringing hope to despairing hearts, rallying flagging defenders, and protecting those in your shadow. Do not stumble, for the consequences are grave.
(+10 to all rolls after using a Knight in Combat.)

1st Generation Pilgrim:
This person has not been converted to the Pilgrim's belief but was raised in it from a young age. Their faith has always been a part of their life, guiding their actions even when choosing to leave. People will find it hard to sway their devotion should they remain.
(Actions to subvert Aria roll with a malus.)

We Can Do It!:
Aria has been deeply empathetic, caring, and driven from a young age. Since joining the Pilgrims, she has grown into a relentlessly friendly and optimistic young woman, shaped by her adoptive family's experiences. With her determined personality, she picked up "a little bit of everything" at a young age by enthusiastically volunteering to assist in any and everything. She picked the brains of anyone willing to let her, though the more curmudgeonly among the Pilgrims find her boundless enthusiasm tiresome. But she will give everything she has in all she does, unfortunately, sometimes beyond that.
(+20 to all actions this Hero is assigned to, -10 for every Turn Relax is not chosen. Currently: +20)

Trauma: Common People Purge Survivor (16/16):
It has been years since the Purge, and you no longer feel overwhelmed or trapped by the feelings of terror and hopelessness as you once did. Instead, you have used that horror you survived as a drive to see it never repeated or minimized for as long as you live. You may occasionally still dream about the screams, the hateful faces, and the smell of burning flesh, but it adds to your conviction to see it never repeated.
(-5 to all Actions this Hero is assigned to, can be chosen as a starting character should a Purge happen. +10 to all Actions done by this Hero within Purge Turns.)

To Fling A Light:
Sometimes? Sometimes, being willing to help is not enough; doing all you can could fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You would gladly fling a light into the future at the cost of your life.
(???)

Human Wife - Chiedi
The delight of marriage with all of its wonders and happiness.

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. Little Lillia has become a nerve-wracking, curious bundle of exploratory babbling and grasping. And she can move on her own! And she is now speaking some words!

Object of Veneration - Indistinct- Guardian - (102/250)
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.
(+20 to all Diplomacy/Norqod Actions, Become More.)
Turi
Turi, Head Scholar of the Experimental Wing
Health:
1/1
Armor: 1/1 Armor
Training: Green (1/6) (-25 to Initiative)
Breakpoint: 6/7

Equipment:
-Dagger: 1 Damage per size (1 total)
-Armored Civilian Clothing: 1/1 Armor

Traits:
Interest In Experimental Oddities (4/5):

Ever since Turi was able to research the world and tinker, she has harbored an intense interest in things that most people dismiss or consider Blue Skies projects.
(+2d3 Successes per assignment to a Breakthrough Technology. Can be upgraded.)

Head Scholar of the Experimental Wing:
"Science is not the effort of a single person; it is the accumulated passion and experience of thousands coming together into a single project for a single purpose, again and again. I am but one more chain in the link from the dawn of time, and I shall ensure it endures until the end of mine at the worst."
(+50 to assigned Research Actions.)

Zest For Life:
"Why should I welcome death and drudgery when there is so much left to do, so much left to experience?"
(Turi can be assigned to a Single Project twice per Turn but will require a Turn of downtime afterward.)

Mother Of Electronic Life:
"Who's a good murder machine? Who's a good murder machine? You are! Yes, You Are! Now. Unscrew their kneecaps."
(Machines under Turi's command act in her stead, gaining 50% rounded-up Damage.)
There are a great many words that have been forced to spill their guts in ink across a monumental amount of papers, sacrificed upon the altars dedicated to the gods and spirits of Law and Contracts, in the arguments given and taken, destroyed and constructed, refuted and strengthened, in the debate and discussions surrounding the topic that had gripped the minds of many in the last decade, with more and more lawyers, word-smiths, nit-pickers, argumentative minds, and supplicants to the rule of logic and circumvention of rules in their benefit gathering to debate and dispute, all at the bidding of the most powerful man alive to ensure that the conquering of another plane of existence would not destabilize the nation his family and the legions of people behind the same had built from the literal ashes of the past world.

It took more combined work hours than could fit in a millennium, more papers than some smaller nations produce within a year, and more words than had been spilled by any other debate or Convention in the history of the Empire of Slatnan, but when it was all over but to dry the tears of relief at the end of the misery and the jubilation of this monumental task, it took all that and more, but when it was over, a new book of laws was written to tie the heavens themselves into the sphere of law and rules enforced by mortal judges and enforcers of the law.

It judged who could own airships. Mere people could not be allowed to buy these soon-to-be leviathans of the skies; the destructive potential if handled with malicious intent too great. Organizations and Noble Houses would be allowed to be licensed to operate these wonders of modern technology. Not only traders but also explorers, adventurers, healers, settlers, and towns would be allowed to access the skies, their ships tied to them beyond the want of a single person.

It judged who could own what type of airships. Merchants had no need for airships armed to the teeth, but adventurers would. Noble Houses would rejoice at the sight of their pleasure airships rising into the skies with amenities that would see their rivals green with envy, but they had no need for massive cargo haulers. Faiths would see their flocks gather in the skies for prayer, medicine, and aid for soul and body in their holds to be distributed. Yet, the Prevter Houses would not be bound by such rules; the resources they provided were too critical, too crucial to the functioning of the Empire to be prevented from buying airships that would see their ability to harvest trees, oil, suspendium, or jewel in ever-greater numbers.

It judged who could arm airships and how much. Merchants had the right to defend themselves against attacks like the Houses, but that did not mean they would be allowed to purchase airships with coilguns bolted onto every surface. Similarly, though some other groups had all the right to arm themselves as much as possible, restrictions still had to be created to ensure that they would not accidentally annihilate a village or town with a misfire of their weaponry.

It judged who could construct airships. It was limited to only two Houses within the Empire. The Imperial Family...and House Dall.

It judged who could modify airships. Once again, licenses would be required, but if one could prove they had managed to hire a person experienced in the modification or construction of airships, then they, too, would be allowed to change the parts and internal structures of their purchased airships, as long as those changes still complied with all other legislation.

It judged who could sell airships. All who had bought them legally in the first place.

It judged what happened when war broke out. Airships were too monumental a resource to be ignored when war once more knocked on the gates to the Empire, and its children had to march to its beat once again. They could transport too many goods and too many soldiers and could allow for too many things to be left aside. And yet, they would not be unilaterally taken but instead conscripted and paid fairly for their services on the basis of need.

It did all that and much more besides.

For if there is one thing that is eternal beyond death and taxation, it is the laws of humanity created to bind itself into civilization and peaceful cooperation.

It had taken nearly an entire year to participate in the discussion and convention to create new legal laws and codes for airships, but at the end of it, Martyris and Selene returned not only to their home but also to their family and people. The Capital may be the greatest City on the planet, but nothing beats sleeping underneath your own roof and near your loving family once more united.

And yet, though both were once more under familiar covers and familiar ceilings, their minds were still active and churning through the scene to which they had returned to. A daughter a year older. A protege grown alongside her. A town changed and the Pilgrims grown. Letters were helpful and had done much to keep homesickness at bay, but they could only do so much, no matter the efforts of both sides, to stay in contact and informed. But one downside of letters was that they were written...which gave the writer plenty of time to think about what they wanted to say.

"They are a thing." Silence followed Martyris' statement, Selene keeping still in his embrace for several seconds. "Don't try to deny it," he sighed. "You saw her tail when he was near her. You saw how he smiled when she did. They are together."

"I'll bring out the dagger then," Selene said neutrally, causing her husband to chuckle.

"Oh, come on now; she's our daughter. How little do you think of her?" Martyris said, kissing his wife on her head to her grumbling. "Five Crowns, they haven't moved from the handholding stage yet."

"...Ten Crowns."

"Bet."

The school was not what Liu had expected. Yes, there would have obviously been a degree of unexpectedness after moving through half the Region to a new town and being dug from the ground, but still, she had not expected so many people.

Consciously, Liu dodged a man with a large crate in his...four...arms...before continuing onward, trying to put her surroundings out of her mind, hoping that, with perhaps enough willpower, she could escape and ignore a large amount of Mutated surrounding her. It wasn't very successful, but it made her skin feel more like it was bristling instead of actively trying to crawl away from her muscles.

Thankfully for her, the walk to the school was not so long that she was overwhelmed, even if the rush of workers going to their jobs coincided with the start of her school, alongside the mid-day rush when people tried to buy and sell food to the hungry crowds. At least the food was cheap and good.

Entering through the main gate was a matter of a few seconds; her attendance papers were shown to the intimidating and huge Guard stationed before the building without a word exchanged between the two, leaving her to quickly walk past a gaggle of fellow students loudly arguing about some inane thing. It likely has something to do with that new sequel from Eneles. She had taken a look at their books, and honestly? They were a hack. 5/7 stars.

"Miss Liu, early as always," Engineer Gunnar said, ripping her out of her thoughts as she crossed into the large auditorium, the smell of metals, oils, heated materials, and ozone from charged Suspendium greeting her like a physical wall that she welcomed with all her mind. Something to distract her, something to focus her.

"I am being sponsored to learn here," she easily said, looking for a place to put her stuff that hadn't already been taken up by the ever-increasing amount of tools, projects, learning aids, books, and knick-knacks within the auditorium. "The least I can do is be on time."

"Heh, true that," Engineer Gunnar replied, turning back to whatever he had been doing, the rustling of papers following Liu as she packed her stuff into an unused spot between a can filled with tools and a bag of...was that flour? Why was there flour? "Oh, if you have a second?" Gunnar suddenly spoke, making Liu turn around with some confusion and interest. The man had never asked her to do something before class, so that was new. "If you could pass me that bag of flour? We are going to demonstrate why fires are a bad thing with enclosed spaces, charged suspendium, and dangerous cargo."

Ah. Thankfully, she could survive without eyebrows if her instincts were right about how this would end.

"Crude, Unreliable, Primitive Contraptions," Elder Fahreit said, his voice box grinding out its harsh tones and buzzing chirps of electronic voice into the workshop as he beheld the newest iteration of an engine assembled for a Caravaner. "Inefficient, Wasteful, Noisy," he added, eyes filled with disdain and scorn at both the machine being created and the workers below who were assembling them.

"High praise, Elder," Varum said after a minute of silence had passed between the two. Her arms were folded underneath her teal robe as she watched the work below her continue unabated and undeterred. "Normally, you would not have stopped at merely six disparaging words."

"Normally, The Idiots We Visit Are Worthy Of Them. The Pilgrims Are Worthy Of The Respect For Apprentices." He spoke in turn, turning around to walk away from the workshop and into the open town they had been staying in for the last few weeks for their negotiations, the overseer of the workshop far enough behind them to appear respectful yet still hear what they were saying. "Dumb Idiots Trying To Learn, Not Dumb Idiots Who Think They Know All."

"And above that, people who know how we could benefit one another. I do not know if all of our people would be as gracious as you now that they have taken our place and chance to rise once more."

"Our Place? Idiots. We Both Tried. They Won; We Lost. Simple As That. Only The Future Will Save Us Now, Not The Past. Grievances And Fights Will Not Help."

"Your words into the Clans' ears, Elder."

With the march of time and a vastly expanded budget and allocation of volunteers, it was no longer a secret that the Experimental Wing within the Tree of Knowledge did more than merely test new ways to kill things.

Yes, it also did that quite often, such as with the tests for the new mortar, which had improved fire rate and accuracy with the new tubes and explosives packed into the munitions, but that wasn't the only thing that the Pilgrim Scholars and Engineers improved.

Though not boring for those who knew what it would mean in the future, with energy production without specialized machinery something that would boost nearly every level of society, the improved Steam Engines were more of an iterative process than a transformative one.

In contrast, the radar systems created and blatantly inspired by existing examples were a far more enticing and exciting prospect for those seeking something that would aid them in making more money from construction, defense, and military applications. The ability to "look" over the horizon with radar was something that would save many towns and villages quite a few lives, as flying Mutants or Machines would no longer be found only when they were close enough to be spotted by the Guards that happen to be looking in the right direction, but by a system that could see them coming from an hour or two away.

Yet, even if it wasn't something that would be widely advertised and be mostly confined to the laboratories and asylums of the Pilgrims for the time being, the efforts of the Medicine Division would prove, in time and with the passing of years, to be the start of an Empire-wide transformation that would see millions given medicine and healing of body and mind that they otherwise could not have had.

The work of the Pilgrims to reclaim what was lost was slow-going, but it never left those laboring away feeling as if their Path was one of futile endeavors squandered, for they saw the changes wrought with their hands and minds.

It rose into the skies in defiance of the common wisdom that the skies are where monsters lurk.

It stood against the elements in defiance of wind, rain, sand, and thunder, unlike all other buildings that hid beneath the earth.

It took on the heat and the air that burned and battered it without complaint and groan.

The first Anchor of the world had been finished, and it rose nearly ten stories high.

Elevators pulled by rumbling generators and lights powered by the same allowed people to move up and about at any time of the day. Crews of Airships could disembark from their vessels unto one of the many arms of the Anchor as the workers of the same ensured that their ships would not drift away...or into the structure itself. Freight was moved with swift cranes and swifter shouts, and the goods within crates, barrels, and sacks were moved onto the wagons of caravans or traders waiting to deliver them away or into the town proper. Perhaps it was nothing compared to the splendor that the Ancients could produce with a fraction of the effort. Perhaps it would become nothing more than a footnote in the history of the world once the march of time passed this Anchor.

But for now, it stood. Its sides were adorned by the flapping banners of House Dall, and its halls and rooms were filled with workers and administrators, who ensured timetables were kept and freight was moved efficiently.

It was the first of a net of stations for Airships to painlessly embark from and divulge themselves of their goods at.

And it would stand proudly forevermore as the first.

Available Bonuses:
185 Distributable Points from Omakes.
1 Free Turn Progress for Buildings for 10 Intact Robotic Artifacts. Indicate by adding [Helpers] to the Action. No limit.

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: 2 Goodwill
Chance: 60%
Reward: +10% 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: 8 Goodwill
Turns: 2
Chance: 40%
Reward: +15% 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 = 0.25 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: 10 Goodwill
Reward: +15% Piety, +1 Mutated Opinion (Once), gives a safe way out of the BHVs for the Mutated.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.25 Goodwill)
[ ] The Pilgrims Need You!
One voice cannot be heard if it is unwilling to speak to another face-to-face. A hundred voices are more silent than whispers if they refrain from touching the hearts of those they seek to aid. Our preachers must do more than merely offer words; they must lend ears, hands, and minds alike.
(Turns: 1
Chance: 50%
Reward: 2d100+50 Recruits)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 2.50 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: 2
Chance: 30%
Reward: 4d200+150 Recruits)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 2.50 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: 80%
Reward: +8% Piety, +4d8 Followers)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.80 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.
(Chance: 55%
Reward: +20% Piety, +5d6 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 5.00 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)
[X] Establish Soup-Kitchens Within Outlying Towns - (2/5 Turns Complete)
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: 5
Reward: -4 to Piety rolls, 60d20+80 Recruits, +1.00 Goodwill per Turn, unlocks further actions.)

[ ] Establish Small Hospice Networks
While Hospices cater to the dying, their 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: 50%
Reward: -5 to Piety rolls, +0.40 Goodwill per Turn, 6d8 Goodwill, unlocks further actions.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Establish Rudimentary Territorial Hospices
Our treatments of the sick and injured within the Cities have enjoyed great popularity among the population. More and more people are coming to seek our 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: -4 to Piety rolls, +0.50 Goodwill per Turn, +8 Recruits per Turn.)

[ ] 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: 1/3/5
Chance: 50%
Reward: 0.2/0.5/0.9 Goodwill, -3/6/10 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)

[ ] Improve An Orphanage - (Location)
Much time has passed since we 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 entirely 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 stones, 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 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 for us to turn that chance into a certainty.
(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: 10
Chance: 01% [+5]
Reward: 0.01 Goodwill, -20 to Piety rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.05 Goodwill)

[ ] Build A Humane Asylum - (Location)
Nothing stands between the creation of an Asylum led by the Pilgrims now. Contact local builders, set Marxcim to design the structure, and call for volunteers to be trained and paid 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, and hopefully, recovered patients will 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: 5 Goodwill
Reward: Humane Asylum, -4 to Piety rolls, +0.20 Goodwill per Turn.)
-[ ] Expand One Instead - (Location)
(Turns: 1
Cost: 9.00 Goodwill
Reward: Expanded Humane Asylum, +0.30 Goodwill per Turn.)

[ ] Build Upon The 'Consensuals'
The brothels we built have rapidly gained a reputation as a high-class establishment. While good for our purse, it is less suitable for those with less than 'expert talents' within the industry. By building new floors and digging some down, we 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. With them, we can also build upon our work in helping those trying to escape forced Sex Work with better security a must.
(Reward: Upgraded 'Consensuals,' -1 to Piety rolls, +0.04 Goodwill. Unlocks another Building.)

[ ] Cleaning Up The Mess - (City Region)
Despite all we 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 us 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: 2
Cost: 30 Goodwill
Reward: Lessened Suffering of the Mutated, -10 to Piety rolls.
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: 2
Reward: Final resting place for the forgotten and discarded, -5 to Piety rolls.)
[ ] 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 rugged high-grade prosthetics, more than merely producing and selling them is required. Unfortunately, too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So, create a few thousand in bulk and ship them to where they are needed, where local Pilgrims may gift them as required.
(Chance: 99/50/25%
Reward: Gain 4/7/15d5 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, Piety, and ???)

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

Endless Skies: For though we all wander on Paths eternal and ever twisting, whose ends most shall never choose for themselves, we know that there are Paths to walk beyond the realm of earth and stone. (1 Action Locked)
[ ] Aerodynamics 103 - (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: 10/-50/-130% for 1/2/3 Successes, Successes Needed: 8
Reward: Improve current propulsion methods, Follow-Up Project.)

[ ] Aerodynamics 202 - (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: -70/-140/-220% for 1/2/3 Successes, Successes Needed: 9
Reward: Better Airship Propulsion, Follow-Up Project.)

[ ] Suspendium Shaping Theory - (Pioneer Suspendium)
Thanks to our increased understanding of Suspendium, several important discoveries have been made, with the most important one being that Suspendium, if rightly treated, can be used as more than shards of a crystal but also as a pigment for tattoos. The implications of that discovery have haunted the Experimental Wing since, with dozens of theories and projections thrown around that point to the possibility that, if correctly treated, one could reshape the structure of Suspendium into liquid and non-natural shapes. The ability to interlace a lattice of Suspendium into a suit of armor or crate instead of painstakingly working it into the same would be nothing short of revolutionary, and that are merely the most obvious applications!
(Chance: 00/-100/-200% for 1/2/3 Successes, Successes Needed: 204
Reward: Unknown, Follow-Up Projects.
Breakthrough Research: +1d6 Successes every 20 Successes!)

[ ] Pressurized Suspendium Part 5a - (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: -400/-800/-1500 for 1/2/3 Successes, Successes needed: 85
Reward: One more step forward. One step closer to understanding Suspendium. +50% Lift for all Lift Modules.)

[ ] Suspendium Weapon Compendium - (Pioneer Suspendium Theory)
The first step has been done, with the prototype already able to devastate all that stands before it. This will revolutionize airship construction and warfare, nascent as it is, even at the steep costs demanded by the weapons using them.
(Needed: Suspendium Shard - Large
Chance: -10/-50/-90 for 1/2/3 Successes, Successes needed: 7
Reward: Improved Suspendium Weaponry.)

[ ] Propulse Me Outta Here - (Pioneer Machinery)
Propellers are fast, but the ones we have created can still be improved.
(Chance: 60/30/00 for 1/2/3 Successes, Successes needed: 5
Reward: Advanced Propellers.)

[ ] 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 - (Design) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
Once we 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): 99/99/99 for 1/2/3 Successes, Successes Needed: 2
Medium (20.001-2.000.000 Kg Lift): 99/99/90 for 1/2/3 Successes, Successes Needed: 5
Heavy (2.000.001+ Kg Lift): 80/30/-10 for 1/2/3 Successes, Successes Needed: 16
Reward: Airship Desing is being manufactured and sold. The Price is pre-rolled and applied to all subsequently assembled airships of the same line.
Notice: +1/2/3 Structure Bonus per Module for Light/Medium/Heavy Airships.
Warning: Airships incur Suspendium costs in their production.
Commoners: Personal Use.
Nobles: Scouts, Pleasure Yatchs.
Merchants Guild: Cargo, Personal Use, Lightly Armed Guard Ships.
Adventurers Guild: Lightly-Medium Armed Airships, Scouts, Transports.
Forge-Clan: All Types except Armed Airships.
Military: All Types.
Settlements: Lightly-Heavily Armed Airships, Scouts, Transports.
Misc. Guilds: Light Transports, Lightly Armed Guard Ships.
[ ] The School of the Crews
While it is easy to find people willing to become crew aboard an Airship and train them to prevent themselves from falling to their deaths, teaching someone how to pilot or command an airship is far more complicated. Not only do the prospective pilots need to adjust to thinking in three dimensions, but a captain must also know every detail of their vessel, what happens if a part is damaged, and how fast it can move between ports when loaded with different cargo loads.
(Turns: 2
Cost: 1 Medium Suspendium Shard
Reward: School of Crews - Small, -1 to Piety Rolls.)

[ ] The Academy of the Skyneers
Keeping an airship running is not as easy when you are in the skies, especially if you do not have access to the parts you need to fix something critical immediately. Patchjobs are typical for long-standing airships when suffering a malfunction too many, and finding ways to flick what is broken with the tools one has is far more important than knowing how to repair things with materials you cannot reach. Now, if only we could stop the students from calling themselves 'Skyneers' while we are at it...
(Turns: 6
Cost: 1 Large Suspendium Shard
Reward: Academy of Skyneers, -2 to Piety Rolls.

[ ] Recover Airships - Intact - (Type / Numbers)
It is done! After much sweat, blood, and tears have flowed, we 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 Cutters (Unarmed 20 ton) (68 Remain): 5 Small Suspendium Shards per ship Recovered.
Line Vessel (Armed 200 ton) (24 Remain): 1 Medium Suspendium Shard per ship Recovered.
Cargo Craft (Unarmed 1000 ton) (9 Remain): 1 Medium and 17 Small Suspendium Shards per ship Recovered.
Warships (Armed 500 ton) (4 Remain): 1 Big Suspendium Shard per ship Recovered.
Chance: 80%
Reward: Intact Airships 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

[ ] 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, we must provide the required Suspendium and Materials, but then? Then we 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)
[ ] A Draft Of Mercy
Military and commercial applications of airships have taken a dangerous precedent and priority for us, something that we cannot tolerate any longer. With airships, we can help so many more at so much less hassle and cost, aiding, in turn, more and more people in need. Flying with doctors and medicine to the places that need them instead of forcing them to arrive at one of our locations they may never be able to reach alive is but the most apparent use of something our scholars are rapidly calling "Temple Ships."
(Turns: 1
Cost: 5 Medium Suspendium Shards
Reward: Unlock Aid and Faith Modules for your Airships.)

[ ] Halls of Free Minds
Arguing about the Paths and the Pilgrimage is good, yet there are places where one needs to set aside faith and replace it with uncertain certainty. Faith can guide us through the immaterial when there are no answers to be wrought, but Philosophy can guide us through the material when questions are all that are created by the answers we find.
(Turns: 4
Cost: 2 Medium Suspendium Shards
Reward: Halls of Free Minds, Unlocks further Actions, -5 to Piety Rolls.)

[ ] Gardens of Levitation
A person's inner mind is as much a Path to travel as the physical Journey we all undertake. In a garden, one can ground themselves in nature and the works wrought by hand and guided minds, reflecting on what can be created if a desire exists and the shapes that our universe takes within these forms. By embracing weightlessness and detachment from gravity, one can enter a trance beneficial to beginning a Journey of the Inner Path.
(Turns: 3
Cost: 2 Large Suspendium Shards
Reward: Gardens of Levitation, Unlocks further Actions, -5 to Piety Rolls.)

[ ] A Coming Of Age Inscribed
While using tattoos to display one's allegiance and faith has long since been a part of the Pilgrimage that has been implicitly approved, the years since the discovery of Suspendium have turned this practice into a far more ritualistic affair, now tinted in the possibilities and assured knowledge of Suspendiums non-toxic nature. Finely ground down, treated in gentle heat, and then processed into a form of pigment, Suspendium has begun to be used by many, especially those of us who come of age, to display our Paths and Journey proudly and unafraid. Offering public approval and enshrining this practice as part of the Pilgrimage will bring a sense of community to us all while empowering those who fight to leave a past behind they have conquered.
(Cost: 10 Goodwill
Upkeep: 1 Medium Suspendium Shard
Reward: Suspendium Ritual Tattoos - -5 to Piety Rolls.)

[ ] Radio Cafes
A somewhat new and novel idea, using the recently created and proliferated radios of our Scholars in a public setting offering food, drink, and conversation, will offer a place to relax, converse with others, and inform oneself about the news and happenings of the Region.
(Turns: 3
Reward: Radio Cafes - Small, -1 to Piety Rolls.)

[ ] A Floating Island?
We know that it is possible to allow an island to fly, the Monastery, Fortress, and Laboratory sit on those, yet...to build it ourselves? Surely that is but madness born by a lust for grandeur?
(Reward: Sub-Turns to decide on the Path of the Sky Island.)

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. At the wrong time, a report in the right ear has toppled many nations. (Choose 2 Actions)
[ ] The Great Trade Fleets - (Somber Everland)
With the proliferation of airships, the abundance of goods within Tessen, and the dearth of forces that could threaten either once within the air, convincing the Merchant Guild to construct and maintain an airship depot and trading station within another Region will not be as impossible as before, but will require us to grease hands and argue fervently for the profits that could be made. No merchant likes a risk they do not think will pay off, so we should make them believe it will.
(Cost: 10 Goodwill
Chance: 25% (+70 if you add a pre-Collapse cargo airship to the deal.)
Turns: 3
Reward: Closer connection and rapid exchange of people, goods, and information with a chosen Region.)

[ ] 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: 20%/-80% for Elites/Locals (rolled each turn.)
Successes Needed: 4/8
Reward: +1 Relationship for the Mutated with the chosen faction, +40% Piety, 4d20 Recruits, +2d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Faction)
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: 70%
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: 70%
Reward: Lore and Information regarding Groups/Topics (Max 3).)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

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

Subversion: Sometimes, you must convince people they need help with means other than an open hand and a friendly face. A dagger to the back of those who chain them would be a good start. (1 Action Locked)
[ ] 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 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 considerably reduce the impact of failures.)

[ ] 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.)

[X] Cover Of Body - (7/8 Turns Complete)
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.)

[ ] 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 roots and stems 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, You have 1 Piety Action, 1 Action Locked)
[X] Menagerie - (Common) - (7/8 Turns Complete)
More exotic war beasts are required for the Pilgrims' armed forces and faithful to ensure they succeed in securing our Paths from hostile influence.
(Turns: 8
Reward: Can add [Rare] 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)
4 Unit Points - Artillery Specialization (Allows Crew Served Weapons to be used at Half the Size requirements)
4 Unit-Points - Elite Training (+1 Training Level)
3 Unit-Points - Guardians (+2 Health per Unit member each time another Unit takes damage.)
2 Unit-Points - Stealth Training (+20 to all stealth rolls)
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.))
2 Unit-Points - Harsh Workouts (+1 Health per 3 Unit members.)
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.)
1 Unit-Points - Pride (+1 to Breakpoint)
1 Unit-Points - Reaction Training (+5 to Initiative.)
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 4 Actions)
(Artifacts can be attached to one learning Action to provide the inherent bonus but are consumed unless unique buildings are present.)
(Scientists must now be assigned to provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD], -[DoD], and -[MSC] will add 1(one), and adding [VF] will add 2 Success/es to 1(one) active research.)
[ ] 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: 99/99/90 for 1/2/3 Successes, Successes needed: 17
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: 55/15/-20% for 1/2/3 Successes, Successes Needed: 6
Reward: You can upgrade your Steel Foundry.)

[ ] Steamy Developments - (Advanced Hydraulic/Mechanics/Metallurgy)
Though we managed to increase the throughput of the Vuur-Engines for nearly everything, we have reached the end of the design's capabilities. A new design is required to use our developments to improve efficiency and capability while reducing the costs needed to build an engine.
(Chance: 80/60/40% for 1/2/3 Successes, Successes needed: 7
Reward: Naqur-Engine, more Steam-related Learning Actions.)
[ ] 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: 99/99/99 for 1/2/3 Successes, Successes needed: 4
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: 99/99/50 for 1/2/3 Successes, Successes needed: 3
Reward: +1 Damage for all bladed weapons per 3 Size of a Unit)

[ ] Coilguns In Miniature - (Pioneer Electronics/Weaponry)
The creation of coilguns has been somewhat ingrained into your engineers and drafted into blueprints that can be copied and distributed. Yet, though you can create these massive machines, utilizing them as the Forge-Clans do requires efforts to miniaturize every component without a loss of effectiveness that isn't justified by gained ease of handling.
(Chance: 40/10/-20 for 1/2/3 Successes, Successes needed: 20
Reward: Miniaturize and Improve your Coilguns.)

[ ] Coilgun Lance Extended - (Advanced Electronics/Weaponry)
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: 10/05/00 for 1/2/3 Successes, Successes needed: 20
Reward: Standard Lance Coilgun.)

[ ] Coilgun Scattershot Extended- (Pioneer Electronics/Weaponry)
However, if an enemy is already nearby, killing as many as possible at once will confer many advantages.
(Chance: 00/-46/-108 for 1/2/3 Successes, Successes needed: 38
Reward: Standard Scattershot Coilgun.)

[ ] Coilgun Repeater Repeated Repeatedly - (Pioneer 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: 70/50/30 for 1/2/3 Successes, Successes needed: 10
Reward: Standard 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: 99/90/50 for 1/2/3 Successes, Successes needed: 10
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 mentions of how we could create those must exist.
(Chance: 90/60/30 for 1/2/3 Successes, Successes needed: 3
Reward: Primitive Fire Grenade)

[ ] Fuck That Guy And Everything Around Him - Part 3 - (Advanced Physics/Chemicals/Weaponry)
Though this is a massive improvement over the last iteration, it is prudent to go over the plans once more to see what can be improved before starting over to further refine the mortar's concept and abilities.
(Chance: 80/40/00 for 1/2/3 Successes, Successes needed: 24
Reward: Static Mortar - Improved, a powerful weapon with limited range and very good accuracy.)

[ ] 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: 1
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: 99/99/99% for 1/2/3 Successes, Successes Needed: 2
Reward: Spiked Pavise.)

[ ] Power Armor - Standard - (Pioneer Electronics/Hydraulics/Armor)
With the first step taken, it is time to ensure that what you can produce is the best that can be made by the industry you have already available. Armor is no use if it can only be worn by one person at any one time.
(Chance: 30/-05/-100 % for 1/2/3 Successes, Successes needed: 15
Reward: Power Armor - Standard, 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: 99/99/99% 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: 99/95/90% for 1/2/3 Successes, Successes Needed: 2/4
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: 70/30/-10% for 1/2/3 Successes, Successes Needed: 13
Reward: Auto-Bandage - (Prototype))

[ ] 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: 50/40/30% for 1/2/3 Successes, Successes Needed: 10
Reward: Advanced Combat Drugs, Unlocks Round 4)

[ ] Pain-B-Gone Part 3 - (Advanced Medicine/Chemicals)
With the trials and the groundwork done with outstanding results, it is time to refine the current batches of Medi-Aid Chemicals into useable products and medicines that can be produced and distributed to aid people without close supervision.
(Chance: 40/30/20% for 1/2/3 Successes, Successes Needed: 25
Reward: Improved Painkillers and Combat Drugs.)
[ ] Swamp Taming (All Biology/Chemicals)
The Sunken Hollows Chapter is looking to develop new income streams to support itself. Among the proposed ideas was to build farms. While draining the bogs and swamps into farmland is unfeasible due to the size and dangers involved, the option to adapt it is much more promising. We could find crops and techniques to turn the less toxic bogs and swamps into productive fields.
(Chance: 50/35/10% for 1/2/3 Successes, Successes Needed: 5
Rewards: Develop methods and find crops to cultivate in swamp and wetland environments.)

[ ] Chemical Fertilizers - (Advanced Chemicals)
Though known in most Regions, the production of chemical fertilizers faces some roadblocks due to the advent of sandwheat. You can't make a desert more fertile, after all. Yet, we can improve the yields and growth of those crops that grow on the more traditional soils by coming up with local variants of fertilizers that won't damage the soil overly. Hopefully.
(Chance: 25/20/15% for 1/2/3 Successes, Successes Needed: 11
Reward: Improves yields of all farms once Fertilizer production starts. Unlocks Norqod Action.)

[ ] Natural Pesticides - (Advanced Biology/Chemicals)
Be it bugs or the diseases they carry, most crops are lost to the threat of insects rather than rot or transport. Figuring out some way to repel the first without reaching for soil-scorching chemicals would benefit many people. Let's ask around and see who got what cooked up already and how we can scale such remedies up on an industrial scale.
(Chance: 70/30/-20% for 1/2/3 Successes, Successes Needed: 9
Reward: Develop Natural Pesticides that work on a large scale against the most common crop threats. Unlocks Norqod Action.)

[ ] Animal Medicines Revisited - (Advanced Biology/Medicine)
Animals can get sick, and when they do, the risk of cross-species jumping of the disease grows. Also, sick animals are in pain, and no farmer likes having their lizards, goats, or cats groan and wheeze and sneeze. Especially those they named. Medicine for the most common illnesses exists already, but there is always room for improvement, from production to application.
(Chance: 20/10/00% for 1/2/3 Successes, Successes Needed: 15
Reward: Develop cheaper medicines for animals used in agriculture and everyday life. Unlocks Norqod Action.)
[ ] Blue Sky Psychology - (Pioneer Psychology)
With most of the problems you have been able to identify at least tangentially understood and categorized, there is nothing more to do than seek out other disorders and diseases of the mind, and means to cure them. However, such an endeaveor is a long-weary thing and offers little concrete results in the short term.
(Chance: -100/-300/-900% for 1/2/3 Successes, Successes Needed: 120
Breakthrough Research: +50 Chance of Success per 10 Successes!
Reward: Deeper Understanding of the Human Psyche, +1% Piety per Turn.)
[ ] Coding Buddies - (Pioneer Machinery/Mechanics/Metallurgy/Programming/Electronics/Hydraulics)
One of our Data-Smiths-In-Training has found something...odd within our Code Base. They'd like some time and resources to take a closer look.
(Chance: -50/-200/-450% for 1/2/3 Successes, Successes needed: 94
Reward: ???.
Breakthrough Research: +50 Success Chance per 10 Successes!)

[ ] Vision Beyond the Sight Part 2 - (Electronics/Advanced Electronics)
The prototypes have functioned well enough, but their resolution was...less than satisfactory. Improvements must be made to every component and factor.
(Chance: 00/-50/-120% for 1/2/3 Successes, Successes needed: 78
Reward: Unlock Primitive Radar Tower, Unlocks Further Actions.
Breakthrough Research: +10 Success Chance per 10 Successes!)

[ ] 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: 30/-200/-400% for 1/2/3 Successes, Successes needed: 35
Reward: ???)

[ ] Secret Of The Circuit Pt.5 - (Pioneer Electronics)
There is always another step to be taken. Another path to be taken. This is no different. The road is long but worth it. For at the end of this one awaits the ability to produce the electronics of the ancients in artisanal batches, rather than as mere toys to show that we can. One is something that will never be used, and the other is a strategic resource.
(Chance: -150/-400/-850% for 1/2/3 Successes, Successes needed: 150
Reward: Basically auto-succeed low-level Electronics Research, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Notice: Breakthrough Research! Every 10 Successes, the chances are raised by 20%!)

[ ] 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: 15/10/05% for 1/2/3 Successes, Successes needed: 9
Reward: Unlocks Base/Learning Action.)
[ ] The Little Crystal That Could Pt.2
Okay, they work by liquid Jewel propelling shaped crystals alongside a path set by a plasma matrix acting as their brain. Now for the million crown question: what does any of that mean?!
(Chance: -80/-286/-693 for 1/2/3 Successes, Successes needed: 16
Reward: Unlock the next stage to study and examine the Living Crystals within the Machinery Caverns by figuring out how they can think. It will also massively improve your understanding of physics and plasma.)

[ ] 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: -10/-90/-160 for 1/2/3 Successes, Successes needed: 13
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: 90/60/30 for 1/2/3 Successes, Successes Needed: 3
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: 30/00/-60 for 1/2/3 Successes, Successes Needed: 25
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: 85/55/25% for 1/2/3 Successes, Successes needed: 2/5/18/???
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: 99/99/99% 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: 95/90/85% 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 chances of success.)

Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 1 Action, 2 Actions Locked)
[ ] Prepare an Expedition - (Location) - (Turns) - (House Mirn support: Y/N)
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 - (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-04: Est. Artifact-grade: Rare-, Dice: 3d3+3 per turn, Max. Yield: 7 Turns, Machines Present. Unknown Configuration/Make. Suspected Level: Uncommon.
-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. 4x Harversters, 7x Attendants, 2x Dignitaries, and 1x Overseer Drone Present.
-ETG-05: Est. Artifact-grade: Rare to Lost Tech, Dice: 2d5 per turn, Max. Yield: 2 Turns.
-VO-01: Est. Artifact-grade: Common, Dice: 2d3 per turn, Max. Yield: 4 Turns. No Danger.
-TP-01 - Est. Artifact-grade: Common, Dice: 3d2 per turn, Max. Yield: 5 Turns. No Danger
-TP-02 - Est. Artifact-grade: Rare-, Dice: 4d8 per turn, Max. Yield: 2 Turns. Machines Present.
-TP-03 - Est. Artifact-grade: Common-Rare, Dice: 1d2 per turn, Max. Yield: 3 Turns.
-TP-04 - Est. Artifact-grade: Rare++, Dice: 2d7 per turn, Max. Yield: 2 Turns. Machines Present. Dreadnought Present
-TP-05 - Est. Artifact-grade: Unique, Dice: 1d3 per turn, Max. Yield: 3 Turns. Behemoth 'Weaver of Carmine Sinew' Present.
-TL-03 - Est. Artifact-grade: ???, Dice: 3d2 per turn, Max. Yield: 5 Turns.
-TL-04 - Est. Artifact-grade: ???, Dice: 3d3 per turn, Max. Yield: 6 Turns.
-OH-01 - Est. Artifact-grade: Lost Tech, Dice: 3d7 per turn, Max. Yield: 8 Turns.
-OH-02 - Est. Artifact-grade: Lost Tech, Dice: 5d6 per turn, Max. Yield: 5 Turns.
-OH-03 - Est. Artifact-grade: Lost Tech, Dice: 5d3 per turn, Max. Yield: 3 Turns.
-SM-01 - Est. Artifact-grade: Lost Tech, Dice: 1d3-1 per turn, Max. Yield: 2 Turns.
-SM-02 - Est. Artifact-grade: Lost Tech, Dice: 1d3-1 per turn, Max. Yield: 2 Turns.
-SM-03 - Est. Artifact-grade: Lost Tech, Dice: 1d3-1 per turn, Max. Yield: 2 Turns.
-SM-04 - Est. Artifact-grade: Lost Tech, Dice: 1d3-1 per turn, Max. Yield: 2 Turns.
-SM-05 - Est. Artifact-grade: Lost Tech, Dice: 1d3-1 per turn, Max. Yield: 2 Turns.

[X] Expedition - (VO-01) - (4 Turns Remain) - (House Mirn support: N)

[ ] Loot The Bunker
Let's go!
Possible Rewards:
Biological Artifacts

Area Purpose:
Human Augmentation.
Possible Rewards:
Various Medicines

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Armors

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Fluid Machinery

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Dead Plants and Animal Corpses

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Forging Related Materials

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Desiccated Animal Corpses

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Life-Support Machinery

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Intact Animal Brains

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Cages Filled With Grey Mass

Area Purpose:
Hard to determine due to combat.
Locked.

[ ] 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: -200%
Turns: 9
Reward: The Smokestack's Bowels are mapped.
Notice: Rolled each turn.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] Delve Deeper Into The Pit
Down, down, down it goes, winding into an eternal spiral beneath the boundary where the sun's light reaches, and darkness begins to take over, reigning like a king of old who had no fear or threat. Deeper yet, you must delve into hidden things, where glimmering sights evoke pictures of treasures untouched by human hands in a thousand years within the minds of all who delve deeper yet, deep down, down, down...
(Chance: -10%
Reward: Plunge beyond The Pit's First Zone. No Harm Will Come To Those Who Seek Me Here.)

[X] Search The Deep Oasis
-[X] The Bioplastic Factory - (2/3 Turns Complete)
A fork in the path. Three choices, each leading deeper yet. Fingers reach to minds where sighs of leaves weave past the slumber of eons. Delve. A weapon must be found. A shield recovered. A Truth known.
(Chance: 10%
Turns: 3
Reward: A path is scouted, yet the others remain open. Curious.)

[ ] Wander Amidst The Hidden Forest
Like a sky underneath the earth. Like a breeze upon skin that never had such grace in its skein. Like home once more.
(Turns: 13
Reward: You wandered.
Notice: -12 Turns for every Deep Oasis Search Completed.)

[ ] Search The Bloodless Thicket
The Bloodless Thicket is a dark and dense bramble of plants filled with thorns and vines. Each step into it is accompanied by the crunch of bones from animals and people who entered and were caught by the plants therein. Oddly enough, blood sacrifices are rumored to allow passage into the Thicket for a short while, with the plants receding their hungry thorns, if those who claim they entered it are to be believed.
(Chance: 10%
Turns: 4
Reward: The Bloodless Thicket is scouted.)

[X] Search The Blooming Geysirs - (1/2 Turns Complete)
The Blooming Geysirs are massive holes and caverns in the ground of the Verdant Oasis, filled with steam, waters, and flowers that beguile the senses and lure the inattentive. Extracts from these plants fetch a high price from the wealthy, as they can be turned into oils, scented soaps, and perfumes of potent subtlety and openness.
(Chance: 35%
Turns: 2
Reward: The Blooming Geysirs are scouted. You can delve deeper into the Verdant Oasis.)

[ ] Search For Shelter Lost
The Stranger said things, gave assurances and evidence, and was taken away to prevent what he 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 Bonetunnels
PD informed you of a series of tunnels that run deep beneath the surface, filled with dead beings' bones and corpses. Animals, Mutants, and even Machines descend into their depths to die, leaving behind mountains of bones. What could be found here?
(Chance: 34%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the Action fails, there is a 15% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Hall of Echoes - (Unit)
Are we not all echoes of one another?
(Chance: 71%
Turns: 4
Reward: Sites are located and mapped.
Warning! If the Action fails, there is an 80% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Hall of Minds - (Unit)
What could be here beyond what should have never been thought up? We should return and forget about this place.
(Chance: 14%
Turns: 3
Reward: Sites are located and mapped.
Warning! If the Action fails, there is a 90% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Hall of Sorrow - (Unit)
There is nothing here but the taste of bitter tears and forgotten tragedies.
(Chance: -100%
Turns: 2
Reward: Sites are located and mapped. You can delve deeper into the Tenebris Library.
Warning! If the Action fails, there is a 100% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Spine - (Airship Fleet)
With the recent upgrade to the Berth in the Tree of Knowledge, you have finally gained the ability to outfit a fleet of Airships with enough weapons, supplies, and tools to reach the Spine, that titanic tower sitting within the Rusting Forest, whose skeletal spire has been out of reach of humanity for a thousand years. What miracles will you find? What horrors do you need to slay to attain them? And what answers and questions shall be found here?
(Chance: ???%
Turns: ???
Reward: The Spire can be accessed.)

[ ] 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. (1 Action Locked)
[ ] Prototype Radar Tower
It is, perhaps, too soon to say what this technology will bring to the world. There are too many unknowns about how it will interact with the various weapons, tools, and Machines left behind by the Collapse. But we must consider a simple fact: to see beyond the horizon will save lives. We must pursue this technology to its fullest ere we betray our Paths.
(Turns: 8
Reward: Prototype Radar Tower, +50 Successes for Vision Beyond the Sight Part 2.)

[ ] Berth - Gigantic
Berth? Berth?! This is a full-on Fleet Anchorage! What do you mean by "BERTH"?!
(Turns: 15
Reward: Up to Fifteen Large Airships for exploration or trading. Can be upgraded into Fleet Anchorage - Small.)

[ ] Laboratory Complex - Fundamental
Dig deeper, build farther, construct more elaborate machines, and turn unliving rock into marvels of science. We are born knowing nothing and shall not die knowing nothing; that is our oath.
(Cost: 20 General Scientists, 20 Common Engineers, 5 Specialists of Choice
Turns: 35
Reward: Massively improved success chances.)

[ ] 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.)

[X] Library - (Expanded) - (1/13 Turns Complete)
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 Engines
Now that we have improved our Steam Engines, we should consider building them for mines and farms.
(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: Conventional Armor Filled, 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: 4
Reward: -4 to Piety rolls, +4d10% 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)
[ ] Caravansery Halls - Tiny
A place where caravans can store their goods for a small fee while they sell and barter for those they brought and those they wish to take back home with them. Naturally guarded by Guards.
(Turns: 4
Reward: Caravansery Halls - Tiny)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.

[ ] Frequent Trade Route - (Choose City)
Trade is the lifeblood of all nations.
(Turns: 7
Reward: More frequent trade between Norqod and the chosen city.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.

[ ] Merchant Quarter - Tiny
A place where merchants can purchase homes and stores on a more permanent basis to facilitate trade and haggling should they see a long-term relationship with Norqod as profitable.
(Turns: 5
Reward: Merchant Quarter - Tiny)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.

[ ] Bank - Tiny
Where money is safely stored, expertly multiplied, faithfully exchanged, and truthfully tested. Trust none of those words.
(Turns: 9
Reward: Bank - Tiny)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.

[ ] Insurance Office - Tiny
"Just sign the dotted line and pay the seasonal fees, and if something happens to your freight, we will reimburse you for your losses according to our contract, my good friend."
(Turn: 1
Reward: Insurance Office - Tiny)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
[ ] Training Fields - Large
Specialized smiths and armorers, better equipment, more training, more screaming, and more training.
(Turns: 11
Reward: House Dall gains a Large House Retinue.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Watchtower Network - Weak
To watch for trouble is to be prepared when it arrives. To be prepared is to survive, simple as that.
(Turns: 10
Reward: Norqod's outskirts are better patrolled and watched.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Bastion - Tiny
Let nothing pass, for here are all the people sheltered we have been charged to protect.
(Turns: 10
Reward: Norqod Civilian Population can bunker down for a week under siege without suffering catastrophic casualties.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Knight Retinue - The Hangar And Mechanics
This is where it begins...
(Turns: 12
Reward: The beginning of a Knight Retinue for 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)

[ ] Clear The Paths, Break The Walls, Grind The Bars
The paths to the Suspendium Harvesting Fields are well-beaten by now and, with the aid of serious money, can be improved upon to take less time, be safer, and increase the likelihood of more people coming back with Suspendium than before.
(Turns: 10
Reward: +10 Medium Suspendium Shards.)
-[ ] 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 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: 12 General Doctors/Upkeep: 6 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))

[ ] Hydroponics - Small
A series of halls dedicated to growing various crops commonly used to add spice and flavor to Sandwheat, with some other assorted plants added at the discretion of this facility's owners for personal or commercial gain.
(Cost: 25 Goodwill
Turns: 8
Reward: Hydroponics - Small.)
-[ ] 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))

[ ] Small 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: 5
Reward: Small Toy Manufactury, Lower 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 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: 6
Reward: Medium 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))

[ ] 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))

[X] Steel Foundry - (4/9 Turns Complete)
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)
[ ] 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. That they are also open to the public will aid in finding places here to relax from their work without finding it in bottles or violence.
(Turns: 1
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: 1
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)

[ ] 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.")

[ ] The Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 1.50 Goodwill
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (1/7 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)
-[ ] In The Name Of Co-Operation! - (Choose Learning Action)
(Cost: 25 Goodwill
Reward: +4 Progress for chosen Learning Action
Notice: This Action cannot be used for Learning Projects being researched with Actions.)
-[ ] 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
--[X] (4x Common Engineers) - (4/6 Turns Complete)
--[X] (1x Trained Scientist) - (9/10 Turns Complete)
--[X] (2x Trained Engineers) - (9/10 Turns Complete)
--[X] (4x Captains) - (6/10 Turns Complete)
--[X] (2x Forge-Smiths) - (9/15 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
--[ ] Zokian-Pattern
(Turns: 4, Cost: 35 Goodwill, Armor: 250/250, Structure: 80/80)
--[ ] Shyara-Pattern
(Turns: 4, Cost: 70 Goodwill, Armor: 450/450, Structure: 50/50)
--[ ] Golgota-Pattern
(Turns: 5, Cost: 120 Goodwill, Armor: 800/800, Structure: 75/75)
--[ ] 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.)

[] Conclave Of Fraya - (1 Action)
-[ ] 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: 2 Actions Locked, Aria: Choose 1 Action, Turi: 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: 5/12/20 Goodwill
Reward: +2/4/6% Piety every 8/6/4 points above 0.)

[ ] Guiding Hand
Some Pilgrims stand at the edge of fully committing to the Pilgrim faith. You should speak to them, see what stops them, and try to either bring them in or make them realize they would make a mistake if they did so.
(Reward: According to the available Followers, the maximum amount of Faithful is created.)

[ ] Relax - (Can Specify What Activity)
All work and no play makes hairs grey and is quite unpleasant.
(Reward: The chosen Hero relaxes, avoiding burnout and bad traits.)

[ ] Write In

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

A moratorium will be until 10.07.24 at 17:00 CET.
Voting will be closed on 15.07.24 at 17:00 CET.
Omake Points can be applied until 20:00 CET.
I will roll on 16.07.24 at 17:00 CET if no one has rolled yet.
The update will be online on 23.07.24 at 17:00 CET.
 
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