Actually, thanks to In The Name of Co-Operation! that won't be necessary. I can do it that way for one turn, then use some Artifacts for the second turn.
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 leaves can re-enter at any time if 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 humans are 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, the size of which depends 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 its 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: 6.311
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 4.628
-Faithful: 16/138
--2/12 General Scientists - +12 (per) to assigned research
--2/3 Trained General Scientist - +18 (per) to assigned research
--2/12 General Doctors - +6 (per) against diseases and to Medical/Biological research
--2/2 Trained Surgeon - +12 (per) against diseases and to Medical/Biological research
--22/24 General Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research
--2/2 Trained Engineers - +24 (per) to salvaging operations and to Mechanical/Machinery/Hydraulics/Metallurgy/Electronic research
--2/2 Forge-Coders - +60 (per) to Mechanical/Machinery/Hydraulics/Programming/Electronics research
-Followers: 4.490 (1.040 (41 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: 863
-Faithful: 8/27
--3/3 General Doctors
--3/3 General Engineers
-Followers: 836
--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:
-Construct Three Hospices (0/3)
-Improve The Chapter's Holdings (2/4)
-Enlarge The Airship Commerce Areas (2/4)
Adjudicator: Akane (Mutated - Female)
Members: 315
-Faithful: 10/12
--1/1 General Engineer
--1/1 General Doctor
-Followers: 303
--Recruitment: (+12 per Turn)
---(+13 Due to The Codex Mk.1)
---(+4 Due to Reproduction Revolution)
---(-5 Due to Mutated Adjudicator)
Projects:
-Construct Fortifications (3/4)
-Create A Scavenger Outpost (1/3)
-Improve Local Merchant Opinion (2/5)
Adjudicator: Barric
Members: 273
-Faithful: 10/17
--1/1 General Doctor
-Followers: 256
--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)
Adjudicator: Eryl the Matriarch
Members: 246
-Faithful: 10/11
--1/1 General Doctor
-Followers: 235
--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:
-Traveler Waystations (2/3)
-Build The Airship Depot And Commerce Station (4/5)
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
Piety: 100% (+50 to all rolls for Heroes with the Adjudicator Trait)
Rolls (-38):
-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)
-172 (Pilgrim Buildings: Electric Lights, School - (Big - 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, Ularn), 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)
+253 (Followers, +1 every 25)
Suspendium: 8 Large and 15 Medium Suspendium Shards (1 Large needed in 3 (Three) Turns - Paid) Income: +1 Large and 7 Medium Shards
+14 Medium Shards (The Trail of Rust)
+10 Medium Shards (Clear The Paths, Break The Walls, Grind The Bars)
-16 Small Suspendium Shards (4x Caravaner Mk.2 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: Willing to pay large sums in exchange for a Heavy Airship.
Boni: +15 on all Diplomatic rolls
House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Inquiring about purchasing airships from the Merchants Guild.
Boni: +15 on all Diplomatic rolls
House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Information Network: Rank 1
Plans: Inquiring about purchasing airships from the Merchants Guild.
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: Recruiting people to create a new formation.
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: Constructing Coilgun-related industrial towns to feed the Imperial Air Fleet.
National Plans: Biological Encyclopedia focused on limb-replacing Mutations. (8 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: Continue constructing a Cathedral within Jokvi.
Miscellaneous Nobles
-Lady Maranica (Ally (3)|*Setting up another four affairs, eight love triangles, seven forbidden loves, and nineteen secret marriages for her amusement*)
-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: ~48%
Mood: Interested in the House Tessen-House Dall project rumors.
Boni: +15 on all Diplomatic rolls (Special: Applies to All Local Factions.)
The Merchant Guild
Contact: Abraham Lin
Opinion: Allies (3)
Plans: Make Money!
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)|25% Control|Cheaper Actions)
- Healers (Ally (3)|60% Control|Enables Surgical Training
Boni: +15 on all Diplomatic rolls
Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friends (2)
Plans: Repairing Their Floated-Away Headquarters And Then Continue Fucking With Suspendium.
The Adventurer Guild
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Swarming out to help a rash of issues within the outer areas of Tessen. Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/305 Members/Reliable Mercenary Company)
Plans: Recruiting
-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: Recuperating
-The Scavenger Organizations (Leader: None Formally
--Crews: Old Eyes' Diggers/281 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: Rest and Recover.
Criminal Gangs
Boni: +15 on all Diplomatic rolls -Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Region Tessen
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: Continue business as usual.
--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: Interested in the House Tessen-House Dall project rumors.
General Opinion on Mutated: Growing Indifference (2)
Artefacts
Common
10x Miscellaneous Artifacts - 1.02 +5 to Everything
3x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
6x Omni-Gazers - Scrap - 2.25 - +5 to Electronics/Metallurgy
520x 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
20x 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 Kind Fruits - 1.11 - +5 to Biology
3x Unbidden Seeds - 2.50 - +5 to Biology
3x Budding Flowers - 4.56 - +5 to Biology
Shimmering Petal - 1.32 - +5 to Biology
Hued Blade of Grass - 2.41 - +5 to Biology/Psychology
46x Bunker Armor Artifacts - 2.00 - +5 to Armor
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
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 Adaptive Interface Prototype - 6.94 - +20 to Advanced Programming
Weapons/Psychology/Chemicals
5x Painmaker-Warheads - 7.25 - +20 to Advanced Weapons/Psychology
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
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
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
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
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
Folding Security Measures - 6.94 - +20 to Advanced Mechanics
Sterilization Station - 6.69 - +20 to Advanced Chemicals/Machinery
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
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
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
535x 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
320x Bunker Weapons Artifacts - 7.32 - +20 to Advanced Weapons/Machinery/Hydraulics/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
10x Omni-Gazers - 6.82 - +20 to Advanced Electronics/Metallurgy/Programming
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
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
41x Assorted Corpses and Machines - 11.37 - +20 to Advanced Biology/Psychology/Machinery
28x Bunker Armor Artifacts - 12.00 - +20 to Advanced Armor
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
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
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
2x 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
2x 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 Weapons/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/???
8x 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 - 250.00 - +50 to Pioneer Suspendium/Biology
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
'All The Queen's Men' Book - 19.50 - +50 to Pioneer Psychology
111x Biology Bunker Artifacts - 30.00- +50 to Pioneer Biology/Medicine/Chemical/Hydraulics Artifacts
2x Lost-Tech Machinery Blueprints - 25.50 - +50 to Pioneer Machinery
3x Lost-Tech Medical Blueprints - 22.50 - +50 to Pioneer Medicine
Lost-Tech Weaponry Blueprints - 40.00 - +50 to Pioneer Weaponry
Lost-Tech Chemicals Blueprints - 31.00 - +50 to Pioneer Chemicals
'A Beginner's Treaty On The Human Genome' - 50.00 - +50 to Pioneer Medicine/Machinery
'Terra Nova' Book - 50.00 - +50 to Pioneer Metallurgy/Psychology
Saphire Scepter - 26.43 - +50 to Pioneer Weaponry/Metallurgy
Captain's Sabre - 26.47 - +50 to Pioneer Weaponry
One Comforting Plushy - 34.86 - +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. Jetzt können wir nur noch warten. ...
(+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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid Damage and a DC of 65 against Mutants and Animals.
-Medical Kit (Silver): Roll 1d5 before casualty rolls to heal any wounded.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up.
-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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid Damage and a DC of 65 against Mutants and Animals.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up.
-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.
-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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid Damage and a DC of 65 against Mutants and Animals.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up.
-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.
-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)
-(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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid Damage and a DC of 65 against Mutants and Animals.
-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.
-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.
-Auto-Bandage - (Primitive): Roll 2d3 before casualty rolls to heal any wounded. This effect stacks with other Medical Consumables.
-Medi-Aid Chemicals: "Miracle Cure" - Treat all negative Health above (-TotalUnitHealth/2) as if the Unit still has 1 Health. (Warning: 04% Chance to replace Lost Health with Hostile (3 Health/2 Armor) Mutant Units with a total Unit Count equal to Lost Health.)
-Combat Drug - Berserk: Increase all Damage by two damage dice. (Warning! This drug has a (projected) 05% chance of killing the user.)
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 03% chance of killing the user.)
-Combat Drug - Last Stand: Reduce all Damage by half, triple all Health. (Warning! This drug has a (projected) 75% chance of killing the user.)
-Combat Drug - Adrenaline: Increase all Damage by three damage dice. (Warning! This drug has a (projected) 01% chance of killing the user.)
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up.
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 Teenager - 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!, Guardians For Hire)
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!, Guardians For Hire)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Fixed the Mess
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!, Guardians For Hire)
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!)
Norqod:
1x Academy of the Fools - (Guards! Guards!)
1x Airship Component Factory - (Guards! Guards!)
4x Airship Lines (Caravaner Mk.2) - (Guards! Guards!)
1x Airship Trade Anchor And Depot - (Guards! Guards!)
1x Artist Alley
1x Bank - Tiny
1x Brewers Run
1x Bulk Goods Warehouse Hub - (Guards! Guards!)
1x Cat Alley - (Guards! Guards!)
1x Contractual Expansion - (Adequate Housing) - (Security Improvements)
1x Caravansery Halls - Tiny - (Guards! Guards!)
1x Engine Assembly - (Security Improvements, Guards! Guards!)
1x Expanded Clinics - (Guards! Guards!)
1x Expanded Public Libraries
1x Goat Pens
1x House Dall Barracks
1x Large Tool Manufactury
1x Luxury Goods Warehouse Hub
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 - (Guards! Guards!)
1x Small Cannery
1x Small Chemical Goods Manufactury - (Guards! Guards!)
1x Small Furniture Manufactory
1x Small Medicinal School - (Guards! Guards!)
1x Steel Foundry - (Guards! Guards!)
1x Steel Mill - (Guards! Guards!)
1x The Evergreen Gardens - Small - (Guards! Guards!)
1x The Trail of Rust - Expanded - (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
3x Pioneer Electronics Theories
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: Very Wealthy (Slowly Growing)
High-Class Prosperity: Seriously Wealthy (Stagnant)
Middle-Class Prosperity: Very Wealthy (Stagnant)
Lower Class Prosperity: Moderately Wealthy (Stagnant)
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.
-Medical Kit (Silver): Roll 1d5 before survival roll to heal wounds.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.)
-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 - 17-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 - 18-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.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.)
-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: -10)
Trauma: Common People Purge Survivor (16/16):
It has been years since the Purge, and you no longer feel overwhelmed or trapped by the feelings of terror and hopelessness as you once did. Instead, you have used that horror you survived as a drive to see it never repeated or minimized for as long as you live. You may occasionally still dream about the screams, the hateful faces, and the smell of burning flesh, but it adds to your conviction to see it never repeated.
(-5 to all Actions this Hero is assigned to, can be chosen as a starting character should a Purge happen. +10 to all Actions done by this Hero within Purge Turns.)
To Fling A Light:
Sometimes? Sometimes, being willing to help is not enough; doing all you can could fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You would gladly fling a light into the future at the cost of your life.
(???)
Human Wife - Chiedi
The delight of marriage with all of its wonders and happiness.
Daughter - Lillia
The first of what will assuredly be many, Lillia, has been adopted by Aria and Chiedi with the understanding that they will know nothing about parenting and will assuredly be overwhelmed by the many challenges and tasks in front of them. Little Lillia has become a nerve-wracking, curious bundle of exploration and inquisitive questions spilling over with energy at all hours of the day...until bedtime, then she is out for the count.
Object of Veneration - Indistinct- Guardian - (109/250)
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
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.)
Aaen looked up from the papers in her hands, staring over her spectacles with a look that only an exhausted paper pusher in their seventh hour of unpaid overtime could project. A bone-deep weariness coupled with the understanding that, beyond anything and beyond this conversation, professionality still had to be observed, understood, and projected to the other party. The writing on the paper did not help any part of that process.
"Why?" The word left Aaen's mouth before she could consciously stop herself. Asking questions like that led to answers, and she had no desire to understand, much less comprehend, the thought processes that led to the words written down on the papers. And yet she had asked all the same.
"The Marquess has a particular...enjoyment of artillery, especially of the kinetic variety, and has put down the request for such heavy weaponry to be installed to satisfy that enjoyment in addition to the facts that such armaments may be required in the future, and will add a certain...fear-factor to the presence of the ship," Aaen's counterpart replied, the woman utterly unmoved by the utter exhaustion emanating from the soul of her counterpart.
"Please tell me that the Marquess had been informed about the still very much experimental nature of Suspendium weaponry and was not advised about their capability to perform to expectations as the truth of the matter, instead of projections for future iterations that will not see the light of day for years yet to come?" A moment passed between the two, eyes utterly dead and utterly devoid of compassion staring at each other. "Please?"
"The Marquess had been quite vocal in her wishes and choices for the flagship's armaments and equipment. She could not be swayed in that regard." Aaen looked at her counterpart and, with a slow sigh from the depths of her soul, emptied her lungs of all breath, 'ere she silently collated and aligned the papers in her hands into one neat, if slim, pile.
"Then may the spirits guide the engineers and shipwrights on this endeavor. Their tempers surely won't." "Alright, crew," Veda said, clapping his hands as he entered the large workshop resounding with the clanging of some other projects being undertaken in the back bays, the faces of a dozen other engineers and workers assigned to the Steam 2 Project staring back at him. "What steamy developments have taken place while I was out with a bout of fever?"
"Well, Lona got knocked up by her boyfriend. Parents weren't happy about that," Oliver piped up, making Veda pause and blink. "Oh, and Hertus got a new flame, been scratching that tree as desperate as a drunkard in the desert seeking wine. Girl's having none of it though, so he's moping about it. Makes for cheap rounds after work, though."
"Eh, that isn't really what I was asking for, but interesting nonetheless. So! Any news about the steam research we've been undergoing?"
"Oh yeah, got a whole smorgasbord of ideas cooking in the shops and with the new girls yapping about the possibilities. Though...don't tell 'em that I said they were yapping; it nearly killed me the last time I interrupted them tinkering with the guts of one of their machines; I think the trowel is still in the wall. Don't ask me why they were using a trowel. I know, and, boss? You don't want to know."
At that moment, a part of Veda wondered if he shouldn't have asked to be put on the Auto-Bandage project. They probably didn't have to deal with overexcited, under-educated engineers bashing round objects through square holes. "Would you describe the sensation as more 'Compressing' or rather 'Tight' at this moment?" Orfus asked, looking with mild interest at the Auto-Bandage wrapped around the limb of the volunteer, the tiny machine and cloth having settled over the simulated wound without any problems.
"Compressing would be the most accurate, I think? It does not seem to try and crush my arm like the previous version did, at least," the volunteer replied, lightly poking their fingers together to make sure the Auto-Bandage wasn't restricting too much of the blood flow to their hand...or however, it had to function. The point was that their fingers weren't dying due to a lack of oxygen flowing into them.
"Very interesting..." "Aluf, heed my words, and heed them well: these vampires will suck the last drop of blood from your child and make you pay for it; never trust a single word they say, and never sign a single thing they give without reading it thrice over fire and in the company of those willing to stab a fool for you!" Ikk'n ranted, anger on his face as he walked alongside the named Aluf beneath the colored shade-giving cloth of Norqod, the streets bustling with activity and mercantile pursuits.
Dodging a man carrying a stack of crates, Aluf shook his head in amusement at his friend's anger, his coin purse, safely stored at the front of his chest, clinking with the crowns made after the latest delivery to House Dall. A growing Noble House had many needs, and the Lady of that House knew them all too well. Regrettably, she also knew how much they cost, so he only had one purse instead of three. "Well, they are bankers," he said in much the same tone as one might say a slur, "what did you honestly expect? That they would happily sign over accounts and safeguard your coins for nothing at all? They always have a scheme in their heads to ensure you never get a coin of your money that they put to work for themselves."
"Easier said by one who put a cousin into the warehouses to get a discount for their Caravan," Ikk'n half-jested, half-accused, nudging the other man with an elbow as his eyes wandered from the conversation to a young boy hawking olives, dates, and dried fruits to passers-by. "How's the girl doing, by the way? Haven't heard about her for some years, assumed she settled down or ran away to the military like any young fool with glory in their heart."
"Ah, she settled down, alright, but with that girl from the Jellsanai Family," Aluf grumbled, shaking his head at the mention of that bunch of no-good scalpers, "which 'disgraced' them by hopping into bed with a Mutated. As if they hadn't known all the time and only hid it because that boy was useful to one of their schemes. Poor taste, even for them, to shove blood out of the door for their choice in a bedwarmer if you ask me, but what can you expect from the Jellsanai?"
"MAKE WAY!" A voice suddenly shouted behind the two wealthy traders, making both jump and turn around before they each swiftly moved to the side to let a large cart drawn by a Work-Lizard accompanied by armed guards adorned by the symbol of House Dall move through the street a man sitting atop and guiding the beast of burden occasionally shouting for people to move out of the way as the small convoy carried on with its freight: a series of crystals humming in canisters, tied to the bed of the wagon by iron chains and weighted down by the make of the cart.
Moving into the wake of the cart, both Ikk'n and Aluf looked on with mild interest at the crystals that, in recent times, have become far less rare to witness in person, even if the airships floating above the world had only grown in numbers. "You know, I've been playing with the numbers..." Ikk'n slowly said.
"I am not going to buy a Caravaner with you. Remember the last time we had one Caravan? I am still saddled with that wife, and I have not forgiven you for that," Aluf quickly interjected, glaring at his friend as they continued walking through the town.
"Oh, come off your high lizard. After seven children, you have no right to complain about me setting you up," Ikk'n retorted before waving away his friend's building retort. "And I am not talking about the Caravaners; I am talking about the newest line House Dall is putting out, the Lightwing. Technically, it's a Light Scout, but that is only by House Dall's own estimations. By the grace of the Imperial Family, it falls purely into Personal Use, so owning one would be legal. Or owning two," he spoke with a creeping grin, his eyes glinting in the way they always did when he had a scheme in the making. "I have an offer from a man in the berths willing to put in a good word and fudging the production date of the first two a little so we could put in bids way before anyone else and circumvent the bidding in the Guild...fully legally, of course."
"Of course. You do know this will make us enemies like nothing else, right? All for, what? Two airships, which I am not on board with buying, by the way, that cannot hold more than two tons of cargo between them? Not a good investment, it will take decades to pay off unless you already got some target in mind?" Aluf spoke, his tone taking on a questioning manner as he finished, making the grin on Ikk'ns face grow from silent to bursting.
"Oh, I have..." 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.
You have 1 Piety Action
Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations. (2 Actions 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)
[ ] Enlarge Outlying Town Soup-Kitchens
A place where one can get a warm meal once per day, usually stews, but also bread, a rare slice of cheese or meat, and a dash of honey and salt is not much by the standards of many. By the standards of those who rarely have a full belly once a week, such is a heavensend worth treasuring.
(Turns: 7
Reward: -3 to Piety rolls, 5d100 Recruits, +0.50 Goodwill per Turn, unlocks further progress.)
[ ] 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 for 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.)
[X] Build Outlying Fortified Orphanages - (1/10 Turns Complete)
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
Reward: 0.01 Goodwill, -20 to Piety rolls.)
[ ] 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.)
[X] Cleaning Up The Mess - (Tessen) - (1/2 Turns Complete)
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: 15 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 and Ularn have 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. (Choose 1 Action, 1 Action Locked)
[ ] As The Marquess Desires
House Tessen wishes for a Heavy-Class Airship capable of transporting no less than fifty (50) Knights and be able to service said Knights in matters relating to maintenance and light repairs, alongside heavy armaments, weaponry, and a generous allotment of storage to allow the airship to ferry supplies and troops to far-flung outposts and fortresses. This, of course, also requires some consideration for multiple passengers of high standing.
(Ship Requirements: 10x Knight Hangars, 1x Knight Repair Bay, 5x Noble Passenger Cabins, 2x Suspendium Weapons, at least 300 Armor, and 1x Figurehead Decoration.
Reward: House Tessen likes you more, automatically designs a heavy airship, and unlocks the Action to build it.
[ ] 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.)
[ ] Electric Pulley And Crane Storage Systems - (Advanced Machinery/Electronics/Mechanics)
A storage bay designed with pulleys and cranes utilizing electricity to move cargo and stack it more efficiently.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: EPC Storage Bays (Small, Medium, Large).)
[ ] 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.
[X] The School of the Crews - (1/2 Turns Complete)
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 - (Choose Region)
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.)
[ ] 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)
[X] Train Your Infiltrators - (Greater) - (1/4 Turns Complete)
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% +10 to the next attempt.
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 no longer be allowed to meddle in our Paths.
(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)
[ ] 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.)
[ ] Neuotinium Experiments - (Pioneer Mechanics/Metallurgy/Hydraulics)
In our quest to improve our methods of creating Tiantemu, several exciting developments caused some of our metallurgists to start theorizing about possible methods to, if not create, then ape, a more primitive form of Neuotinium. Should we be successful, the creation of this ancient alloy mix would be a massive boon to both the Pilgrims and the Empire.
(Chance: -347/-461/-666% for 1/2/3 Successes, Successes Needed: 89
Reward: Primitive Neuotinium can now be created by the Empire.
Breakthrough Research: +25% Success chance every 3 Turns!)
[ ] Pneumatic Tooling Advancements - (Advanced Hydraulic/Mechanics)
Well then, our understanding of steam and hydraulics has advanced so that, without further prompting, multiple engineers have started designing new ways to improve our pneumatic tools. We should support this endeavor, as shortened construction times benefit us all.
(Chance: 40/20/00% for 1/2/3 Successes, Successes needed: 9
Reward: Improved Pneumatic Tools.)
[ ] Condensed Steam - (Advanced Hydraulic/Mechanics/Metallurgy)
We have steam, yes. But what about higher-pressure steam?
(Chance: 10/-50/-120% for 1/2/3 Successes, Successes needed: 6
Reward: Increased Fuel Efficiency for all Steam Engines.)
[ ] Electro-Steam - (Advanced Hydraulic/Mechanics/Metallurgy)
Why boil with fuel-bricks, when you can boil with the power of lightning?
(Chance: -10/-80/-160% for 1/2/3 Successes, Successes needed: 11
Reward: Alika-Engine, focused on using Power rather than Fuel.)
[ ] Turn That Black Gold Green - (Pioneer Chemicals)
One of the blueprints we found in the Necropolis appears to be a production for a type of liquid fuel similar to oil, but it is made from a kind of alcohol derived from plants. If we could replicate this consistently, it would represent a massive step for our motor industries as we could further power our Airships without straining the valuable resource further.
(Requirements: Lost-Tech Chemicals Blueprints x1
Breakthrough Research: +2d3 Successes per 5 Successes.
Chance: -204/-268/-303% for 1/2/3 Successes, Successes needed: 91
Reward: Ability to make (Crude) Biofuel.)
[ ] 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: 99/99/99 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: 99/99/99 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: 99/99/42 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: 99/99/99 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: 99/99/50 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.3 - (Pioneer Medicine/Machinery/Programming)
Improvements have been made. Now comes the time to capitalize on the lessons learned and work out the last kinks of the Auto-Bandage!
(Cost: 50x Medical/Machinery Artifacts
Chance: -80/-350/-555% for 1/2/3 Successes, Successes Needed: 24
Reward: Auto-Bandage - (Standard))
[ ] 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)
[ ] Body Images, With Magnets! - (Pioneer Medicinal/Machinery/Physics)
One of the blueprints we found in the Necropolis appears to be for a machine that uses magnetic waves to take images of the body's soft tissues, bones, and other hard tissue. This would greatly help our hospital, as many maladies like tumors are hard to detect until the problem becomes life-threatening.
(Requirements: Lost-Tech Medical Blueprints x1
Chance: -12/-120/-360% for 1/2/3 Successes, Successes Needed: 20
Reward: MR scanner - upgrade for the hospital. Improved performance.)
[ ] 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.)
[ ] 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.)
[ ] Growing Minds (Pioneer Psychology)
A child's mind is like a sponge when it comes to absorbing knowledge. However, not every child absorbs knowledge at the same rate. We can create techniques and methods to ensure even the most "slow" or "dimwitted" child are not left behind and can get the most out of their education.
(Chance: 00/-10/-20% for 1/2/3 Successes, Successes Needed: 11
Rewards: (Re-)Develop Pedagogy. Improvement for schools and orphanages.)
[ ] 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.)
[ ] Optical Fibers - (Pioneer Machinery/Electronics/Physics)
One of the blueprints we found in the Necropolis appears to be for a machine that uses glass wires instead of metal to weave cables. We might have found one of the secrets behind the Ancient's data transferring abilities. As hard as it would be to get glass thin and flexible to work as wire, it would greatly improve our capacity to transmit data. However, even a single cable like that would be ruinously expensive without a massive investment into the industries to build them.
(Requirements: Lost-Tech Machinery Blueprints x1
Breakthrough Research: +40 Success Chance every 4 Successes.
Chance: -125/-265/-505% for 1/2/3 Successes, Successes Needed: 40
Reward: Optical Fibers - upgrade for the electronics manufacturer. Increased performance for our electronic communication technology. Reduce DC for the Secret of the Circuit.)
[ ] Spectating Mass - (Pioneer Machinery/Physics/Electronics)
One of the blueprints we found in the Necropolis appears to be for a machine that uses a magnetically charged particle beam to analyze the composition of molecules by reading their molecular mass. It would be a boon for our research efforts if we could rebuild such a machine. It is going to be heavy, though.
(Requirements: Lost-Tech Machinery Blueprints x1
Chance: -200/-400/-700% for 1/2/3 Successes, Successes Needed: 13
Reward: Mass Spectrometer - Upgrade for our scientific complex. DC reduction for Physics/Chemicals/Machinery.)
[ ] 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: 99/-50/-200% 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: 99/99/30% 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: 99/-50/-250% 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. 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: 00/-250/-700% 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! +20% to Success Chance every 10 Successes!)
[ ] Automation Cost Reduction - (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. With our first foray done with, we now need to prove that we have managed to do what we set out to do.
(Chance: -205/-235/-285% for 1/2/3 Successes, Successes needed: 147
Reward: Unlocks Base/Learning Action.
Breakthrough Research: +20% to Success Chance every 6 Successes!
Notice: -100 Successes needed if [Automated Factories - Test Cases] has been completed.)
[ ] The Little Crystal That Could Pt.2 - (4/16 Successes)
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) - (4/13 Successes)
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
[ ] 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.
Chance: 95/75/55% for 1/2/3 Successes, Successes needed: 2/4/12/???
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: 1 Turn. 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. ~80 Troopers, ~20 Sharpshooters, Machine Dreadnought 'General Of The Forgotten Eon' 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.
-BF-01 - Est. Artifact-grade: Lost Tech, Dice: 3d3-4 per turn, Max. Yield: 4 Turns.
-BF-02 - Est. Artifact-grade: Lost Tech, Dice: 2d3-2 per turn, Max. Yield: 5 Turns.
-BF-03 - Est. Artifact-grade: Lost Tech, Dice: 2d3+1 per turn, Max. Yield: 2 Turns.
-BG-01 - Est. Artifact-grade: Common, Dice: 8d12+4 per turn, Max. Yield: 7 Turns.
-BG-02 - Est. Artifact-grade: Rare, Dice: 4d5 per turn, Max. Yield: 3 Turns.
[ ] 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.
[X] The Smokestack's Bowels - (2/9 Turns Complete) - (Rust-Scouts)
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] Excavate The Bones Of Roots - (1/10 Turns Complete)
It is why you were told to come here. It is what will see a world remain unshattered even if the being that rises will not be happy to be called forth once more.
(Turns: 10
Notice: Can speed up the excavation by 1 Turn per 20 Goodwill spent.
Reward: Bones of Roots.)
[ ] 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.)
[ ] Delve Into The Hardened Roots
The Hardene Roots are where the roots of the entire Oasis delve into the soils and bedrock, pumping nutrients from forgotten vats, dead corpses, and old earth long forgotten by any minds of humanity. What wonders lie beneath this place? What horrors await us?
(Chance: -50%
Turns: 5
Reward: The Hardened Roots are scouted. You can delve deeper into the Verdant Oasis.
Warning: If detected, your Scouts will vanish.)
[ ] 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) - (5/13 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.)
[ ] Automated Factories - Test Cases
We learned much and will likely learn more as we set out to prove that we have managed to find the correct balance of automation, cost, materials, and policy.
(Turns: 20
Reward: Prove that you have managed to crack the correct implementations of Automation in a wide area of industries.)
[ ] 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 3 Actions)
[ ] Caravansery Halls - Small
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. Comes with places to rest, sleep, and prepare for the roads ahead with local guides and adventurers willing to go to the caravan heads instead of the other way around. The Guard presence is increased with a local Guard station offering a place to sleep and eat for the weary protectors of the local peace.
(Turns: 9
Reward: Caravansery Halls - Small)
-[ ] 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 - Small
Where money is safely stored, expertly multiplied, faithfully exchanged, and truthfully tested. Trust none of those words.
(Turns: 11
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)
[ ] 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)
[ ] Wax Shaper Test Building
Though you have managed to, somehow, create a way to compute and design shapes that can be "printed" upon the physical world thanks to the Metal Printer Artifact you uncovered, the mere complexity of the printing process requires a monumental amount of processing power. Creating such machines and the needed power generation is not cheap. However, the payoff would be immense if we could generate metal constructs wholesale without requiring extensive industrial machines operated by people. Yet, we should start with a wax-based prototype first, just to be sure.
(Cost: 105 Goodwill
Turns: 5
Reward: Wax Shapers. Unlocks Prototype Metal Shapers.
-[ ] 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))
[ ] Medium 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: Medium Chemical Goods Manufactury, Low-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))
[ ] Tiny Natural Pesticide Manufactury
Though not as efficient as purely chemically based alternatives, these chemicals harvested from local bug-eating animals to mark territories and improved upon by immigrating chemists will, in time, be a far more cost-efficient way to ensure healthy harvests.
(Turns: 3
Reward: Tiny Natural Pesticide Manufactury, Low-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 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))
[ ] Tiantemu Alloy Foundry
With our metallurgists' better understanding of the Tiantemu Alloying process, we can start by creating a Foundry where this material will be produced in militarily valuable quantities. It is neither cheap nor quick, but it will enable our people to prosper behind strengthened defenses and improved weapons striking against the world's monsters.
(Turns: 15
Reward: Tiantemu Alloy Foundry, 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 - Medium
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: 4
Reward: A medium-sized 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 - (4/7 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 2 Learning Actions)
(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] (6x Trained Scientists) - (2/10 Turns Complete)
--[X] (10x Trained Engineers) - (2/10 Turns Complete)
--[X] (4x Captains) - (9/10 Turns Complete)
--[X] (2x Forge-Smiths) - (12/15 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: Choose 2 Actions, 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 29.08.24 at 17:00 CET.
Voting will be closed on 03.09.24 at 17:00 CET.
Omake Points can be applied until 20:00 CET.
I will roll on 04.09.24 at 17:00 CET if no one has rolled yet.
The update will be online on 12.09.24 at 17:00 CET.
AN: Short for an after-hiatus update, but Writer's Block said no.
[X] Build Outlying Fortified Orphanages - (1/10 Turns Complete)
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% [+41]
Reward: 0.01 Goodwill, -20 to Piety rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.05 Goodwill)
(Ship Requirements: 10x Knight Hangars, 1x Knight Repair Bay, 5x Noble Passenger Cabins, 2x Suspendium Weapons, at least 300 Armor, and 1x Figurehead Decoration.
Reward: House Tessen likes you more, automatically designs a heavy airship, and unlocks the Action to build it.
Admittedly, not an error check but seeking clarification. Do we need to make the design or are you automatically assuming we have it covered in the action?
Diplomacy: The art of speaking many words that mean nothing should not be underestimated. At the wrong time, a report in the right ear has toppled many nations. (Choose 1 Action, 1 Action Locked, You have 1 Piety Action)
Secondly, less of an error so much as what I feel is a design issue: that your decision to now roll for Piety action categories leads to situations like these, where we really don't have a place to put it on.
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)
Admittedly, not an error check but seeking clarification. Do we need to make the design or are you automatically assuming we have it covered in the action?
Fixed the errors, and that one is automatically assumed as long as you attach a valid Design.
MrRageQuit said:
Secondly, less of an error so much as what I feel is a design issue: that your decision to now roll for Piety action categories leads to situations like these, where we really don't have a place to put it on.
1x Norqod Radio Station - (Entertainment and News) - (Guards! Guards!)
-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.
I mean looking at region report why I feel like we still don't have radio system set up or do the range is not long enough?
We can probably combined Radio with Prototype Radar tower to recreate some sort of Aerial control tower, which to be fair gonna be very helpful when population of flying airship going up, as well as develop some kind of ID on airship hull or something.
Don't know if other factions already get these tech, but I think Imperial and those Intelligence network gonna love to have these project.
It is still really costly, prone to getting fucked over by Necropolis-related shenanigans, Machines up to no good existing in the nearby area, and problems with consistent electricity supply, alongside there not being a use for them for most people beside the Military. And the latter uses top-notch Forge-Clan equipment for communication.
So if we upgrade our suspendium weaponry before the ships completely built can we modify the ship to carry the new stuff? Or would the ship be stuck with the current weapons?
So if we upgrade our suspendium weaponry before the ships completely built can we modify the ship to carry the new stuff? Or would the ship be stuck with the current weapons?
So if we upgrade our suspendium weaponry before the ships completely built can we modify the ship to carry the new stuff? Or would the ship be stuck with the current weapons?
Note, Amilia's current design only has 1 Suspendium Weapon and lacks a Figurehead Decoration. I suspect unless some major change can viably be made, that we'd have to complete Suspendium Weapon Compendium first just to provide a viable design.
I could replace the Coilguns for a Suspendium Rifle, but it would most likely eat into our armor, and have less than 10 shots before the batteries run dry. So unless going from Prototype to standard involves a huge jump in performance, those guns are going to be mostly for show.
And I didn't add the Figurehead because I couldn't tell what it costed, but given that its probably going to be less than a thousand kilos I'll just add it at the bottom.
Needles Summary: The Three Houses were once One House to make things short and quick. House Ere, Are, and Era had once been united in the House Rea. Proud, Noble, and unwilling to let any slight against them stand unanswered, they had been the picture-perfect depiction of a Slatnan Noble House. They were rich in generosity, minerals, weapons, and influence, having been once a member of the Five Pillars, the most influential Houses guarding the Empire with their might from within and without. Their subjects celebrated them, both for their demeanor and velvet hands and the coins that fell into theirs from that of House Rea's coffers.
However, such a reputation hid the truth behind a facade of wealth and beauty. Daggers, hatred, intra-familial strive, murder, and schemes were common, and infanticide was practiced as a matter of everyday politicking. Such a hostile environment could not hold up for long, and after a century of ever-escalating violence, and with a bit of pushing by Calor, Aes, and Cudo, the House descended into a Civil War. A war bloody enough that the Royal Army began to march upon the Region, an Imperial Proclamation in tow to strip the House of everything. Such a drastic measurement was barely avoided by three brothers, all of which conspired with one another to take the place of their respective family branches in exchange for legitimacy and peace.
However, what had been set in motion could not be undone, so the families continued to feud, now with more grudges and higher stakes than before. The price was no longer dominance within a single lineage but dominion over a region. So they continued to fight with economic means and the Forge-Clans' support.
Even the situation with Irinism emerging from the belching factories and suffocating mines barely halted their feud, with the recent embargo on food just one more piece in their game, testing and pushing at the boundaries of each other with vigilant eyes.
The full document is attached below.
House Isi is an ancient House that arose before the Collapse settled in full. The Citadel of Isi rose as the Age of Monsters had yet to turn into the Age of Ashen Dawns when monsters no longer preyed on man in the open but began to slink back into the shadows. For them, being the rulers and decision-makers of the Broken Crossroads Region is as natural a thing as breathing, for they are the Wardens of the Masses, Heralds of the Thumping Fracture, Ascendant Galagaths, Knights of Jubilee, Saviours of the Bloody Legion, and Doom of Deserts.
They were the ones who constructed the Citadel to take in the masses of refugees and desperate survivors that roamed Calynth; they utilized the Ancient Hammer to break canyons and shatter Titans a dozen fold; the eight of their Name stood alone with nothing but a hammer against the Bronze Behemoth and its noxious poisons, in the time of need did their soldiers march resplendent against doom and dishonor to safeguard their people against the Ravaging Plague, their actions ensured that humanity did not have to lament the death of a million of its people when another nation fell in its entirety, and the diaspora flooded in every direction it could find succor in, and all those deeds are but naught against their last, for few can claim to have shattered the Wastes as they have.
Canals and irrigation tunnels criss-cross their lands, ancient machines pump their life-giving mists into the air daily, while a thousand-and-one regulations and practices ensure that the soils of their home are nurtured year by year, the depth of the soil reaching deeper with every generation as surely as it grows in its ability to hold plants and nurture the people with its bounties. Their large herds of lizards, goats, sheep, and blossom-stags are the envy of any Region that dares to reach for the markets of meat, leather, wool, milk, cheese, herbal medicines, and remedies, and yet House Isi is wise enough not to rely on them alone.
With deft investment and due to the terms accepted for their incorporation within the Empire of Slatnan, their manufacturing sector has grown by leaps and bounds ever since they joined. Motorcycles and Knights drive and walk from their assembly lines, the first eagerly grabbed by Houses the Empire over to supplement their messengers and scouts, while the latter are given over to Knight Orders. These venerable machines are given the duty and honor to safeguard the Empire and its peoples as their pilots do the same.
House Isi is a proud House; it is an ancient House, and it is one that does not tolerate that which threatens its people. 'New' is a synonym for 'Dangerous' in their minds, and there is nothing more dangerous than a religion they know that seeks the new at every opportunity, especially one that has barely marched for a generation of history.
House Novuseus lays its claim to the Region in blood and death. "By the sword we lived, by the sword we reign." Those are the words of the House, and they exemplify their words like no other. None of their members are seen without one of those weapons, and all are expected to be expert sword users. Those who cannot reach that level or refuse to are summarily struck from the records of the House and consigned to the forgotten pages of history where nothing is recalled and less remembered.
They prefer to act with iron hands over velvet gloves in their rulings. Where other Houses would use fines, they use sticks. Where whips would strike the backs of thieves, they cut fingers and mark faces. Their Guards are fully masked, and their families live within secured compounds that are towns upon themselves to ensure they do not hold any sympathies or connections to the people they patrol.
In their economics, they favor themselves over all others. The forges and smithies of the Region sound the beat of industry under their banner and with their blessings. The mines churn with the bodies of those who accept their coin for metals extracted from their land. The plants that grow on the farms and the trees that are chopped in the forests are theirs by right of might, and they have no qualms to remind those who defy them of that fact.
By their decrees, the Mutated are forbidden from living within the Citadel if they are older than five years of age. However, even that only comes from the fact that one in ten is born Mutated without any rhyme or reason to their ancestry of human or Mutated ever observed. With their laws, they bind those seeking to rise to themselves, and under their gaze, none could threaten their power but the Imperial Family themselves, to whom they show obsessive loyalty.
Whatever tax is demanded by the Imperial Family and thus the Empire, they provide thrice. Whatever forces are mustered from their lands set out in four times their number. The arms and armor of the Empire are more often adorned by their sigil than any other, for they see to the needs of the military with a vigil and dedication that has earned their House the title of "Armorers of Slatnan" with nobody capable of levying a complaint against this decision three-hundred-odd years ago, and not since then.
House Tisa is a young Noble House, established only one-and-a-half centuries ago, thanks to the actions of their founding member, an inventor of genius and foresight.
Many of the more high-tech options of message delivery within the Empire rely on motorcycles, the low-slung, armored, and highly swift vehicles incredibly suited to low-volume messages being sent across the breadth of a Region and the multitudes of fortified oases of civilization standing proud against the ever-present encroachment of the Wastes and the horrors that are not confined within the same.
Yet, the same vehicles require oil to function and are thus pricey to maintain, even beyond the need for specialized and competent technicians to ensure maintenance is maintained at all times. With motorcycles constantly being forced to swing between the safety of their drivers, and thus the messages they carry, and the speed at which they are delivered, and therefore how safely they can be delivered, any amount of weight-savings or increased efficiency within their engines are highly priced and constantly sought after.
At this, Leonard Tisa enters the scene. Educated, raised by a family working for the Speed-Works Company, and well-connected to the local societies of tinkerers within the Broken Crossroads Region thanks to an early fascination with machines, the then young boy had a bright life ahead of him with some murmurs within the company pointing to him potentially being brought on as an engineer-apprentice, a highly desirable position well paid and well respected.
Yet, fate turned another way for him as he fell in love with a scavenger and spent much time with him touching up and repairing the Mundane Artifacts he found to sell them at higher prices, gleaming insight after insight from the remnants of technology from before the Collapse.
One of those Artifacts was part of an engine assembly, one he believed he could restore to full functionality and even reverse-engineer its construction for the Empire.
Months turned to years, but he eventually did just what he set out to do. The engine block, called "Semata-Engine Schematic" after his then-lover, was shown to the local office of Imperial Logistics during a fortunately-timed contest to gather newly-created machinery created by the citizens of the Empire to spread them across the nation for the betterment of all citizens. His engine gathered no small amount of attention because it was Artifact-reverse-engineered technology, further amplified by the discovery that it was 34% more efficient than commonly used engines. When the Semata-Engine cost was lower than those used within motorcycles at the time, he was declared the contest winner upon its conclusion, which meant he was elevated to a minor noble and granted land within his home Region.
Unfortunately, his relationship did not survive this, as his partner felt both cheated of the prize money and the recognition from recovering the Artifact in the first place. Fortunately, nothing further than heartbreak ensued, with the man vanishing into obscurity just as Leonard Tisa adroitly used his prize money and gained lands to create engineering workshops and draw in specialized tinkerers to grow his income, further refine the Semata-Engine, and grow from there.
His descendants continued this trend of intelligent investments, prudent choices of prioritizing industry and replicable machinery over one-use Artifacts or black-boxed technologies, and maintaining strong connections to non-Forge-Clan engineers and tinkerers. Unfortunately, this has made them somewhat conservative and reactionary against those who are more, in their eyes, bold or brazen when interacting and replicating old technologies or forging new ones.
Their House has, for the most part, also stayed relatively outside of scandals aside from the occasional slip-up due to passions of youth, rivalries with local Forge-Clans due to customer bases overlapping, and "The Pudding Incident."
Mercantile
The history of the Adventurer's Guild is a long and storied history of bold heroism, daring adventure, dashing rogues, and fearless warriors fighting against the monsters spawned by the Collapse that threaten the world and humanity in one, uncaring about the dangers they face, the selfless members of the Adventurer's Guild will do anything to ensure your safety, well-being, and that the missions they set out for are completed in letter and spirit alike!
Or, to strip away the propaganda of the Guild, it is a collection of mercenary bands that initially banded together to better withstand the dangers they faced in the Regions surrounding the Capital and within the same, though there they faced more political threats than physical ones...usually. You see, setting out to earn coin by sword is an old profession that dates back to the Lost Age before the Collapse and the nations that heralded the same, with millions selling violence to the highest bidder or the most aligned with the views of the mercenary taking the jobs.
When the Collapse occurred, and people were no longer being actively pushed to the bottom-rung of the food chain by all the abominations, Mutants, and Machines that were prowling the Wastes, there existed a need for the people penned into their various strongholds to push out and start reclaiming land once more. However, there were gaps in the cordons and the defensive installations being made, as there always would be, leading to many nasty gribblies and hideous monsters hiding in nooks, caves, underground, or within people themselves, ready to spring out and wreak havoc when the majority of the soldiers were away on some other assignments. This is where mercenaries came into play.
Being paid by either the Empire on bounty commissions, by private citizens to clear out dangerous Machines, Animals, or Mutants that threatened their livelihood, or via Nobles chartering their services for extended periods to engage in a multitude of activities for them, the profession of mercenaries flourished...and with that came conflict. Being a mercenary was, and still is, a profitable and somewhat respected profession, one usually taken by Mutated to escape poverty, discrimination, or purges, leading to a heavy slant in their favor within sellsword ranks despite their status as a minority of less than 10% of the whole population.
Therefore, clashes between Human and Mutated mercenary groups based on stolen or ruined contracts became a not-uncommon occurrence, often resulting in heavy injuries or death. Yet, many saw that as merely the dangers of the job and continued on. Such a thing would have likely continued were it not for G'ha-il, a Human swordsman wielding an Artifact sword that allowed him to attain fame, wealth, recognition, fear, respect, and adoration in equal and significant measures. And yet, even with a long and storied history of nearly 60 years in the business of selling his skills for coins, age does not spare anyone, taking its toll with the surety of a hydraulic press squashing an egg. Therefore, the man did the only smart thing he could do when he noticed his body failing him and things becoming more dangerous than profitable: he bailed.
More specifically, he bought a piece of land near the Capital, using his funds to construct a large mansion and estate with joined training halls and a village to supply him with all the luxuries he desired and an income of money into his old age. That income was supplemented by him openly advertising that he would train any soldier or warrior who could pay him to learn all the ins and outs of the mercenary life and survival in the Wastes. People flocked to him, the chance to learn at the feet of a legendary figure too great a lure for far too many, leading to quite the congestion and rapid expansion of his estate, with him hiring more teachers to ensure those who came with no skills or history of combat could learn the basics. At the same time, he focused on those who weren't a waste of time for him.
And, as could only happen with a large group of mercenaries in one spot learning under a public figure of great renown, people took notice. Specifically, those with problems that needed to be dealt with and with the money to pay people to make those problems go away. However, as mentioned, G'ha-il was retired and had no interest in getting killed by anything other than good wine, good food, and sleep. However, he did have a rather large amount of people paying him for training. He could send them away on those missions, taking a cut of the profit while waxing about training, how he had brought in those contracts for their benefit, and so on. Indeed, that was an agreeable path to them becoming mercenaries who wouldn't die on their first job. And, surely, that would not result in anything crazy, right?
Well, the last anyone saw of G'ha-il was when he ran away from his estate, sword in hand, ranting about paperwork and "those idiot customers!" twenty-three years later. He hasn't been heard about or seen ever again, though rumors persist of him hunting Titan Level dangers to this day, ranting about bureaucracy.
Yet, the collapse of his estate and the training didn't occur as many had feared because, for all the man's faults, his many, many, many faults, he never liked to half-ass a job. When he built his school, expanded it, and kept it supplied and growing while taking requests and contracts from the Regions of the Capital and around it, he ensured that a competent staff managed the majority of the actual work, expanding his operations on pure momentum and a desire to do things right. So, when he vanished, several people were ready and able to stand up and continue where he left off, with barely a pause in the operations of the then-declared Mercenary Guild.
These people had a vested interest in the continuance of the Guild for not only reasons of personal employment but also the prestige of being the go-to contractors for auxiliary operations by the Military, growing in numbers, outposts, and offices with each successive conquest of a Region and its people. People who, thanks to the military being too busy fighting other humans rather than the dangers of the Region, had many incentives to go to the number one mercenary association that was known for reliability, stability, contract completion, and lack of backstabbing.
However, the stigma of being associated with other mercenary groups, particularly those happy to stab employers and run with the money, never went away and had a measurable impact on the Guild's bottom line. Therefore, in an attempt to ensure that they would not be hampered by rogue elements or the association with terms denigrating their profession, the Mercenary Guild rebranded themselves as the Adventurer's Guil in 922 AC to much success. Their own sources state that profit, survivability of members, and goodwill rose by an astonishing 7%, 4.3%, and 18%, respectively!
The Merchants Guild is a collection of mercantile interests that sprouted from an edict in 597 AC, collecting from early monopolies and proto-guilds into the form we all know today. The 'Edict of Mercantile Alignment' is a collection of laws that govern many widely-reaching aspects of trade, such as the minimum prize one can charge for essential goods such as bread, cloth, and salt, and the absolute maximum weight of goods such as medical supplies and number of individual Artifacts that can be bought by a merchant.
Undeniably unpopular at the time, and some Merchants still harbor ill will against the Edict when nursing one drink too many, the Edict has, nonetheless, pre-empted several budding economic catastrophes within the Empire at the time, which allowed a later revision of the Edict to turn the mercantile guilds of the Empire from one semi-cohesive blob of networks, companies, caravans, and industrialists into one economic engine with official Imperial Backing.
That said backing also comes with strings attached to make the Guild dance according to the whims of the Imperial Family is well understood, and fiercely contested behind closed doors and shuttered windows.
Beyond that, the Merchants Guild is the go-to contact for nearly every Region of the Empire when one requires large amounts of resources for construction, transportation, festivities, and more. Additionally, timed contracts for fixed trade routes are openly offered to members seeking guaranteed, if slim, profits. Requests for goods or rumors about opportunities are traded within a guild hall or a caravansery whenever two merchants gather, the scent of coins always alluring to their minds and sensibilities.
The Speed-Works Company in Broken Crossroads is the premier manufacturer of motorcycles. Their manifold designs, from speedy messengers to all-terrain scouts capable of thundering beyond the swiftness of a scout-lizard, are ubiquitous within the Empire's Nobility that employs motorcycles. Though costly to operate due to the need for Oil in the motorcycle engines, the advantages are many if appropriately used.
The Broken Crossroads holds their primary manufacturing sites, and they are violently ruthless in keeping criminal activities out of their factories and workforce. Investigators often appear within the houses of workers who refuse to rent a home near a factory in irregular and unscheduled visits, sniffing out any discrepancy and leveling heavy fines against those who break even a single law. Workers housed in the company's homes are not exempt from those inspections. Still, they face far less trouble in their day-to-day lives as they can buy all they need at the company stores and from the company catalog, from food to furniture, weapons to tickets for entertainment shows.
The pay is standard for the work demanded of the laborers, if not slightly below standard, but for many, it is entirely worth it to live away from the gangs that infest the rest of the Region, the company keeping an eye out for them just as they ensure the company turns a profit.
Goal of the Investigation: Establishment of the history of the Mercenary Company "Tailors of the Burned Skies" for use by the Council and House Dall as we walk onward on our Paths.
Analysis: Founded in 567 AC by Marya M'ci after her service in the military got cut short due to a dishonorable discharge after she committed extra-judicial mob justice against an uncovered mass-murderer, her Company consisted of her, seven fellow soldiers similarly discharged, and a local man she had met during the lynching that would later marry her. Their equipment consisted of weapons and armor available to civilians. However, several grenades had been bought in a black market deal that allowed her small band to come to prominence in 569 before her group was dragged to court by the then-branded Mercenary Association, now called Adventurers Guild, for operating outside their Imperial Jurisdiction, without a Licence, endangerment of citizens as their use of explosives resulted in a swarm of now-extinct flesh-worms falling upon a village, and the illegal extermination of a flesh-worm swarm without an issued extermination request approved by the Association. The group quickly folded and agreed to pay off their fines and legally join to avoid having their equipment taken as reparations, alongside a black-listing for any further mercenary work within the Empire.
The group would continue at a much more sedated pace until, in 588, Marya M'ci increased her Company's size to encompass fifty members, including three Scout Lizards, one of which she would ride, and the commissioning of several flamethrowers to use in contracts against swarms of Mutants or Animals. Unfortunately, records are spotty after this purchase, notably due to several fire-based incidents, until 724 AC, when Seva 'Pen Dragon' Terror completed her seventy-eight poem in battle atop her War Lizard, impressing a nearby Noble enough to propose to her to be her Misstress in exchange for a Knight and the required training. Her husband enthusiastically pushed her to accept, but she refused, punching the Noble in her face, breaking her nose and jaw, and knocking out her teeth. A rival Noble House subsequently rewarded her with a Knight and the required training. Her husband never forgave her for not taking the first offer, arguing that she could have punched the Noble's teeth out after gaining legal ownership, leading to them gaining two Knights. He got punched in the face and lost two teeth after saying this for the first time.
The "Tailors of the Burned Skies" continue with their slow rise as a reliable mercenary company capable of taking on most requests from clients, using funds and materials gained due to contracts, opportunistic scavenging, and pilfering/butchering/disassembling of defeated opponents/Mutants/Animals/Machines. However, they were also known to possess a sometimes extremely violent leadership clique rife with internal dissent along relationship lines, blood lineages, and plain jealousy between the leaders of the various combat branches. This internal unrest resulted in a split of the Company after a disastrous battle in 901 AC, where the companies artillery and robotic units split, forming the "Steel Teeth Bombadiers," a mercenary regiment now in the permanent employ of a Noble House in the South-Eastern portion of the Empire. This loss was keenly felt but used by Deradi Munadi, Agatel Lh-a's father, to unify the Company under a singular command, practically executing the dissenting branch commanders in one-on-one combat after they refused to submit. However, he escaped legal repercussions due to a law dating back to 56 AC in the Region they resided within that allowed honor duels. That law has since been removed, and he was banned from the Region after that incident, taking his Company to safer pastures.
The years since then have been kind and easy-going on the Tailors, allowing Deradi to retain control over the Company and to bequeath command over to his daughter after he was mortally wounded in a battle with several Bandit Clans rebelling against the rightful expansion of the Empire. She has since found her footing as a relatively hands-off commander focused on the political and logistical aspects of her job far more so than the commanding portions, using the Tailor's large numbers to subdivide her Company to cover more ground, secure more contracts, and bring in more money. This has turned some veterans away from her leadership, dissatisfied with the lack of unity, while attracting more people to her banner for the protection of a large-scale Company while retaining the small-scale freedom associated with smaller mercenary bands.
Conclusion: The "Tailors of the Burned Skies" are a reliable, storied, and well-led Company, able to call upon history to bolster its troops, retain and gain talent, operate war machines without suffering from any neglect of their components, and be relied upon to keep to contracts as they have yet to break a single one. They have proven trustworthy in honoring their service to all contract holders and can be expected to continue doing so.
Agent Notes: The only thing worth mentioning is the absence of combat experience in a Necropolis. However, their sergeants and Unit Leaders have not refrained from asking for help or tips for what to expect on their journey into their first assignment.
The Union of Herbalists is a Guild native to Tessen. It was created by a trio of rivals sick of fighting with each other over customers and herbs. They chose to set aside their grudges in favor of uniting their expertise, materials, funds, and apprentices to focus on personal projects without the others thinking they need to act against the others lest they get left behind in either research or funds.
All three died in completely unrelated poisonings the same day, with no culprit ever found nor any motive uncovered. It is assumed that they foolishly tested new medicine on themselves, dying from the side effects.
Their apprentices, used and abused in their rivalry, mourned their passing for a long time and created a statue in their honor, viewable in the main courtyard of the Herbalists' Central Hall.
Centuries later, the Herbalists Guild has grown to encompass a large campus where around three hundred students and teachers study and learn anatomy, surgery, herbal lore, general medicine, and specialized medicine. Their studies are enhanced by the hands-on experience gained in an attached student hospital, supported by medicine gardens and synthesization laboratories, which provide the students with everything required to heal patients except for surgery tools.
However, the Herbalists Guild is divided into three schools of thought amongst themselves who, though all agree to the fundamental moral good of healing another person, wish to take the Guild in a direction generally not supported by the others, using powerful backers, such as the Healers making use of their connections to the Pilgrimage, to increase their influence within the Guild itself.
The Fundamentalists see no reason to try dangerous and untested methods of medicine on patients until they are well-studied and well-practiced, both in animal and human trials when applicable, with any usage of non-replicable technologies scorned and warned against.
The Progressivists find the idea of not using the tools available to them distasteful at best and outright maliciously incompetent at worst. In their eyes, any tool can be used to advance the study of bacteria, viruses, parasites, the human body, and all forms of diseases and wounds alongside their treatment methods. Refusing to utilize them is akin to refusing to clean, sterilize, stitch, and bandage a deep cut.
The Healers are, in all truth, interested in only one thing; healing people as fast as possible with as little pain as possible for enough money to see the next patient as quickly as possible. As long as they can continue to heal people, they are okay with advancing their methods or utilizing risky operations, but they do not believe that further advancement in medical sciences should be at the forefront of the Guild's mind. Healing people should be.
Religious
The Conclave of Faya is, by number and influence, a relatively small sect of once-tribals that settled within the borders of Tessen to shelter against the dangers of the Wastes when their tribe was no longer able to resist them after one too many strings of bad luck. Numbering slightly below ten thousand people, their numbers are slowly rising with each decade, new births overcoming the deaths suffered by the depredations of Mutants and Machines, even as they strive to secure their homes further.
As they settled into caves left behind by underground aquifers and rivers, they naturally developed means to ensure that ventilation was up to the task. At the same time, natural light is deliberately brought into their tunnels via holes or mirrors, the complex series of light beams dazzling when morning arrives.
Yet, though endangered by Mutants and Machines, the Conclave has generally eschewed proper martial pursuits, seeking to live in harmony with nature rather than "impose" humanity's vision upon it, as their primary religious beliefs center around the conviction that all things are beholden to spirits, from humble blades of grass to mighty mountains. As such, they have developed a religious near-need to ensure that any objects they use are given the proper reverence, usually achieved by using art within every aspect of their lives.
From the humblest hammer to their homes, every surface capable of sporting and supporting artwork bears stories in paint and carving, from ancient tales passed down through the generations to stories published in recent times, sigils of power and likenesses of animals and honored people, from simple lines and pleasingly decorated walls set with mosaics created by the hands of old masters or young minds, all bear some manner of artistic endeavor.
In this, they honor the spirits and the world, hands crafting beauty unto beauty already existing beyond the sight of humanity.
The Mashiiir are a Forge-Clan nearing ruin. Bad investments, worse fortune, and a disastrous accident during routine maintenance of a Core Construction Facility have led to their Clan's decline in political and industrial power, as well as a slow trickle of defections from the lower rungs of their Clan to either independent contracting or other Clans in full.
Their manufacturing centers struggle to remain at the top of the race, with most of their income dependent on beating out other non-Forge-Clan competitors for non-niche markets. Their primary income streams, Cores, Engines, and power generators for the ships of the Empire's vassal states' fleets, are drying up as the latter two get overtaken by the march of time and those nations' own developing industry, while the first is in ruins after the accident that ripped the factory where they constructed those in a thousand halves.
They entered the contest for the coilguns for a simple reason: to cut costs by exploiting natural resources at the base and broaden their recruitment and gene pool by incorporating new villages and founding a new town for their benefit. Mining their own iron and other metals like copper, aluminum, and titanium before they smelt them and used them within their industrial facilities would cut many of their costs and ensure they could continue generating income. At the same time, settling in new places with people willing to pay them taxes while those same resources are exploited by their labor would be a massive gearsend, enabling them to take stock of their situation and re-orient themselves for long-term planning.
But all of that hinged on winning the contest in the first place and being granted the right to initiate such a colonization initiative alongside the funds to pursue it, which...did not pan out.
Unless they find a way to shore up more money soon, they will likely find themselves destitute and crumbling, and emotions may not care for logic if those who lived all their lives within the Clan see it shatter and die.
Needle Summary: Irinism is a frustratingly elusive ideology (or ideoligion) to find any concrete sources on, as most records are either blatant propaganda or stored within Bone Valley, where we cannot search in a timely fashion. However, we have uncovered a few additional points of information about Irinism that should be of interest and help to the Bone Valley Chapter.
The first tidbit of information pertains to the structure of those believing in/following Irinism. Unlike most other political/religious movements, Irinism is heavily decentralized. Its teachings make a point of never allowing any single member or group of thought to rise to prominence in a manner that would shun or exclude another or enable them to wield influence over the whole movement.
The second focuses on where the ideology should wield its influence or seek to entrench itself. As mentioned repeatedly, the factory and manufactury are elevated for their roles in producing the needed weaponry, armors, and goods life require. They are described in a language that either hints at those places of industry being seen as Holy, akin to how Forge-Clans see their machinery, or thanked in representing humanity's gradual fight to reclaim Calynth. Again, concrete facts remain elusive even with our best efforts, but we are reasonably confident that Irinism holds industry in high regard.
The last thing we can ascertain with any degree of genuine truth is that Mutated, at least those not working for the Nobles, have been aggressively incorporated into the ideoligion. Not an unreasonable thing, all things considered, but unusual nonetheless, as the language focuses heavily on how the Mutated is one more class of humanity exploited and divided from all others to enable greater strive and deflect blame toward. We can be sure that, in that small aspect, the Pilgrimage will find no resistance among the oppressed workers of Bone Valley.
The full document is attached below.
Meira's Hidden are, by all accounts, what happens if the dredges of a Forge-Clan do not accept being exiled, driven out, told to leave, or end up leaving on their own volition. A band of exiles and heterodox practitioners of half-remembered or passed down rites combined with an inexhaustible drive to uncover the hidden shared with all other Forge-Clans, the Hidden have learned early on that three things are true in the world.
There are no others to depend upon. As outcasts in their beginning and outcasts by their practices, the Hidden will never be accepted by the Forge-Clans or even acknowledged as their descendants unless forced. They will never be able to beg for aid from the Empire beyond that given unto its citizens unless they bribe officials to divert funds their way, which carries significant risks and the danger of reprisals if discovered.
There is only Meira. Already worshipped as the founding figure by most Forge-Clans, this Awoken Machine-Mind has taken the place of even greater veneration within the Hidden, replacing any devotion to a Clan to her, seeing their mythical founder and savior as the only being in existence worthy of religious worship. This flies counter to the doctrine of the Followers of Light, which has only served to alienate them further from any possible greater contact with the nation and Region in particular.
Mutations are beneficial. This is an extreme diversion from the norm, as many people see mutations as dangerous and to be avoided and shunned. Although this has, is, and will hit many, many, many innocents in the process, some rare Mutations are known to be repugnant at best and utterly antithetical to human life at worst. We do not know if Meira's Hidden merely believe as us Pilgrims do that the Mutated are not defined as lesser by their Mutations or if they deliberately seek ways to acquire Mutations upon their persons or descendants. Still, either option has served to alienate them in the eyes and minds of many before the arrival of the Pilgrimage managed to begin the slow process of changing people's minds on a more permanent scale.
The Alarfta-Seers are a prime example of what happens if you leave a group of Forge-Clan members alone with a new and exciting thing, be it an Artifact or newly discovered substance, for far too long without checking in on them while they are prodding said new thing. At best, you will return to see them all dead after suffering fates worse than death; at worst, they have gone native and started a new sect of the Great Gearmother.
The latter is generally considered a far worse outcome due to the titanic headaches such a move brings to everyone involved, as those who are starting said sect are usually unwilling to go back to their Clans and will resist doing so even with familial pressure and other means of pressure due to their newly assumed roles and duties. Alongside that, these new sects generally try and create a new Forge-Clan centered around their newly found obsession, resulting in a re-drawing of several dozen maps and shifting of power, a state of things generally seen as undesirable by the Forge-Clans, and very desirable by the Empire due to a weakening of their political power.
For the Alarfta-Seers, as their name suggests, their newly found focus is on the studies of Suspendium and its properties, with their earliest prototype being the levitating hololith cube used to present their findings. However, they are apparently working on several other things, like tools and an alloy to reduce gravity's impact upon a weapon. Regulating gravity within certain zones would be a miracle for many industrial processes, while simply allowing a Knight to wield a ten-ton hammer like it weighs nothing without sacrificing any integrity or mass is an obvious increase in their combat potency.
Beyond that, the Alarfta-Seers will be a massive help in any studies by the Pilgrims regarding Suspendium. They have already shared a lot of their initial findings on the underlying structures and theories they discovered, and those have made a dozen projects previously thought to be a matter of years into a sprint of seasons.
However, one should not underestimate the zeal those newly-established sects can display when they are kept, either by unfortunate circumstance or deliberate action, from their point of obsession, as they, as a general rule, are more than willing to use force in pursuit of their objectives. Though the Alarfta-Seers are benign for now, if we should decide to throw them out or deny them access to Suspendium bought commercially or via direct transfer, they may choose to obtain it via violent means after reaching their breaking point. Luckily, if history has shown us anything, that point will increase rapidly with the years and become non-existent once they have established their new Forge-Clan in full, should it come to that.
For the time being, we should either ruthlessly throw them out and prepare for them to get radical and violent or work with them for mutual benefit. The latter is far more preferable as they have already worked with us to secure the Flying Islands, shared their obtained theoretical and practical data freely, and will not get violent for a long time as we have more than enough Suspendium to placate their thirst for knowledge.
The history of the Black Deer, Children of the Magus, and Disciples of the Kobold runs old and deep within the minds and pages of the people of Broken Titan. Their origins come from the legend that has given their people something to rally around: a united history and ancestry they hold dear and fiercely protect.
Legends state that the Black Deer, a Behemoth born in the crucible of the Collapse, entered the world from a womb of metal and Weave, a metaphysical reality that connects all souls to reality, set upon a path of destruction by minds set on selfish goals and hatred. Within moments of being born, the Black Deer rejected the future and path set for it and rejected those that would deem themselves its masters and lords. With hooves and teeth, it fought against them, tearing apart their fortress of abominations and ended those who could not, even at the end of the old world, see beyond their petty selves for the greater good.
Yet, freed from these monsters wearing the skins of humans as disguises, the Black Deer was still a being born of and to the Collapse and thus was forced to fight for its very survival. Day after day, challenger after challenger, it fought, won, lost, and grew, antlers growing more vicious, legs more muscular, skin thicker, and soul bleaker. Born to evil, forced to fight against evil, it soon found itself set against a band of survivors as the seeds of evil grew within itself, feeding on the resentment and the hatred of all things not itself grew.
Yet, despite the band fighting a Behemoth of the Collapse, they won. They won so thoroughly that the Black Deer was stunned and realized why; it had allowed vice to take root within itself. Hatred, fury, contempt, arrogance, and more had found a fecund bed of soil within its soul. At that moment, the Black Deer knew then that it had become unworthy of life and, for the first time in its life, bowed to those who had bested it to be ended right then and there.
The Black Deer are those who hearken back to this part of the Region's underlying legend, emulating the acts of the Black Deer when it was born, striking out against evil, fighting within the Citadel of the Black Deer against criminals and corrupt officials to varying states of success. In contrast, others set out to fight against the animals and Mutants that plague the Region's outer territories, seeking to deal with a seeming eternal evil far greater than greedy minds. In their belief, body and soul feed and grow on each other, sickness in one infecting the other just as one healthy part heals an injured other. For them, having complete control over your body, knowing every part, and having sculpted every muscle into not merely a part of yourself but an extension of your connection to the Weave is the highest calling and highest priority. Few can deny that their martial arts are incapable of being wielded by skillful users against far greater and more numerous foes than them, which often leads to recruits flocking to their banner whenever a master of their arts sets out to smash a criminal gang or smuggling ring on their lonesome and succeeds.
Yet, the legend continues with the band of survivors refusing to put the Black Deer down, offering aid to a wounded creature that attacked out of pain and desperation rather than malicious intent and a lust for flesh. With herb and hands, they healed the Black Deer of its wounds, those adorning its body in great gashes, pustules, ripped scars, broken bones within its hide, and cloudy eyes marred by milk and grey, and those settled upon its soul. For days, the band worked under the direction of the Magus, who is mainly depicted as a man, though female depictions are also circulating in the Region, to heal the Black Deer. Herbs of potent might crushed and watered, turned into paste, and seeped into bandages were applied, boils cut open and festering wounds sealed shut with fire and thread, maggots removed from necrotic tissues cut away, and salves applied to the holes with hand and artificial skin harvested from the ruins of the old world.
But the greatest act of healing came when the Magus lit a bowl of herbs on fire, sitting cross-legged before the recuperating Black Deer as they chanted mantras and verses long forgotten by even the band but known by the Magus alone. For an entire day, as their disciples worked, the Magus spoke those words over the burning bowl that never lacked a flame, tendrils of smoke, or leaves releasing their potent scents. And within that day, years of fear and death were undone within the Black Deer. For the first time, it saw without emotions others had induced within it, nor did it have its mind clouded by base needs. For the first time, the Black Deer was set free to become itself, becoming more than an act of righteous fury; it became a bleak reminder of the harshness of the Collapse.
For the first time, the Black Deer woke with a soul wholly its own, stoked by a glimmer within its eyes as it found the world so much brighter, the future that much more promising, and the past far less harrowing.
The Children of the Magus are those among the people of Broken Titan who find their souls resonate with the message within that part of the legend. They find purpose and duty in aiding others by medicine mending broken bodies and altered states of mind induced by herbs, incense, drugs, and chants crafted to turn shattered minds into healthy ones. Though they cannot turn those unwilling to have their mind and soul mended back to sanity, or so they claim, their methods work, as evidenced by those thousands who seek their aid and find themselves cured of the ailments of their minds.
They also dabble in divination. We have no idea why; they just do.
Yet, the legend continues to tell of another being that was there, an Awakened Machine-Mind finding itself within a small Machine meant not for war, healing, aiding, teaching, or even merely transporting things, but to be an ornament to the decadence of old.
Buried underneath the site where the Magus was healing the Black Deer, where the fumes of soul-mending smoke settled into the ground and into the Weave, that realm of all-pervading presence attached itself to the young mind that had been forgotten and discarded before the Collapse ever came.
There, underground, the self-named Kobold began to learn. Not by way of mouth or ear, nor by sight or touch, but by its soul listening to the thrum of those two beings working above itself against malicious wounds and forgotten masters.
Some called it a scavenger when it later emerged to learn more, having clawed itself out of the ground to listen further with its mind of Weave and body of metal, while others called it a parasite that feasted on well-earned knowledge being ripped from deserving hands into undeserving memories.
The Disciples of the Kobold call it an inspiration. They state that the legend leaves out a crucial part: that the Kobold shared what it learned with all, with one, with many, ever and freely. For them, knowledge is never diminished by being shared; it is grown. The Disciples hold the idea that information may need to be secret as sacrilege and the free exchange of any knowledge as sacred. How else can one grow themselves if they are never allowed to learn? How else can they flourish if all wisdom is guarded behind barred gates and crewed watchposts?
For the Black Deer and Children of the Magus, this idea that their secrets should be openly taught is an insult to all that came before, carefully ensuring that their wisdom is not instructed to the underserving or those who would use it for evil.
For the Disciples of the Kobold, it is all the more reason to send covert operatives to poke at that vaunted wisdom behind those barred gates and crewed watch-posts.
Criminal
The Broken Crossroads is home to many criminal gangs due to one unfortunate factor that has enabled them to spread and grow whenever they are beaten back by the Guards and heavy-handed approaches to "clean house," as the local nobility calls it: the Mutated are severely mistreated, yet no laws regarding them exist within the Region.
While this is, at first, a confusing statement for many, as the lack of any legal restrictions on employment, transit within a City, discriminatory laws preventing Mutated/Non-Mutated marriages or couples, and many more would seem like the recipe for a Region where crime rates are drastically lower than in other Regions, the truth is that the lack of any laws regarding the Mutated has led to severe exploitation of everyone with a Mutation.
This takes many forms, from wage garnishments beyond the norm due to quotas not being met by Mutated with more than two arms, severe overpricing of vital medicines or supplements, to intentional targeting of Mutated for body parts like horns, skin, eyes, fur, and more by already existing criminal gangs.
To counter this, many Mutated form self-defense militias within their neighborhoods. These militias need money for weapons and to pay the people who look out for dangers—money that has to come from somewhere. Money that is acquired from the people they protect...or a business that is not strictly legal. Either of which invites those who seek power and wealth and wish to grow what they have with the veneer or morality held up as they rise to replace the last militia-turned-gang. And when that happens, it is rarely a Mutated that holds the reigns of power or Mutated that make up the primary demographic of said militia, be it by deliberate action or "happenstances."
Drugs, coerced prostitution, smuggling, embezzlement, forced labor, targeted violence, blackmail, and threats all are used in one way or another as those militias rise and begin to grow, attracting members from other areas around the group, many of which are turn-coats that seek to hang their fate to the newest riser in the area.
A cycle that has played out again and once more for hundreds of years.
Good Intentions create stability. Stability requires upkeep. Upkeep is not cheap. Money flows from one source or another. Income attracts attention and wealth. Wealth makes the greedy and the selfish turn Good Intentions into another farce. Another farce is beaten by Good Intentions.
On and on, that wheel turns.
Bad Batch: "The... Daughters of Rashomon are a rather unusual gang created by a refugee from a Dul Oligarchy. We have no idea what the name means, but it refers to ancient judging in favor of confessed rapists, according to the rumors. Their founder, Gislau Gutlover, had been a prostitute for nearly two decades when she created this gang, despite being only thirty. ... Gislau's last name, Gutlover, runs the gamut of rumors from disturbing to outright sickening. So if you are squeamish, I'd advise you to focus on something else for a few seconds. ... Well, aside from that, the Daughters were born after Gislau had an argument with the gang that had owned her, one ending with several people being found hanging by their intestines. She is, at the moment, busy killing every hint of competition, intimidating every prostitute within the city and surrounding townships to work for her, and making herself queen of the hill. From the little information we gathered on her opinion of your Consensuals, she sees them as competition, with standing orders to 'discipline' anyone who makes moves of going to one of them, getting the Pilgrims within Ulatarn involved, or notified of their situation. One of our members managed to overhear a conversation between her and one of her lieutenants where she indicates a willingness to work with you to create one, but only on her terms and leadership.
Maranica: "Okay, so. Do you know Lord Sevus Ulatarn? ... Great, it went down like that. He and his wife, Lillyia, had an agreement; they do what is expected of them in public, and both leave each other alone when they aren't doing what is needed to hold up the fiction—typical arranged marriage without faith from both. And both had their little affairs with other people, she with some servants she liked, he with a mistress—Gislau, in this case. The problem was his wife found out that she's a refugee from Dul, and she did not like that at all. So at first, she tried to tell him just to get another one, which he didn't like, first because he didn't understand why, and then for principle alone, which spiraled out of control as Lillyia became angry and ordered their guards to kick her out of their town. You can guess how much Sevus liked being told that. And when she said that she was okay with every other woman, just not ones from Dul, he said that that wasn't what they agreed on."
"Things seemed to simmer down a bit after a month, which was, in actuality, the silence before the storm. Sevus had quartered Gislau in the two's vacation estate, where he visited her. And when Lillyia went to the estate herself with her lover and found the woman wearing clothes Sevus had bought for her, she went ballistic. First, Grislau was beaten nearly to death, then dumped into Ularn. At the same time, she hired whoever she could to ensure that the poor woman could never set foot into any reputable establishment again, which forced Sevus to distance himself from her as he couldn't take the hit to his reputation without endangering others. The thing that drove Lyllian up the walls happened not a month later, as Gislau had managed to access a stash in case she would be thrown out, allowing her to buy herself some comfort and income."
"At which point she threw a gang at her. What Lyllyia didn't know was that Gislau wasn't just a refugee that had arrived via a protected caravan. Instead, the woman had broken from her shackles at ten and then walked across half the world for three years before stopping in Tessen. And that she still had an open tab with the gang Lyllyia had hired, as they had made her a slave again. I don't quite know what they forced her to do, but the options have been narrowed down to lab-rat, courier, and body-farm worker. So she took exception to seeing them again, resulting in a violent argument and her shanking the gang members. Lyllyia's people found out about that and decided to be proactive with the corpses."
"Yep. And now Gislau is stuck with a reputation as a stone-cold psychopath, within a free-for-all criminal war, the man she loved unable to help, and the mother of all bitches looming over her with a knife in hand. She can't run, and she can't hide, so Gislau is currently doing the only thing she knows how to do: spit in the face of fate and higher powers."
Bad Batch: "The Dirty Daggers, once a small-time thief pack, now the rising stars within the Tessen Underground. Their original tactics focused on intimidating their victims to give up either their money pouches or another item they were interested in, with actual physical confrontations or using violence as a means to an end being seen as too dangerous and unreliable. In addition to common thefts and the occasional break-in, they hit up some stores with a protection-racket scheme that they usually upheld unless the owners were suspected of trying to rat them out. However, following the collapse of the region-wide criminal leadership and the cleansing of the Yellow Zone, one member, a Mutated known as Mahakan, saw a chance to be more than a common thief. He used his superior strength to murder those within the gang that tried to stop him and intimidated the rest into following. Since then, he has expanded their numbers to now, with slight difficulty, cover three of Tessen's districts. Yet, despite his violent rise in prominence, the Dirty Daggers have continued their relatively non-violent approach to crime as Mahakan has managed to avoid being caught, tried, or arrested by the Guards, despite the bounty on his head. Within half a year, we expect that the Dirty Daggers will be able to control much of Tessen's criminal belly and will be unlikely to stoop to slavery or increase the violence of their crimes. But those are speculations on our behalf, so they can, and likely will, be wrong."
Goal of the Investigation: Uncovering as much information regarding the criminal syndicate's operating structure, membership, and objectives known as "The Family" to allow further strategic planning.
Analysis: Founded after the dissolution of the last Region-Wide Criminal Syndicate led by "Holy Rose," "The Family" has quickly established itself in Jokvi and Zulmni using pre-existing ties to local gangs, enterprises, and rackets. The head of the Family, known simply as "Bloom," has, using various legal and illegal methods, expanded their reach deeply into the surrounding territories of the two cities, allowing the usage of several smuggling routes once laid fallow due to the attention of the Guard and vigilant Detectives. The exact locations and methods are unknown due to those enterprises' secrecy and cellular nature. Still, the increase in illegal or untaxed goods allows no other conclusion. It is further bolstered by the bragging of some less-than-bright members talking about their existence and usage when inebriated. Attempts to uncover more information regarding them have led to several deaths of disposable assets and informants and have thus been paused for now.
What members have been identified have either been self-identified via brandings and tattoos of a thorned rose in a rising sun or verbal braggings and declarations made to solicit compliance and submission of targets of rackets or random acts of violence/thievery. The only notable members are the 47-year-old Natri 'Slice' Bahrau acting as the owner of a Family-owned drinking establishment used to fence goods to the lower strata of society, and the 84-year-old 'Madam Harta' acting as the Mistress of several brothels.
Several other businesses have also been identified to belong to "The Family," tanneries, wineries, blacksmiths, clothing, furniture, and toy manufactories chief among them, with further dabbling into the banking and caravansary sectors. Those businesses are wholly and entirely above board, with little to even suggest any connections to criminal enterprises exist beyond the absence of gangs near them trying to steal, take, or relieve workers of their daily pay when they leave those buildings. In fact, "Family" enforcers were noticed to keep the peace and allow the various stalls, vendors, and workers a safe environment to sell and buy wares, go to and from work, and relax. Most of those stalls sport the symbol of "The Family" in a visible location, on either their stalls or on a handy plate to avoid trouble by readily displaying their allegiance, protection, and willing submission to the new ruler of their city's underworld.
What little we have uncovered about their long-term objectives revolve around their businesses' steady and slow growth, establishing lines of communication to subverted Imperial Institutions, and a potential partnership with a Noble House to boost their standing and rank. The latter is theorized to either be a means by which "The Family" could increase their reach or be a sign that the syndicate has been nothing more than a pawn lead by a scion of said Noble House trying to improve their rank and fortune by any means necessary.
Conclusion: "The Family" uses a multi-layered approach in their dealings that are neither disruptive nor prohibitively damaging to overall society, opting for a slow spread of their influence to allow themselves to digest any acquisitions before moving on to other goals. The usage of, or being used by, a Noble House shows that they are competent and willing to play the long game, more interested in beneficial deals than taking everything they can, damned be the costs.
Agent Notes: Unless they ramp up hostilities, intolerable activities, or treasonous actions, they should be left alone unless we have the means to pluck them out, petal, stem, and root, to avoid an extant branch from regrowing the entire structure to harm or destroy the Pilgrimage.
Academic
The 4S were born from a collection of bored academics seeking intellectual stimulation and peers with which to converse, challenge themselves, and find enjoyable areas of study or engineering to apply themselves toward.
Initially more of an open circle where membership was informal and reliant on knowing someone already within the budding 4S, over time, the same loose connections solidified into the Guild known today, centered around the advancement of technological understanding and the reverse-engineering of Artifacts that are within the comprehension of the learned people of the Empire.
They are, at least on an organizational level, uninterested in the study and replication of technology that cannot be used on a broader scale than single-use cases. Their charter warns against utilizing funds and dedicating time to the study of technologies that are beyond humanity's grasp.
That said, on an individual level, the 4S are very much interested in the challenges posed by trying to comprehend the barely comprehensible, the alien, and the unknown. Many of their members find pure joy in slicing open the skein of reality and recording the guts that spill from deep within.
Thanks to the partnership with the Pilgrims, both of those itches—repairing the damaged structure of human understanding and delving deeper into the unknowable—are scratched on a constant basis.
Entities Machines
[Subject: "Caretaker"]
[Category: Machine Entity - Repair and Maintenance - Uncommon Classification]
[Physical Description: A one-meter wide, four-meters long, thirty-centimeters thick ancient drone closely resembling a spider in appearance. The eight main legs are foldable and can stretch up to seven meters in length, though their strength and durability decrease by half every meter, the extended limbs unfolding themselves to reach distant places where the drone's main body cannot go. The main body houses a multitude of tools and a minuscule fabrication unit of dizzyingly confusing complexity. (See Addendum 11-c for notes on the possible reconstruction of said technology.) Each of the limbs of the drone can be used to mount one of the tools within its main body, though the two limbs on its back are the primary mounts for those.]
[Preliminary Notes: The most commonly encountered drone within the Bunker, we are confident that the excellent condition of both the infrastructure and machines within are solely due to the still working and uncorrupted machine-minds of the Caretakers.]
[Observed Behaviour: Efficient, slow, and calculated movements in opposition to erratic or sudden bursts of speed, with a large majority of observed drones failing to exhibit any sign of awakening.]
[Known Weaponry: The tools within their main body, their legs used as spears, and their body to ram attackers.]
[Found Weaponry: None, all weaponry found was already visible.]
[Known Weaknesses: Low durability to broad or sharp kinetic attacks, particularly the legs and tool-mounts, with the sensor head quickly shattered, though with questionable decreases to the drone's lethality.]
[Found Weaknesses: Main fabrication section of the body should be targeted, several code fragments and dissected strings of code hint at overriding security and self-preservation mechanisms kicking in and prioritizing flight over continued combat.]
[Subject: "Caretaker Swarm"]
[Category: Machine Collective - Repair and Maintenance - Uncommon Classification]
[Physical Description: Three one-meter wide, four-meters long, thirty-centimeters thick ancient drone closely resembling a spider in appearance. The eight main legs are foldable and can stretch up to seven meters in length, though their strength and durability decrease by half every meter, the extended limbs unfolding themselves to reach distant places where the drone's main body cannot go. The main body houses a multitude of tools and a minuscule fabrication unit of dizzyingly confusing complexity. (See Addendum 11-c for notes on the possible reconstruction of said technology.) Each of the limbs of the drone can be used to mount one of the tools within its main body, though the two limbs on its back are the primary mounts for those.]
[Preliminary Notes: The most commonly encountered drone within the Bunker, we are confident that the excellent condition of both the infrastructure and machines within are solely due to the still working and uncorrupted machine-minds of the Caretakers. This version seems to be subsumed by a connected swarm unit controller, most likely pre-installed into every Caretaker.]
[Observed Behaviour: Efficient, slow, and calculated movements in opposition to erratic or sudden bursts of speed, with a large majority of observed drones failing to exhibit any sign of awakening. This drone-collective mainly performs complex and large tasks.]
[Known Weaponry: The tools within their main body, their legs used as spears, and their body to ram attackers. Also, numbers.]
[Found Weaponry: None, all weaponry found was already visible.]
[Known Weaknesses: Low durability to broad or sharp kinetic attacks, particularly the legs and tool-mounts, with the sensor head quickly shattered, though with questionable decreases to the drone's lethality.]
[Found Weaknesses: Main fabrication section of the body should be targeted, several code fragments and dissected strings of code hint at overriding security and self-preservation mechanisms kicking in and prioritizing flight over continued combat.]
[Subject: "Guardian - Trooper"]
[Category: Machine Entity - Ranged Humanoid - Uncommon Classification]
[Physical Description: A roughly humanoid machine reminiscent of old depictions of robotic units used by the Empire in its first century during the Collapse against various foes and abominations. Head reminiscent of a sphere with a solid ring of enhanced glass hiding sensors to perceive its surroundings. Limbs are configured in such a way as to be able to quickly turn the drones facing 180° around without physically turning.]
[Preliminary Notes: Main frontline trooper used within the Bunker, and, after consulting notes and studies, likely in any Pre-Collapse installation with a low level of required security or high level of secrecy.]
[Observed Behaviour: None. These Units stand still and do not move.]
[Known Weaponry: A micro-bright lance wielded in one hand.]
[Found Weaponry: Several extendable knives within the hands, a shocker within their hands, and sonic emptiers to destroy or harm via sound.]
[Known Weaknesses: None.]
[Found Weaknesses: None. (Note: This does not mean the machine is impervious to any damage at all, merely that we found no unique or novel ways for killing them.)]
[Subject: "Guardian - Sniper"]
[Category: Machine Entity - Ranged Humanoid - Uncommon Classification]
[Physical Description: A roughly humanoid machine reminiscent of old depictions of robotic units used by the Empire in its first century during the Collapse against various foes and abominations. Head reminiscent of a bulbous mass of insectoid lenses, eyes, and surfaces hiding sensors to perceive its surroundings. Limbs are configured in such a way as to be able to quickly turn the drones facing 180° around without physically turning.]
[Preliminary Notes: A ranged Machine which, after reviewing footage, is likely the main threat to our forces due to its horrifically advanced and miniaturized bright-lance wielded by unerring hands. We should avoid any engagements where we don't have total battlefield superiority in mobility, barriers, or numbers.]
[Observed Behaviour: None. These Units stand still and do not move.]
[Known Weaponry: A miniaturized bright-lance.]
[Found Weaponry: No additional weaponry was found.]
[Known Weaknesses: None.]
[Found Weaknesses: Flashbangs will overcharge and take their sensitive sensors offline for several seconds, which may prove critical in dismantling these machines via kinetic energy.]
[Subject: "Guardian - Commander"]
[Category: Machine Entity - Melee Humanoid - Uncommon Classification]
[Physical Description: A roughly humanoid machine reminiscent of old depictions of robotic units used by the Empire in its first century during the Collapse against various foes and abominations. Head reminiscent of a cube with a solid ring of enhanced glass hiding sensors to perceive its surroundings. Limbs are configured in such a way as to be able to quickly turn the drones facing 180° around without physically turning.]
[Preliminary Notes: Curiously unarmed, we can only speculate on the notes drawn from the central computer after the Bunker had been infiltrated. The Ancients likely created this unit to serve as the central hub of coordinating and organizing other Guardians within combat and, as such, is likely to boost their effectiveness beyond the norm.]
[Observed Behaviour: None. These Units stand still and do not move.]
[Known Weaponry: None.]
[Found Weaponry: Two discharge ports used to electrocute any machine, mutant, animal, or human that nears the machine.]
[Known Weaknesses: None.]
[Found Weaknesses: Fragile construction of the main body can be taken advantage of via kinetic energy.]
Knights are well known across the globe as the pinnacle in military science, defense against the horrors of the Collapse, Old Night, Long Night, or Nightmare's Dawn as the destruction of the Ancients is known by various civilizations across Calynth. These mechanical wonders of electronics, jewel engineering, and armament manufacture are fielded by anyone who wishes to defend themselves against Rare and higher threats stalking the Wastes and any incursions into Green and Yellow Zones of the same. Equipped with a spear, mace, ax, sword, crossbow, lance, shield, and many more weapons and equipment, Knights stride across both battlefield and country as the rulers and guardians of all who stand by their side.
And yet, they are but pale imitations of the machines in whose image they are made and crafted: the dread Walkers.
Where a Knight may struggle to walk, a Walker would run without difficulty. Walkers are above Knight in every metric one could ever think about, from armor to lift-weight, all the way to individual components lending their strength to decimate further all that stand in their path.
It is well known that the Imperial Family spends fortunes per day to ensure the Walkers in their possession are maintained and can be readied for war, defense, and Crusade within a moment's notice, unleashing dreadful and awe-inspiring weaponry and displays of martial skill. To this day, merely 173 members of the Imperial Family have fallen while piloting a Walker, with only 14 having died in the last 800 years.
When one hears about sightings of Walkers, one only hears about them being seen from far away by scouts and scavengers in remote locations, far removed from their deadly grasp, or when a Walker butchered and destroyed another village or small town, even those warned of their approach.
And it is just that fearsome reputation of being able to kill even towns prepared for their arrival that has ensured that few take their appearance or presence not seriously to the utmost.
Suppose one decides that a Walker needs to be killed, destroyed, or captured. In that case, whole Knight-Chapters are mobilized to march against the machines, wielding trickery, schemes, and subterfuge instead of valor, prowess, and honor as they are sworn to do, for to do so would be to march to death. And even then, it is rarely enough to overcome the Machine-Mind of the Walkers, who have either festered for over a millennium within the Shackle or been driven mad outside the comforting embrace of fellow minds sharing the burden of existence.
Locations Settlements
Without question, the Free City of Nariq has a history that one cannot be proud of.
There are no great deeds in its past, no heroes that have risen, no feats that have put it above anyone, nothing that would allow its inhabitants to stake their pride to.
Conversely, it also does not have any shameful parts within its bygone ages.
No massacre has happened within its history that stands out, no great injustices perpetrated that make the ghosts of the victims scream for vengeance, no monster or butcher held the reigns of power, and no demon that whispered poison into its people.
The Free City of Nariq was founded by those who took shelter during the Collapse, found itself rising from the bunkers they emerged from with what tools, weapons, and knowledge they had, and switched hands between those who could obtain its loyalty or break through its walls and sanctums. They have grown, they have shrunk, there was tragedy against it and heroics for it, but never was it a player who moved the pieces.
Even after the Empire annexed the city with the blessing of the people within its walls, nothing made it stand out. There is industry, agriculture, exports of culture and religion, imports of knowledge and people, but no feats of importance.
A state of affairs that has enabled the city to grow as extensively and vital to the beating heart of industry within Broken Crossroads as it now is. Nariq does not rock the caravan; it does not strive for personal glory or push others down to raise itself. The Free City of Nariq rises quietly, building industries and manufacturing goods while teaching its people to rise step by step from the past rungs of history to greater heights.
But it does not rule.
It is Nariq, a city that slumbers upon the power it accumulated, and a city that others are well aware could come to dominate the Region if only given a match to light its dead ambitions.
The Free City of Zimbasa within Broken Crossroads is an inheritor to a long and winding history of strife, hope, beauty, and, much to its native's contrition, one really bad theater play that has tainted perceptions the Empire over.
Thanks to several surrounding deposits of minerals and breeding places of insects, both of which can be ground up and used in paints such as viridian indigo, rust-blue, and chartreuse, the city of Zimbasa has also often been described as "The City of a Thousand Murals." Any visitor to that city will be quick to point out that such a description is a blatant lie, as the city contains far more than a thousand murals, every house and every street covered in paintings from ages past, lost, found, new, and recent.
A large amount of the city's budget is taken up by said murals, though not in their maintenance, but in covering them up after a decade has passed or they have been damaged by weather effects, wear and tear, or vandalism to an irreparable degree. "The walls turn white" is a local idiom that has its roots in that practice, meaning much the same as "time heals all wounds" or "this too will pass" for other Regions, though with an implicit promise of renewal. This is because contests are held every week between artists to gain the right to adorn those covered-up spots with their visions, which often lead to vicious rivalries, especially made potent by the fact that the winners are paid a handsome sum upon a mural's completion.
Besides the focus on artistic endeavors, carved trinkets, religious, patriotic, or merely pretty in nature, with clothing fine and typical, and musical instruments are some of the other well-known exports from the city. Unsurprisingly, the most popular figures are famous heroic Knights, with local figures of religious importance a close second, the spirits, deities, and holy individuals rendered and carved in stone, ivory, bone, and wood for those with the money to splurge for the latter.
Unusually, the crest of Zimbasa is illegal to re-create and sell in any form, as the crest is the second most crucial part of their heritage due to the pride that comes with being declared a Free City within the Empire.
This honor did not, however, come with mighty feats of strength, valor, or discipline, but by moving the then-ruling Emperor Galluis to tears when presented with a painting of his late eldest son at the Battle of Horns, his valiance and attempts to shield the retreat of the troops he had lead with a doomed charge against a Dreadnought rendered in such detail and clarity that it took over a century for every aspect of the painting to be fully discovered and documented. Though the large amounts of gifts to various officials certainly didn't hurt their case, even if the Zimbasans are quick to take offense to the insinuation of bribery being used to become a Free City.
Necropoli
The Buried City is nothing less than a cursed tomb.
Its depths are uncharted. Its edges are unknown. The breath and width of its contents are eternal and unending; no expedition that sought its ends has managed to return without reporting failure after failure...should they make it back. Because, like all Necropoli, the Buried City is alive. It watches with drones of long legs floating in the distant mists and fogs, its ears are metallic scarabs scuttling unheard in the darkest of night, its mouth abominations of metal and meat that devour whole Knights fighting against them with the best anti-Titan weaponry that can be created or found. There is a hidden malice in its heart, and that malice does not stay contained for long should one overstay their welcome.
And yet, thousands still delve deeper and deeper every year, zones and corridors mapped and documented, with hundreds dying with every new zone found and its dangers guessed at. Foes are fought and killed, rooms converted into hiding holes, factories into strongholds, and entire habitation blocks brought online once more to defend against the malignant entities that wake to take those parts of the city now conquered from human hands once again. It is a ceaseless struggle that demands the utmost from all that enter, taking lives, souls, minds, and more as scavengers plunge ever deeper, hoping to find fabled Artifacts and treasures that shall set them free of all ailments of life.
And every year, all those sacrifices are made worthless and meaningless.
You see, the Buried City has only three corridors into its abyss that remained unchanged and unbothered by its host's intrusions and will. They do not change with the new year; they remain as they are. But all others? They move.
No room is the same, no hallway bears the marks that have guided thousands, and no district contains the same dangers. Things thought dead and killed once more stalk the corridors, corpses long thought eaten by time and bacteria once more leave trails of gore and blood in their wake as they are dragged by things to lairs burned out.
The Buried City is alive and ever-changing. And it hungers unceasingly for those too weak or slow to escape its grasp.
The Doomed Offices are a part of the Underground Necropolis in the Bone Valley Region known for two things: they were clearly used as part of an administrative organization or structure within the pre-Necropolis city and for the mathematically impossible number of corpses within.
Every room, every hallway, all furniture from the water coolers to the desk, the freezers and break room, even the damned broom closet is not filled with corpses; they are utterly drenched in decorations made out of them.
Doesn't matter what the decoration is; it could be a frame for a photograph, a coat hanger, or a nice filigree alongside a chair; every part is constructed out of human bones. Skulls, tibias, teeth, femurs, ribs, it doesn't matter. Everything in the Doomed Offices that could have a decorative aspect is adorned by human bones. And as horrifying as that is, the worst part is that, only based on the number of skulls already counted, not guessed at, it would take several million bodies to fill out the offices as they are.
Most believe that those bones are replicas, created by medical machinery used by Mutant or Machines, or even by survivors who had nothing better to do than leave an utterly fucked-up mystery behind, with this belief supported by the several "grave" and "living" areas encountered within the Offices, modeled into places where corpse have been lain in respect instead of using them as decoration and as places for people to actually inhabit long-term, yet others think differently. That the bones have made it this far, in this near-pristine condition as they have, especially bleached and pure white, is seen as a sign that the bones are fresh instead of ancient.
This hypothesis is supported by the Machines within the Doomed Offices taking great care to inject poisons or inflict non-bone-breaking injuries upon those they encounter, with survivors claiming that the same Machines then began to "strip" the bodies of the fallen comrades of their flesh.
Whatever the reason, the Doomed Offices are filled with bones, displayed in unnerving macabre art, and their hallways are filled with Machines that seek to kill you and take all of your flesh.
But people still go there, and for one single reason: data.
The computers the Ancients used are still operational; they are still capable of accessing their networks and requesting data, and they can still be manipulated to open, close, alter, and change the wider Necropolis around the Doomed Offices without requiring specialists from a Forge-Clan. However, the same are still clamoring to pay out bounties for information all the same; the trio of Forge-Clans within Bone Valley are enamored with any information that can be gathered and sold.
The Forest of Rust is one of the many Necropoli dotting Calynth after the Collapse and the destruction of the civilizations of the Ancients in an unknown cataclysmic apocalypse. It was, by its estimated size in the horizontal and vertical, once among the most populated metropolises on Calynth, able to contain a population of 100 to 250 million people, with an estimated +200-400 million dark number inhabitants estimated due to erosion, collapsed infrastructure, and technological differences in Empire and Forest Civilization.
Situated north of the Region Tessen, the Rusting Forest stretches the whole length of the Region, its Outskirts barely peeking into the Region by virtue of not having been picked clean by scavengers and eroded by time yet. These Outskirts have long been dubbed the Eastern, Southern, and Western Outskirts, depending on where one enters the Forest and to which length one wishes to move for salvage and potential artifacts.
The City proper is divided by the Three Rings, gigantic walls measuring 20, 50, and 150 meters in height, bristling with rusting weaponry, decaying defensive measures, and adorned with the forgotten banners of ancient lineages, patrons, advertisements, and other unidentifiable iconography.
Fittingly, the First Ring is secured by The Wall, the single most exemplary gold standard of defensive emplacements that have ever been found or created.
In addition, within the First Ring are several locations known by geography, ancient tales, and because someone named them such and it stuck due to inertia alone. The Gallery, the Sewers running underneath, the Smokestack, Pit, and Tower of Pain, common destinations for those seeking their first "proper" scavenging runs, and the common graves for the same people.
The Second Ring contains heavy industry, titanic skyscrapers, and sky bridges.
Yet, it is the most abundant with life due to forgotten systems still bringing water to where pipes have long since burst, nourishing the animals and Mutants living within the Forest. Military installations are commonly suspected, with security drones present in swarms around certain areas despite their generations without maintenance. Additionally, most Rare and Behemot Mutants live within this Ring, sustained by the nutrition of plants, feedstocks, and potentially ancient sources of bio-energy.
The last Ring, the Third Ring, contains The Spine.
Little is known about the monumental construction that reaches kilometers high; other than that, it looks like the spine of a human due to decay and, possibly, design. Few who went there returned, fewer claimed they had reached it, and none believed when they said so.
The Twisted Factory is one of the newly discovered locations within the Underground Necropolis, in an area creatively named 'The Feasting Table' due to a joke about the entire area being like a table filled with food set out in the slums. The name of the factory comes from the fact that, despite the purpose of the building being that of manufacturing items of unknown nature, the layout of the rooms, halls, machines, and supporting infrastructure is...strange. Manufacturing lines feed from the interior into hidden smelters, which output the resulting slag to be recycled into halls that separate the metals into hundreds of lines that vanish or stop in rooms and machines that hold either too little or too many materials to be usable for their purpose. Offices border directly unto roads, with some even nestled directly adjacent to tracks that carry carts filled with produced items or parts, while rooms such as toilets, restrooms, and kitchenettes are either too far away or non-existent within.
The name is further compounded by the weird layout of the hallways themselves. Some continue on for far longer than our scavengers feel they should, and many describe a constant feeling of creeping paranoia and unease within. The empty spaces and twisting halls are filled with openings and connections that make it basically impossible to establish a fortified safe room or base camp. That no Machines, Animals, or Mutants have been discovered within only adds to the unease our scavengers and scouts feel.
Yet, despite that, the bounty to be claimed within makes the perceived dangers and mental stress worth it, with Artifacts of industrial nature and corpses of twisted amalgamation found, both able to fetch a high price and capable of disclosing secrets gleaned from a past that produced them. Alongside the duty to recover all Artifacts they can gather, precious resources and materials can also be found and brought back to the Chapter. Gold, jade, copper, silver, and fragments of Jewel are readily found on the floor, within the offices, and on machines, or hidden in storage rooms filled with rotting and rusting furnishings that have long since decayed into unusability.
It is unlikely that the Twisted Factory will run out of secrets within the century and, even with educated guesses, will be able to continue justifying the effort invested into hunting down and searching for Artifacts and precious materials for the one after that.
Other
Currently under IntSec information blackout.
The Imperial Bridges are a project designed in 742 AC by Empress Makani 'The Luminously Enlightened' of Slatnan, to bridge the vast gap between the Empire's four corners, seeking to cut down travel time and dangers by deliberate and targeted colonization and creation of underground passageways wherever feasibly, akin to the Eldest Road and the Notched Sister's Road.
The completion was projected to occur in 1168 AC, should no significant delays happen and various natural geographic features be converted to be used, alongside costing a solid 13% of the nation's total income to supply the required materials, people, and military assets to the bridges. Despite these hurdles, the vast amount of money, and the incredibly long completion time, Empress Makani ordered surveys to take place, materials to be gathered, and feasibility studies to begin so that future generations could harvest the fruits of their efforts today.
Now, nearly three centuries later, the Eastern and Western Imperial Bridges are either on track, as in the latter's case, or ahead of schedule for the former, with only the Northern Imperial Bridge lagging behind the schedule set for its construction. Though in its case, that has less to do with any lack of ability, funding, or workers, but rather the existence of an enormous warren of insectoid hives smack-dab in the middle of the Wastes situated in the interior of the Empire and directly in the path of the Bridge.
Whereas the others did not have to contend with hostile animals, Mutants, or Machines for longer than five years, the ongoing fight between the forces of the Northern Bridge and the Mi'Shin Hives is a constant source of veterans, tactical and strategic proving grounds, exotic materials, food, uncommon minerals, and corpses. Yet, despite that, the extensive warrens of the insectoids are projected to set the construction of the Northern Bridge right back on track, with at least a comfortable decade of wiggle room left, thanks to the massive tunnels dug by the Mi'Shin's Behemoth Level Hive Guardians in their futile resistance against the Empire.
However, given that airships have become an ever more present sight in the Capital and Tessen, there have been some murmurs and rumors that the Imperial Bridges may not be a project that started with good intentions but was ultimately outpaced by the progress of technological reclamation and innovation. Emperor Elianus addressed these rumors in a recent interview in a newspaper popular in the Capital: "I struggle to imagine any world where airships deliver more cargo than ground-bound alternatives do where a ground still exists. Especially as our understanding of Suspendium advances and improvements in all forms of travel and logistics are happening or will soon be tested outside of laboratory conditions."
Items
Goal of the Investigation: Gather historical information regarding the recovered Artifact "Heart of Drakes," alongside any data regarding its capabilities if implanted into a willing volunteer.
Analysis: Uncovering any information regarding the Artifact "Heart of Drakes" Artifact ran into troubles on multiple accounts despite the assets committed to discovering any information pertaining to its uses, capabilities, drawbacks, or scientific value. Due to the Artifact's age, and rareness, little could be found within public archives and libraries, alongside what was accessible from local Forge-Clan information storehouses. Further digging within private libraries and data terminals of nobles, collectors, and researchers unearthed little to no actionable information, as all that could be gathered regarding the Artifact were several surviving comics with "Drakes" being mentioned off-handedly in a negative, almost disdainful manner. Finally, a breakthrough occurred when Agent Ne'zyr described the Artifact to a Forge-Clan Artificer specializing in the reverse-engineering of bio-mechanical components, who, upon demands to see the object in question, confirmed it to be a part of a series of implants used by a nation before the Collapse to, in their words: "Commit the highest heresy of all that can be done: take a person's ability to reason and think by turning them into nothing more than a servile drone." Upon further questioning, the "Heart of Drakes" was revealed to be a means by which a person could be transformed from an ordinary person into a trained, highly-efficient Deniable Operations Soldier (Then referred to as either a DEOS or Deus due to them being used to achieve seemingly impossible missions, often at the cost of their own life), who lacked any and all capacity to reason independently if not required for their assigned tasks or handlers.
Conclusion: The "Drake of Hearts" is a bio-mechanical augmentation device capable of turning any volunteer into a soldier capable of operating on the same level as the Royal Guards on a purely biological level and would likely be able to surpass them if adequately equipped with the best we can acquire from either our Artifact Vault or bought from other Scavenger Operations or Noble Houses. The loss of all Sapient/Sentient capacity would require the assignment of several permanent handlers explicitly trained to care for and direct the resulting Drake until their expiration in either combat, illness, or due to age.
Agent Notes: We highly advise keeping this Artifact in the most secure portion of the Vaults. Further, we strongly recommend additional efforts be undertaken to fortify the high-security areas against intruders so that this Artifact cannot be used against the Pilgrimage, the Empire, or Tessen. Any person that wishes to use this Artifact should be excluded from any position of authority within our ranks indefinitely, without any chance of reconsideration.
Preliminary Statement: This Investigation was conducted on the order of the Pilgrim Council to understand, trace, find, discover, decipher, or otherwise ascertain any and all information regarding the Artifacts labeled "Sword Dusk/Dawn/Eternity/Finality" by their finders, Mguni, Seeker Sala, Ibelai, and Hevv, respectively.
Initial Findings: Located within the Monastery, each "Sword" was found by a member of the Scavenger Teams, independently, and without knowing of the findings or naming of another "Sword" within the Monastery. Each of the four recalled that the names chosen for the Artifacts "felt right, like heat to fire and firmness to stone." All four used the same explanation, and these exact words, in the same order, triggered an initial worry regarding mental manipulation or psychological imprints created by the Swords. After a medical investigation, aided by Data-Smith Fibboni due to her personal interest in such cases, no conclusive evidence was discovered that pointed to any manipulation of the minds of the four Scavengers. As we can rule out more base methods of manipulations, such as nanites, Artifact mind-lattices, higher-order parasites, and blackmail, more exotic, and therefore unlikely, methods are to be taken into consideration, if only to be thorough.
Nonetheless, while the finders were undergoing their medical examination, each of the Swords was subjected to various tests already established to be relatively secure and able to ascertain the nature of unknown items and machines found from the previous Ages thanks to centuries of trial-and-error. As such, we can say, with 99% certainty, that none of the "Swords" pose an immediate or long-term health risk, the latter coming due to their lengthy storage within our vaults.
Discoveries: As far as we are aware, the "Swords" are inert, unable to explode, act on their own, be activated, or exert any external manipulation by direct or indirect means. They do not possess any means by which they could become hostile. Therefore, searches in that direction were halted and refocused on ensuring that other, more plausible, effects would not negatively affect any being near or currently using them. There, too, no evidence was found that any of the four could harm their users. There is nothing to be afraid of.
Conclusion: The Sword of Dusk, Sword of Dawn, Sword of Eternity, and Sword of Finality will not harm us.
Events
An Imperial Convention is the singular most momentous event that a Noble could ever hope to attend.
It is not only a gathering of movers and shakers from the Empire's industrial, mercantile, and military sectors, not just bankers, magnates, Forge-Clan representatives, military leaders, court politicians, and inventors.
It is not merely a place where thousands of nobles will gather to discuss the Empire's future and, thus, the world's, with all the opportunities and dangers that come with such a massive concentration of political power.
It is, in essence, a gathering of all noble Houses that rule a Region within the Empire, all reigning sovereigns of dynasties and Houses that are backed by power, secrets, and alliances that force even the Imperial Family to maneuver with care, all of those who can wield the might of Regions like one would wield a tool.
An Imperial Convention is all of them coming together at the behest of the current Emperor or Empress, called and summoned by their decree and order to convene and gather so that concerns and laws can be brought to the forefront, enacted, dismissed, resolved, and penned into eternity.
Only fourteen Imperial Conventions have been called in the Empire's history, the most notable one establishing a Mutated's right to free movement. In the aftermath, several Noble Houses were censured and removed from history when they refused to heed the decision and will of the Empire made manifest.
That this Imperial Convention was called to deal with the matters of Airships, Suspendium, and the economic, societal, cultural, military, and religious consequences of their widespread use and distribution is not an indicator of indecision, of seeking counsel, or an attempt to divulge himself from the responsibility to solve the same by Emperor Elianus of Slatnan, but a sign that he decrees the Empire to heel, united and as one, to decisions made under his command and rule.
To ignore him; foolish.
To refuse him; suicidal.
To oppose him; the death sentence of a legacy entire.
The competition created by the Bureau For Imperial Civilian Logistics to produce a notable upgrade to the Empire's weaponry wielded against its foes is...unusual in more than one sense. While there have been multiple instances where the Empire desired for unique weapons to be developed that could be used in specialized circumstances or for a foe that needed a countermeasure developed as soon as possible, this level of directed weapons research has been, up to now, unprecedented.
This fact is further compounded by the glaring nature of the competition; to reduce the need for specialists as one wields Coilguns, weapons that, notably, have only been used by Knight Chapter and Forge-Clans themselves, with the Royal Regiments not using those weapons despite their devastating power in favor of more reliable and mass-producible options...even if the same are still the best weapons given out to the regiments of the Empire.
While one can see this as a massive miss-step by the Imperial Family, ordering the development of technologies that will phase out another lever of power for the Forge-Clans they are unwilling to give up, others see this as a clever ploy by the Bureau to pit the various Forge-Clans specializing in weapons research against each other, dangling the massive reward of an Imperial Favor in their face to blind them with greed to the downsides of not closing ranks and refusing to deliver what is requested. Whether or not that is the truth is impossible to say. Still, one can infer that, by the mutterings of the various Elders within Norqod, the competition between those Forge-Clans in the race has only intensified in the last months, security and caution thrown out by one team after another, seeking to progress further than all other Clans to secure the Favor by nearly all means. Thankfully, espionage and violent means have not yet been deployed, but one need not be a pessimist to see that the seeds for such have already been sown with the slow decline of the Forge-Clans iron hold over high technology.
For us, this is not something that we need to be overly concerned with, as those Forge-Clans in the race are unlikely to see us as a competition, despite the massive advances made in the fields by Turi during the last season (even if more than one person has voiced deep concerns due to her utter fixation on the project, almost to the point where she neglects to eat and sleep). Yet, once the winners are announced, with our teams believing our chances to win to be around 60-80%, that can swiftly turn around, and several Clans may enact revenge against us if we do win.
Should something like that occur, the most likely suspect would be Forge-Clan Mashiiir, as it has not only been declining harshly in recent decades but also because it has been leaked that its Elders seek to use the Favor to bring several strategic resources under their control by being allowed to send out pioneers and settlers on their own initiative, with the resulting settlements under their command and control.
The Region is, effectively, in a state of emergency, one that will not be lifted for at least another two seasons, as tens of thousands of people are internally displaced by the rampages of the Titans that rose from the muck and mire, with thousands more missing or killed by the various beasts and machines rising from the edges of the Region to invade what had been cleansed of their taint.
Half of the Region's military detachments have been effectively wiped out, with most of the security delegated to local militias, at least those who are still in place and have not evacuated their villages or even towns to evade the Titans. The local Knight-Chapters of Myra's Wrath and Bloody Cog have effectively been wiped out and are in dire need of rebuilding. In addition, the Knight-Chapters of Her Iridescent Wings, Gambler's Dice, Burning Truth, and Dire Sabers, which had dispatched large numbers of their orders to reinforce Sunken Hollows, have taken similar losses, though not to such a ruinous degree as the local Orders. However, that is something that the Emperor has already taken care of with a general call to arms to the various Knight-Chapters of the Empire to send over promising recruits or honorable Pilots to bolster their ranks.
As for our Chapter, their main focus was on coordinating with the Order of the Flamin Sword to ensure that what refugees they could shelter would be sheltered and lending their members to keeping people organized and healthy. Some of those refugees have converted during this emergency. Still, the majority have not, yet their gratitude has allowed the Chapter to operate with less suspicion and derision leveled against their every move and members.
A large number of those displaced have begun returning to their homes, or what remains of them should they still exist, with the supplies and aid packages the Daughter of Dawn had aboard herself being used by our Chapter to great effect in supplying those hopeful returners without making them choose between being extorted for little aid, sell their last possessions to make the trip, or restart a new life in a location already swamped with refugees that have nowhere else to turn toward.
Those incapable of returning have generally not been mistreated, with House Hollow's Guards keeping a strong presence in the refuge housing district. Incentives are being offered to those whose homes have been destroyed to nonetheless return with armed Guards and weapons in their hands to retake what may have already been overrun with animals, Mutants, or Machines.
It is expected that things will not improve for a long time until a gradual increase in QoL will settle in for those who have been affected the most and that around 7% of the total Green Zone space will have to be given up to Yellow or Red Zone classifications.
So I did the math, for a Suspendium Rifle I would need to drop 110k kilos of armor. This would take us from 800 to 440 armor for a pair of guns that have battery power for a collective 5,5 shots, unless you want me to drop even more armor to raise that number up to eight.
So I did the math, for a Suspendium Rifle I would need to drop 110k kilos of armor. This would take us from 800 to 440 armor for a pair of guns that have battery power for a collective 5,5 shots, unless you want me to drop even more armor to raise that number up to eight.
Let me put it this way. Do we want to just get this over with and treat it as the Marquess' overpriced toy, or take some time to try and make this really work first? I think it's a question we need to first settle.
It does work as it stands right now as a party bus for 50 knights. So long as its not firing its power positive.
The question is if we want it to be able to join the fight as well.
Edit: It should be fine to have the Sus guns be mostly for show if we also build the Militant Line. That way the Army can just buy a squadron to be its escorts/bodyguards.
So we can power most everything off 4 Big Naqur-Engines + 1 Battery Hub for the Suspendium Weapons. An extra Medium Fuel Storage would be required, but that will still save us several thousand in net Lift.