Hidden:
Battle for the 4th Ringway North 4 + 55 = 59 vs. 38 = 13 + 25 Empire Win
Battle for the 4th Ringway South 33 + 55 = 88 vs. 82 = 67 + 15 Empire Win
Battle for the 4th Ringway East 33 + 55 = 88 vs. 17 = 2 + 15 Empire Win
Skirmish in the 3th Ringway North 86 + 20 = 106 vs. 36 = 21 + 15 Empire Win
Battle for the 3th Ringway West 44 + 55 = 99 vs. 79 = 64 + 15 Empire Win
Catching the Pilgrims [3th Ringway North]: Needed: 65 + 10 = 75 Rolled: 86 Success!
Killed: 1d6-1 = 1 - 1 = 0, Lucky Escape!
Huh, the Empire is on a winning streak. And for some reason I imagine the Lucky Escape being like a cartoon scene with the roadrunner.:p

Success On Every Front!
It is pride that we look towards our brave forces fighting for the Empire! Not one, not two, but FOUR Cities have been taken in rapid succession, sending the Army of Starlight reeling! Already numerous reports talk about our soldiers' heroism and courage, how they brought not only one more piece of land under the Empires Aegis but also eternal honor to their families and homes! May they be a shining beacon to all that fight for what is our right! Long may they live!

Somethings Rotten By The Lighters
This rumor is received much more subdued than the news about the successes of the army. What soldiers being sent home due to crippling injuries, dishonorable discharges, and supply protection have told paints an unnerving picture. Villages are empty. Cities have only around two-thirds of its population present. How thousands of people can vanish, many even overnight, is unclear. What is clear, however, is that those that remain seem uncharacteristically happy for a conquered population. One heavily wounded returned soldier, receiving treatment for a re-opened wound inside your newly expanded hospice, even tells of being welcomed as liberators in one village. What is going on?
I guess either an attempt at building a slave army, complete with bomb collars, or some pre-Fall Artefact that uses humans as a resource/fuel. Either way, with the Empire having to explore, control, and guard all the territory they took, things could quickly change.

Okay, Maybe They Are Not Animals. But Fuck 'Em Anyways.
They are still incredibly freaky, what with their scales and fur and shit. No one in a sane society should be forced to be serviced at the same place as them, but maybe, maybe, chucking rocks at them for fun is not okay? Fucking hell, why did the Pilgrims have to start whining about this shit? We were perfectly happy with how things are going; we don't need to question whether we are right. Ugh, I am going to drink.
Hey, it's better than violent riots and purges.

The Church Of Eden looks down on you with disdain, which worsened after you started campaigning for Mutated-Rights. The only saving grace is that they think you of no consequence, your low numbers deterring them from taking any overt actions. Some of their lower members are politicking against you within House Mirn, though they have seen little success because you supply it with artifacts. But they are making some headway...
Not sure what to do about this. We could organize another expedition with guards from House Mirn. Or we could contact the other nobles, forcing the church members to split their attention or allowing the possibility of good relations with another House.

The Common People are patriotic, happy, and have no major worries at the moment. The most pressing matter is a lack of sanitation, though expanded sewers are currently being drafted.

The Mutated have been cowed and intimidated by the crackdown of the nobles. They are keeping their heads down. Curious and cautiously supportive about your efforts. The most pressing matter is the hostility brought against them.
Nothing new here.

Not yet. When the three turns are done, then it is rolled, you are effectively only lobbying for that.
How is that going to interact with the bonus from it being a Personal Action? Or with the bonus from putting FF on it?
 
Not sure what to do about this. We could organize another expedition with guards from House Mirn. Or we could contact the other nobles, forcing the church members to split their attention or allowing the possibility of good relations with another House.

we can begin our actions to meet with the nobles and elite of the empire

and once the pro-mutant option is done for the general people,we repeated but for elites
 
Let's see how long it goes from drafting to building. Do we know who initiated that?
After asking around, you find out that the Marqui ordered the expansion of the Sewers to account for the growing population.
How is that going to interact with the bonus from it being a Personal Action? Or with the bonus from putting FF on it?
All boni are taken together and divided by three, rounded up. Also: 1.000th post!
 
I have finished updating the numbers and a rough first draft. And I am currently looking at one artifact in particular. It is giving me ideas. Terrible, terrible ideas.
 
Turn 24: Year 5; Month 6; Escape Artists
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

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

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

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

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

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

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

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

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

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

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

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

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

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

Trait: Fail Better:
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Resource Statistics
Members: 347
-Faithful: 6/13
-Followers: 334(9 unoccupied)(+14 per turn)

Materials: 65.07(min. +7.28, max. +40.28 per turn, 15 Materials owed to: The Merchant Guild this turn.)

Income = 29.68-62.68Materials:
6.68 = Followers
1.00 = Blightdog Lure/Repellant
1.00-4.00 = Desalination Basins
3.00-9.00 = Inn (Eye of the Beholder)
1.00-4.00 = Iron Mine
5.00-14.00 = Silver Mine
11.00-20.00 = Jewel Mine
1.00-4.00 = Ashleaf-Nursery
Upkeep = 22.40Materials:
0.90 = 1 Soup kitchen - (-0.10 Due to Buying Goods In Bulk)
1.00 = 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk)
1.90= 1 Expanded Hospice
1.50 = Administration Center - Expanded - (-0.10 Due to Buying Goods In Bulk)
0.35 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.40 = Hygenic Living - Expanded
0.50 = Living Quarters - Expanded
0.30 = Storerooms - Expanded
3.50 = Laboratories - Basic
0.85 = Jewel Mine - (-0.15 Due to Buying Goods In Bulk)
0.90 = Silver Mine - (-0.10 Due to Buying Goods In Bulk)
0.85 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
9.00 = Taxes

Goodwill: 18.31 (+0.08 per turn)
+0.01 1 Soup-Kitchen
+0.01 1 Small Hospice
+0.06 1 Expanded Hospice

Piety: 83.5% (+30 to personal rolls)
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Crusading

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

House Ulatarn
Opinion: Neutral (0)
Plans: Crusading

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

Military
Opinion: Neutral (0)
Plans: Crusading

Church of Eden
Opinion: Neutral (0)
Plans: Leaders look down on you; lower members are trying to lobby against you. Seek to obtain permits to level a portion of the slums to build a new temple in Ularn.

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

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

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

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

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance Medicine
Factions:
-Unionists (Rivals (-2)/36% Control/Mali to Costs for Actions)
-Base (Friendly (1)/36% Control/Cheaper Actions)
-Healers (Friendly (1)/28% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

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

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

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

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

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

General Opinion on Mutated: Semi-Hidden Hostility (-1)
Artefacts
Common
Rusted Cogs - 1.25 - + 5 to Machinery
Drained Battery - 2.39 - +5 to Electronics
Non-Functional Lightbulb - 1.48 - +5 to Electronics
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Reinforced Shield - 2.23 - +5 to Armor
Mechanical Pencil - 1.95 - +5 to Mechanics
Clockwork Pieces - 2.08 - +5 to Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 to Armor
Translated Transcripts - 2.50 - +5 to Linguistics
Mechanical Lock - 2.65 - +5 to Mechanics
Chocolate Recipe - 1.03 - +5 to Chemicals
Hygienic Instructions- 1.31 - +5 to Medicine
Chainsword - 1.24 - +5 to Mechanical
"Obedience And You - Training People!" - 1.34 - +5 to Psychology
Lingerie - 0.67
Decorative Glass - 0.01
Steam-Valve - 1.48 - +5 to Hydraulics
How-To Romance Novel - 1.85 - +5 to Psychology
Fancy Dress - 0.43
Rare
Rusted Motherboard - 5.29 - +20 to Electronics
Untranslated Book On Chemicals - 5.20 - +20 to Chemicals - Untranslated
Diagram Of A Rudimentary Icebox - 5.66 - +20 to Refrigeration
Assorted Books In Multiple Languages - 5.11 - +20 to Linguistics
Treaty On Brainwashing- 5.26 - +20 to Psychology
Broken Pump - 5.96 - +20 to Hydraulics
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lightweight Alloy - 5.22 - +20 to Metallurgy
Black Rectangle - 5.53 - +20 to Advanced Electronics
Armor Piercing Ax - 5.49 - +20 to Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
Rusted Block With Missin Circles- 5.48 - +20 to Advanced Metallurgy
Textbook On Cellular Theory - 5.47 - +20 to Biology
Layered Plates - 5.25 - +20 to Advanced Armor
Report On Vivisections - 5.12 - +20 to Advanced Biology
Chemical Waste Bags - 5.32 - +20 to Advanced Chemicals
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Armor
Lost Tech
??? - Knight of the Pilgrims - Cored
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)
-Sandcrete Recipe
An ancient recipe that was used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can spend 25 Materials on reducing building times of one building by 1(one) Turn, per Turn by adding [Sandcrete] to said action.)
Military
Units (1/2)
Tech-Scouts
6/6 Size
3/3 Armor
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in Combat
Spears: 1 Damage per size (6 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Upkeep: Free (Scavenger Past Unit)
Equipment
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+1 Armor. 2.00 Materials per Unit
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. (Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+3 Armor. 5.00 Materials per Unit
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.30 Materials per Unit
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn, Consumable: Needs to be re-stocked after use. 0.06 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.08 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield, or equipment. 0.15 Materials per Unit.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.2 Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.35 Materials per Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 1.00 Materials per Unit.
Unique/Notable Assets
-Ashleaf Tea +15 to Diplomacy
1x Extremely Fertile Ashleaf-Nursery - (5/60 Growth) - (1d4)
1x Fertile Farmland
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins (1d4)
1x Inn - (Eye of the Beholder) - (2d4+1)
1x Iron Mine - (Mined) - (1d4)
1x Silver Mine - (Mined) - (3d4+2)
1x Jewel Deposit - (Mined) - (3d4+8)
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked.
Cons: Buildings take one extra Turn to mine and set up.

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

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

Hygenic Living - Expanded

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

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

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

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

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

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

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

Mutated Girlfriend - Selene - Beating Hearts At Ease - (4/4)
Few things can compare to the feeling of knowing that you belong with someone. To feel secure and loved in their arms, be able to doze the day away while cuddling, having that indescribable feeling of happiness found only in love. If only you could spend eternity like this...
(Unlocked The Choice.)
It would be much later when Su could finally collapse onto the ground and vomit out of pure exhaustion, terror, and after-battle jittery, that she would realize just how close they all had come to being killed. The ambush had been exemplary, both in location and execution. There was nothing that had given the Starlighters away, nothing that could have revealed their presence except for one thing: their sweat. Su had known that Urial had a better sense of smell, something she made fun of when they both had to dig latrines, which he always answered with digs to her accent. Moments before the trap sprung, she had seen his face morph from confusion to concentration and ending in horror. He managed to scream out a warning, resulting in everyone scattering and seeking cover, before swearing and the TWANG of crossbows could be heard.

A mere second later, screams of "For The Light!" rang out as Starlighters began to swarm them, hoping to finish what they could not do ranged in melee. Several canisters of fire and smoke met them, torching some, preventing many from following them and obscuring the retreat of the Pilgrims. Su could remember only bits and pieces of the resulting fighting retreat, as those farthest away would reload their crossbows, seek targets and let loose bolt after bolt, running when the next group started firing. At one point, they had been surprised after tacking a corner in a ravine, coming face to face with a squad of scouts that outnumbered them 3-to-1.

The fight was brutal. Their liquid fire ensured that they would not be overwhelmed, but numbers still favored the 'lighters. One of the enemy soldiers had grappled her from behind, trying to choke her out, most likely for capture. Thanks to her training, actual fighting experience, and sheer luck, she bashed her head against the woman's skull, shattering her nose. The breathing space was swiftly used to free a dagger and ram it into the woman's side, allowing her to break free, grab her ax, and bury it into her face. Her hurt, surprised, and very young face, maybe not even a full adult. A look that would haunt her nightmares for weeks to come, as the Bloodletter was not a kind master to exposed flesh.

But a battlefield is not a place to be lost in shock, frozen by indecision, for that was a fast route to an early grave. Even the momentary lapse in concentration had almost resulted in receiving a spear to the gut, courtesy of an opportunistic soldier. Dodging out of the way of his next thrust and closing the distance with a quick step, she raised her Bloodletter to the left and swung with all she could into his right arm. The leather armor he wore tried to resist. Yet, the ax found it wanting, biting deep into the vulnerable body beneath, severing skin, muscles, and arteries with ease, even chipping at a bone, before ripping more out as it was removed for another swing. However, before Su could bring her weapon down once more onto her opponent, he looked at her with hate and pain in his eyes, opening his mouth, only to gargle blood. A bolt coated with his fresh blood poked out of his throat, sentencing him to the grave.

Looking up, Su saw a sight that could not be sweeter: Dozens of Imperial Scouts. More than enough to swing the numbers firmly into a 1-to-5 ratio. The following minute was more of a clean-up than a fight in truth, the numbers allowing no other outcome. When asked, the scout's captain stated that the Pilgrims had accidentally retreated into their patrol-route, with the Starlighters too focused on the hunt to realize where they were.

A fortunate break, one that was only overshadowed when the wounded were treated and dead counted. Not a single Pilgrim had died, nor taken a wound more severe than a bolt to the leg or arm. Lucky indeed.

***

The Soup kitchen the Pilgrims operated sat neatly nestled next to a small market. Named "Five-Point" after the five streets running into the plaza, it was the center of the local social-life, only somewhat marred by the near slums. Yet, the guards in the area were enough to deter anyone from starting anything too dangerous, and the Pilgrims had earned a reputation of willing aid and hard iron. Those in need of food were welcome to eat as much as possible, while those seeking to take advantage of their generosity would soon realize that idealism was not naivety. All in all, a place where you ate left a small donation if you could afford to and then went off to do whatever you did.

Over six hundred people could eat at the kitchen per day, six hundred that would inevitably see the Mutated handling their food, from preparation to cooking over to the meals' actual serving. Six hundred people would see a minority reviled for the sin of birth give freely, work freely, and demand nothing in return. Some went away when they saw this, choosing hunger and hate over food, while most realized that disgust was secondary to a good meal.

A sentiment that would ring more and more true in many, as even those clinging to hatred with fierce determination could not hold onto it for eternity. Yet, most still saw the Mutated as lower than themselves, even as they showed more mercy and kindness than many other humans had done in their lives. A small chink in the armor of hatred, struck every day in that kitchen, relentlessly for half a year. Not enough to change everyone's opinion, but enough to turn their minds from violence to sneering and verbal abuse.

A change the Pilgrims would milk for all it was worth.

***

"Tea?" Mark asked, holding the cup with the steaming beverage out for Li to take. She took it with a gentle smile and a nod, staring back out of the wall's hole, over the ruins and towers, the interconnected bridges and deep tunnels. Sipping from the cup and savoring the flavor, she watched as another crack of light stuck a portion of the Forest in the distance before the thunder rolled over both of them.

"A small light in the night, unnoticed until it shines ever so bright, sacrificing eternity for a glimpse of right might, before darkness smothers it, forcing it from sight, eternally, forever made to hide." Narrated from a memory of a time when her life's height would have been to find a single working piece of electronics, not to sit inside a tower jutting into the sky, proudly and defiant of the rot of a dead civilization. A sight and experience she would not trade in for anything, no matter what.

"Still recalling that old poem? Its, what, twenty years old now? More?" Mark commented, looking over the same sights as she was, mesmerized by the play of light that was a dry thunderstorm. Colors were racing across the clouds, electricity igniting the very air, striking with brutal fury into the ground, shattering what had been designed to hold ten thousand ages.

"Twenty-seven. You should now, you tried to woo me with it," Li remarked with a slight smile, recalling fond memories of her youth's foolishness when the stakes were so much higher and the mountains so much smaller, while the worst to dread was the hangover the day after.

"Yeah, really glad that you shot me down so hard. We would have made a terrible couple," he responds with a chuckle, old memories surfacing.

The two old friends continued in companionable silence, lost in their minds, nostalgia, and the view in front of them. Minutes passed by as both drank tea and watched the dry Thunderstorm casting light and sound over the land, wrecking pieces of the Forest whenever a lightning bolt struck.

Eventually, Li tore herself away from the view, turning to her friend. "The final verdict?" He sighed at that, slumping onto the ledge.

"At least nine months. If they are careful. If they don't die to it. If they even try. Many "if's," too many for my taste, but then again, it is the top of the tower. Not the outskirts we have been digging in. Should have expected that. Still surprised by how many security-measures have survived the Fall, they built this thing to last. Caught a glimpse through a window in the upper floor," the response came, causing her to quirk her left eyebrow.

Understanding the silent question, he told her of what he saw. Boxes of light, alternating between views of the Forest and incomprehensible strings of runes. Electronics stacked to the ceiling, dozens of inactive machines slumped in alcoves while others patrolled along ancient routes. The wet dream and worst nightmare of any scavenger; the big haul, shut close, barred by man's paranoia.

During his description, Li looked once more over the Forest, imagining what treasures waited just barely outside her grasp before something caught her eyes. Looking closer, she saw into the Crystalgarden, lightning striking in that region in ever-increasing frequency. That was not what found her eyes; however, it was the light shining from a sizeable and broken sky-bridge, hanging over the ground in defiance of gravity, causing her to fish out a binocular and look at it in closer detail.

"...Mark. Crystalgarden, Skybridge. Tell me you see that," she said dryly, feeling somewhere between horror and wonder. There was a bit of rustling as her friend fished out his binoculars, sighting into the same sight she saw. Li heard a gasp before Mark began to swear.

"Holy-"

*Four days, thirteen hours, seven minutes and one second later.*
*Tree of Knowledge*

"-Shit!" Someone exclaimed, voicing the thoughts of everyone in the room.

"Is that confirmed? Every member of the team saw that? Were there any hallucinogens in the area? A trick of the mind, or light, or something along that way?" Martyris questioned, focused on the increasingly uncomfortable scouts in the middle of the room.

"We confirmed everything was in order, sir. Everyone saw the same thing as we did, and there were no chemical leaks that we could find. By all that we could tell what we saw was real."

Martyris leaned back into his seat, mind abuzz with what, Li, I think, just told him. Something impossible by any measure or standard you thought of, no matter how ignorant you were of physics laws.

A crystal of titanic size, easily larger than many pre-fall high-rises, had broken loos of its growth, too large for the sky bridge to support any longer. But when it fell, lightning had (most likely) hit it, and it started glowing. A glow, rising with every strike of lightning and fading with every second without. Then it happened.

It floated, unbound, unchained, and unsupported by any structure, drifting slowly across the sky.

How was all that Martyris could think, as the debate of what to do, grew.

***

Not What It Looks Like, I Swear!
When this piece was brought back, many thought it was just a damaged piece of clothing. You know that this set is definitely as it should be, because of reasons. The thing is, this would fit Selene perfectly and would make an excellent gift to tease her mercilessly. It would be better if she would wear it though. She would look stunning in it.You would just need to buy it from the Pilgrims to have it, seeing as it doesn't have any scientific value, it would have been sold anyway.

[ ] Buy It. For Comedic Purposes. Yes. That's Why. No Sinister Moves Here. (More Fluff for Marry Selene)(+0.67 Materials, - Lingerie)
[ ] Or Not, I Guess. (No Extra Fluff for Marry Selene)
[ ] Write-In

***

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Church Of Eden
Reward: 2d6-3 Materials + Chance for Secrets (The Church Of Eden))

[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain. May my deed feed that which may eternally grow.
(Cost: 6 Materials
Chance: 50%, 60% for: The Church Of Eden
Reward: Target has their operations/structures halted/crippled/terminated.)

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

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

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

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

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

[X] Build An Armory - (Basic) - (1/2 Turns Complete)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 2
Cost: 3 Materials, 4 Goodwill
Reward: Can supply and equip 3 Units. Unlocks further actions)

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

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

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

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

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

Learning: Knowledge is Power. (Choose 2 Actions)(Artifacts can be attached to one learning action to provide the inherent bonus, but are consumed unless unique buildings are present)

[ ] Scientific Theory
There is a big difference between science and doing something stupid: writing it down. Lay down some rules for efficiently doing just that.
(Chance: 75/55/45% for 1/2/3 Successes, Successes needed: 6
Reward: +15 on learning rolls)

[ ] Building up Steam - (Advanced Metallurgy/Advanced Alloys/Advanced Mechanics/Mechanics/Advanced Hydraulics/Hydraulics/Advanced Machinery/Machinery)
While the Ancients used many kinds of technology to power their inventions and tools, most of them are lost to the people today. This Artefact is part of such a technique, not nearly as advanced as electricity but still beyond the Pilgrims waterwheels. Research into this Artefact could help the Pilgrims develop an understanding of steam-technology, without the risk of explosions, like what happened to some scholars that tried to create it from scratch.
(Needed Artifact: Steam-Valve
Chance: 15/-10/-35% for 1/2/3 Successes, Successes needed: 8
Reward: Starts the steam-tech tree (railroads, steam-powered factories/tools/vehicles, safe boilers, etc.)

[ ] Tell Me Your Secrets - (Mineralogy/Advanced Alloys)
Jewel is a curious metal. Or substance. Or chemical. Or a myriad of other things, since none know what it is, only that it is used in Knights, and those that do know, won't tell anyone. Well, you have a deposit of the stuff, why not see for yourself?
(Chance: 85/60/45% for 1/2/3 Successes, Successes needed: 2
Reward: Potential uses of Jewel, increased chance for Catalog Everything)

[ ] Secret Of The Circuit Pt.1 - (Electronics)
While you have a functioning motherboard, you have no idea what it is supposed to do, or how it even functions. Start unraveling the mystery of circuitry.
(Needed Artifact: Rare Electronic
Chance: 50/25/05% for 1/2/3 Successes, Successes needed: 4
Reward: Unlocks Base Action, Unlocks Learning Action, +5% Piety, Progress towards Pilgrim-made Electronics.)

[ ] Beyond Mortal Ears - (Metallurgy/Biology)
The Pilgrims have probably the highest amount (seen proportionally) of Mutated in their armed ranks. It makes sense even; enhanced hearing, sight, smell, strength, and many more make Mutated a valuable addition to any Unit. Making use of the hearing part to relay orders would grant the Pilgrims an edge in Combat (as long as said Mutated are alive). As such, developing pipes that humans cannot (or just barely) hear to relay simple orders should be looked into and rudimentary codes.
(Cost: 1 Material
Chance: 65/40/25% for 1/2/3 Successes, Successes needed: 1
Reward: All Pilgrim Units gain a +3 co-ordination bonus for every Unit present in a battle, caps at +15, cannot be provided by a Unit a half-strength.)

[ ] Sandcrete Localized - (Chemical) - (Cannot Use In The Name Of Profit)
Sandcrete is a miraculous substance and has one significant advantage that nullifies its glaring weakness: adaptability. Even with your rather barebone facilities, adapting its formula to local needs and supplies is easy and quick! You just need to put in the effort to do so.
(Chance: 40/25/-10% for 1/2/3 Successes, Successes needed: 1
Reward: Sandcrete costs reduced by 2.5 Materials.)

[ ] Repair The Hammer - (Weapons/Metallurgy/Alloys)
Finding this weapon was a stroke of luck! After all, making a weapon for Knights is much more complicated than giving them a big metal piece! While damaged, patching the hammer up and reinforcing it should provide your Knight with a powerful weapon in future fights. It would also allow you a glimpse into the inner workings of Knight-Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 75/60/45% for 1/2/3 Successes, Successes needed: 2
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)

[ ] Repair The Shield - (Armor/Metallurgy/Alloys)
Together with the hammer, your scavengers found a discarded shield. While there is a rather big hole in the middle and the edges have been somewhat melted, you should nonetheless be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 75/60/50% for 1/2/3 Successes, Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics)
A Knight is in your camp. A cored, burned out and heavily damaged Knight, but a Knight nonetheless. Finding out which systems are salvageable and which should be removed is tantamount. As is understanding just what does what.
(Chance: 29/13/-24% for 1/2/3 Successes, Successes needed: 9
Reward: You can start repairing the found Knight, may finish other Learning Actions due to osmosis, and unlocks further actions.
Warning: Due to the absence of a Hangar, it is recommended to wait on starting this project.)

[ ] That Stone Is Talking - (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however...
(Chance: 45/30/15% for 1/2/3 Successes, Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))

[ ] Get To The Point
The best-ranged weapons the Pilgrims can give to their volunteers are currently bows and slings. That's enough for self-defense but not enough for a war. Use the examples of crossbows you have or bought, to develop your own.
(Cost: Artifact Type: Weapon + Crossbow, or bought Crossbow.
Chance: 80/65/50% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: "Pointer" +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls)

[ ] Flow As We Demand - (Machinery/Hydraulics/Mechanical)
Now that you have figured out how to use waterwheels to speed up mining, maybe now would be time to figure out how to improve it further? The most common reason for the abandonment of mines id flooding after all.
(Chance: 70/55/40% for 1/2/3 Successes, Successes needed: 3
Reward: Reduced Upkeep for all your mines, can be upgraded to increase their yield.)

[ ] Reach Out And Stab Someone - (Weapons)
A weapon the Pilgrims found in the Forest, that could be studied for re-creation. While this would be less useful for your scouts, it is a good weapon for guards and other warriors who don't have to be mobile. The extended reach is also helpful if some Mutant tries to eat you, so it's worth researching.
(Needed Artifact: Glaive
Chance: 85/70/65% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: Glaive, has traits "Two-Handed," "Reach," and "Monster-Slayer")

[ ] A Shielded Approach - (Armor)
While shields are more of a hindrance to your scouts, the Pilgrims found several pre-Fall examples that could change that, or at least allow you to make better shields.
(Chance: 80/65/50% for 1/2/3 Successes, Successes needed: 1
Reward: A better shield.)

[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Another Artefact which was found in the ruins of the old world. While it may not be as impressive as other Artefacts, the scribes and bookkeepers of the Pilgrims are very interested in finding ways to produce them for themselves. Which wasn't that important to Martyris until Nexa joined them in their demands. Who knew she would develop such a dislike for paperwork? The downside of trying to produce it is that you need some very complicated parts.
(Needed Artifact: Mechanical Pencil
Chance: 50/35/25% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for the Administration Center, +2 Materials Income from sales.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
While the Armored Camo-Cloaks of the Pilgrims are excellent pieces of armor, it is a fact that they don't focus on being armor. Sooner or later, Pilgrims will get into a fight where stealth is not an option, and the basic leather armor won't be enough. Use some of the knowledge the Pilgrims found to develop armor that is better than the basic versions.
(Chance: 85/60/35% for 1/2/3 Successes, Successes Needed: 1/1/2
Reward: Armor.)

[ ] Lock and Key - (Mechanics)
Two times the Tree was infiltrated, and it was only thanks to luck that nobody died. While organizing guards will make your home safer, you can do more. With this Artefact, the Pilgrims can develop ways to make it even more difficult for any enemy to infiltrate their Home.
(Needed Artifact: Mechanical Lock
Cost: 2 Materials
Chance: 90/70/55% for 1/2/3 Successes, Successes Needed: 1
Reward: Raised DC for infiltrators.)

[ ] Keeping Cool - (Electrical/Mechanical)
Food storage and preservation are, compared to before the Fall, rather limited. While salted and dried food exists, those are more useful for long-term storage than day to day use. Research of this Artefact should allow the Pilgrims to preserve and store food in a way that is more useful for daily use and could allow other further-reaching developments.
(Needed Artifact: Diagram Of A Rudimentary Icebox
Chance: 20/15/10% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep of the Storerooms, selling of iceboxes, upgrade to the inn, unlock further Learning Actions.)

[ ] Under Pressure - (Mechanical/Hydraulic/Electrical)
Another Artefact, the Pilgrims, found, which analysis would affect a variety of fields. The prevention of mines being flooded, over improvements to the water supply, and even better irrigation of fields. The ability to move large quantities of water without buckets has many uses.
(Needed Artifact: Broken Pump
Chance: 70/45/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Hygenic Living, Improved Desalination Basins, increased income from Mines.)

[ ] The Return of the Can Opener - (Weapons)
While the Pilgrim already developed an ax for their use, the Bloodletter is most useful against "soft" targets. Melee against a heavily armored enemy should be avoided, but the Pilgrims' scouts never know what they might find in the old world ruins. In such cases, having an option to deal with armored enemies would be useful.
(Needed Artifact: Armor Piercing Ax
Chance: 85/70/55% for 1/2/3 Successes, Successes Needed: 1
Reward: Weapon: AP-Ax)

[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only basic materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal a variety of injuries and develop advanced protocols for their proper use.
(Needed Artifact: Surgeons Kit
Chance: 60/50/40% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Medikits, reduced Upkeep for the Medical Wing.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the Ancients' ruins are beyond the ability of anyone to replicate, some are much easier. The Pilgrims lack the knowledge to bring back the technology of the Ancients, for now, that is not true for their fashion. Use the clothes found in the old world's ruins and bring back the fashion of the past!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 80/60/40% for 1/2/3 Successes, Successes needed: 1
Reward: +1 permanent Material income per clothing-related artifact and success, changing the fashion around Mirn, outraged moral guardians)

[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 55/50/45% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

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

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

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

-[X] Expedition (WO-04)(Turns 3)(House Mirn support: N) - 2 Turns remaining
-[X] Expedition - (SO-02) - (House Mirn support: N) - 3 Turns remaining

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

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

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

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

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

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

[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one has to wonder what would necessitate such a large flat area. Or what could be beneath it?
(Chance: 31%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the action fails, 34% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] The Crystalgarden
Containing large crystals, arranged in geometric formations, and seemingly immune to the elements. This oddity has attracted the attention of many scavengers, yet none found anything of worth in it. Removing these crystals is seen as a waste of time since removed crystals seem to deteriorate in days and are incredibly brittle. Also, the crystals float when struck by lighting. (???)
(Chance: 66%
Turns: 2
Reward: The Crystalgarden is mapped and surveyed for any oddities.
Warning! If the action fails, 17% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] The Berth
An area containing dozens of large warehouses holding what seem to be ships suspended in the air. Unfortunately, those ships are useless, seeing as there is no water and no way to transport these ships, alongside the fact that they were made out of metal. Whoever build these things had the means to carry them, or they were meant as pure prestige objects.
(Chance: 42%
Turns: 3
Reward: Sites in The Berth are located and mapped.
Warning! If the action fails, 23% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Search for the Zone
Your efforts to learn more about the region have yielded an unusual fruit, 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 build a small town in the Necropoli. Foolish, yet finding it could end up unearthing treasures beyond imagination or prove a giant disappointment.
(Chance: ???%
Turns: ???
Reward: The Zone can be scavenged.)

Tree of Knowledge: Home of the Pilgrims, a bastion of all they stand for, a symbol of hope for the desperate. (1 Action Locked, Choose 1 Action)

[X] Living Quarters - Grand - (2/4 Turns Complete)
While you have enough space for a small village in the Tree, you should expand what space is available. If anything, you will run out of rooms sooner rather than later.
(Cost: 10 Materials Upkeep: 1.5 Materials
Turns: 4
Reward: Up to 900 Pilgrims can live in your base before mali start to apply)

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

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

[ ] Laboratories - Expanded
Now that you have some built, it is time to expand those labs! Unfortunately, building, and equipping those labs will be extremely costly. To put it lightly.
(Cost: 65 Materials, +7.5 Materials Upkeep
Turns: 7
Reward: Improved success-chances)

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

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

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

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

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

[ ] Waterwheels For (Choose Mine)
Using the power of the elements, you will crank those profits up to the sky!
(Cost: 8 Materials, +0.5 Materials Upkeep
Turns: 1
Reward: +2/4/7 income for your Iron, Silver, and Jewel Mine respectively)

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

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

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

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

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

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

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

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

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

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

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

(Cost: 4.00 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (2/8 Turns)
(Cost: 1 Faithful, 3.00 Material per Turn, for 8 turns
Reward: 1 trained General Doctor)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] A Helping Hand - (Choose Faction) - Locked for 1 Turn
Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)

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

(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[X] Suffer Their Arrogance - (3/4 Turns)
(Cost: 1 Faithful, 6 Material per Turn, for 4 turns
Reward: 1 trained General Scientist)

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

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

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

[ ] Marry Selene
Every tradition will be observed, every bell and whistle pulled out, no expense spared, nothing left to chance. Traditionally, those asking the question give their hopefully soon-to-be spouse a weapon -this weapon is intended to be a signifier of their love. The gathered materials were a sign of the dangers they would brave for them, the craftsmanship a proof of their sweat, the scene carved upon the blade or hilt showing the one moment in which they couldn't live without the other anymore. I will gather the materials, cast it without help, carve into it my love for her, and give it to her at the place we met not so long ago. It will take much of my time, but she is worth every second, and more besides.
(Effect: Interlude: Two Hearts, One Soul
Will take up 2 Personal Actions.
Warning: The Church of Eden will try to reduce the standing of the Pilgrims with The Common People and try to inflame hatred, maybe even a Purge(Crit needed) [50(Slander)-28(Eden Influence)+40(Pilgrim Standing)=62 and 95(Reluctance For Murder)-28(Eden Influence)-20(Mutated Opinion)=47 respectively] and declare you heretical [-2 opinion], The Common People may lose their respect for the Pilgrims [35(Marrying A Mutated)+40(Pilgrim Standing)-20(Mutated Opinion)]. ??? will ???. Recruitment of Mutated will skyrocket [65(Helped Us)+10(Fights For Our Rights)+10(Cute Together)].)

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

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

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

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

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

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

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

[ ] Write In


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

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

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

A moratorium will be until 24.08.20 at 17:00 CET
Voting will be closed on the 26.08.20 at 17:00 CET
Boni can be assigned until the 26.08.20 at 20:00 CET
I will roll on the 27.08.20 at 17:00 CET if no has yet rolled.
Updates will be online three days after rolls.
 
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Ok guys let's spread our message and start recruiting
I would argue against it.
The Church Of Eden looks down on you with disdain, which worsened after you started campaigning for Mutated-Rights. The only saving grace is that they think you of no consequence, your low numbers deterring them from taking any overt actions. Some of their lower members are politicking against you within House Mirn, though they have seen little success because you supply it with artifacts. But they are making some headway...
Our low numbers is one of the only thing stopping them from taking overt actions.
 
Warning: The Church of Eden will try to reduce the standing of the Pilgrims with The Common People and try to inflame hatred, maybe even a Purge(Crit needed) [50(Slander)-28(Eden Influence)+40(Pilgrim Standing)=62 and 95(Reluctance For Murder)-28(Eden Influence)-20(Mutated Opinion)=47 respectively] and declare you heretical [-2 opinion],

Can you explain this? are 62 and 47 DCs, or our current rolls? If they are DCs, who's rolling against them, and do they need higher or lower?

Also, of bloody course we're buying the artifact.
 
Can you explain this? are 62 and 47 DCs, or our current rolls? If they are DCs, who's rolling against them, and do they need higher or lower?
62 an 47 are the DC's for The Church Of Eden to succed in these actions. They need to roll higher than the DC to succeed, while one (or two) unlucky readers have to roll those for those actions, since I know I would roll two nat 100's.
 
Learning: Knowledge is Power. (Choose 1 Action)
Shouldn't it be 2?
-TOP-03 - [Locked - Security Systems Active - 3 Turns to clear]
Confused by this, do we have to clear it in 3 turns or something bad will happen or will it de-activate without our actions in 3 turns?
Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide on what to focus. (Choose 2 Actions)
One action locked in diplomacy
 
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Shouldn't it be 2?

Confused by this, do we have to clear it in 3 turns or something bad will happen or will it de-activate without our actions in 3 turns?

One action locked in diplomacy
Fixed.

No, it takes three turns of dedicated combat to clear out this section of the Tower Of Pain to allow scavenging. And yes, choosing to use House Mirn mercenaries will mean that they get three salvage turns with the first pick. Of the remarkably intact location. Filled with a shitton of artifacts so that you know.

Nope, Personal Actions are treated with priority, meaning that if a category-action can take over, it will.
 
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