Unknown:
76 = An Ancient Machine, Awakens...
90 = Run.
Turns Delayed: 3
Are you kidding me?
Hidden:
Battle for the 3rd Ringway North 72 + 55 = 127 vs. No-one? Why is the city empty? Empire Win?
Battle for the 3rd Ringway South 57 + 55 = 122 vs. Were is everyone? Empire Win?
Catching the Pilgrims [2nd Ringway west]: Needed: 65 Rolled: Irrevelant. No living soul is here.
The Emperors Reaction: 21 Call. Everyone.
Are you kidding me?
+++New Directives Recieved+++
+++Updating Subroutines+++
+++Subroutines Updated+++
+++Begin The Harvest+++
ARE. YOU. KIDDING. ME!
 
Uh, if both the 2nd and 3rd ringways are empty, I have a feeling that everything inside is empty as well.

Hopefully the Emperor calling all the knight chapters will be able to wound whatever did it if not take it down.

My gut says that its something similar to the plague engine we saw a while ago, except focused on battle rather than spreading diseases. If our pilgrims in the crusade see it, I hope that they'll send some members back so we can prepare the Knight. I doubt it would change much in the battle over there, but if they fail and it comes here, it might be the only thing that could hold it off long enough for an evacuation to the tree.
 
ARE YA' FUCKING KIDDING ME?!?!

Okay, we need to start mobilising every single option we have that's even remotely applicable to combat IMMEDIATELY!!!!
 
Finally weekend. Now that I have some time...

-[X][Diplomacy] We Are One People! - (Locals) - (4/4 Successes Complete)
--[X] +6FF
Needed: 40 Rolled: 96 + 6 = 102 Artificial Critical Success
Success!
Rewards increased by 50%!
+1 General Opinion on Mutated
+22.5% Piety, 66 Recruits, 12 Goodwill
Huh, that pushes us over 100% Piety. I wonder how the 50% increase works with the increase in opinions, does that scale have 0.5 steps?

-[X][Learning] Scientific Theory - (3/6 Successes)
Needed: 25/45/55 Rolled: 91
+3 Successes
Half finished. Although, how does this look in-universe? A sudden Spark appearance?

-[X][Personal action] Too Much To Do - (School The Diplomat-Corp - (Specialized) - (The Church Of Eden)) - (1/2 Turns Complete)
Needed: 60 Rolled: 49 + 45 = 96
+1 Success
Nearly finished this in one turn too. Oh well, we probably have it by the time we finish the wedding.

-[X][Personal action] Too Much To Do - (Unity Of Purpose) - (2/3 Turns Complete)
+1 Turn of Progress.
Higher numbers for next turn.

-[X] Stupendously Scholastic Scholars of Science - (1 Free Action)
--[X] Suffer Their Arrogance - (-6 Materials) - (4/4 Turns Turns Complete)
Complete!
And we got our first scientist. I'm curious about what kind of options this opens.

Unknown:
76 = An Ancient Machine, Awakens...
90 = Run.
Turns Delayed: 3
Huh, unfortunate. Though, that is enough time to make some preparations. Maybe we can use our Martial action to learn more about what woke up?

On the bright side however; if we do the wedding next turn and the Church of Eden starts its PR campaign, both should be overshadowed by an ancient machine kool-aid manning its way out of the Forest of Rust.

Piety:
1d6 = 1% Piety reduction
Shouldn't there be some reductions on this? The Daycare and Martyri's Trait for example?

Hidden:
Battle for the 3rd Ringway North 72 + 55 = 127 vs. No-one? Why is the city empty? Empire Win?
Battle for the 3rd Ringway South 57 + 55 = 122 vs. Were is everyone? Empire Win?
Catching the Pilgrims [2nd Ringway west]: Needed: 65 Rolled: Irrevelant. No living soul is here.
The Emperors Reaction: 21 Call. Everyone.
Yeah, probably some ancient horror that used everyone as raw resources. I'm not sure what the Emperor's reaction means though. It's a low roll, so calling for reinforcements was the wrong move?:confused:

4th Ringway Swarmed By Prospectors, Accountants, Bureaucrats, Etc.
After the 4th Ringway has been placed under lock-and-key by our forces, with the third almost fully conquered, a veritable army of paper-pushers has invaded the region. New sites for mines and farms are searched for, while the existing ones are rigorously and exhaustively surveyed and noted down in detail, all the better to tax! Huzzah!
Sounds more like an investigation to find out what's going on and where everyone vanished to.

Mass-Mobilization Of Knights
Knights are deserving of nothing less than awe from the citizenry, no matter of whether the Knights return polished from a patrol keeping our roads safe, or battered and broken from a battle against Mutant, Machine, and worse. It is a sight to see a Chapter march to war, as the earth shakes from those titans' steps build by our might. And those steps are what many people have stopped in their work to witness, as almost every Chapter in the whole of the Empire has seen sending all that can be spared towards the Crusade. This is rumored to be the Emperor, long may he reign, calling for all available Knights to march to war, without compromising the safety of the people. Some regions, like Tessen, remained unable to comply due to various dangers rearing their heads. For what exactly so many Knights are needed is, for now, unclear, since rare is the nation that can field as many as we can, nonetheless, over 9.000 Knights march.

Starlight will fall, one way or the other.
Thaaaaat's worrisome. If it was a single monstrosity I would have expected the Emperor to get some ancient weapon from the Capital. That number of Knights means it's probably some form of minion-maker, either specialized in fighting against organic beings or the creations are simply that tough.

Violent Crime At All Time Low
For reasons that are as of now unclear, the number of violent crimes reported has dropped sharply over the last year. Debates over the cause of this rage inside the halls of justice, as some fear that those crimes are, instead of not being committed, not reported. We can only hope that this development is something good, instead of evil.
Probably the secret police working in the background.

The Church Of Eden looks down on you with disdain, which worsened after successfully 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. The lower members have started to incorporate Anti-Pilgrim sentiments in their sermons, which, as far as you can tell, are sanctioned by the higher clergy.
Yeah, that's going to escalate once we do the wedding.

The Common People are patriotic, content, and are concerned regarding the mass-mobilization of Knights. Many have joined the Pilgrims, feeling that they could make a difference in the world by helping you. The most pressing matter is a lack of sanitation, though expanded sewers are currently being drafted.
I think they have now spent... 6 months? drafting plans for new sewers.

The Mutated breathe freely for the first time in a long while amongst the masses of man. Sure, they are still not allowed to visit or buy in many of the same places as humans do, but they won't be beaten for being near one for more than a few minutes. Many of them have joined you, some out of a desire for a better life, knowing that you are legitimately better than many others, some because they feel it only fair to give back what you gave.
More people are always good. We might also want to look into options to improve the Mutated slums somehow.

+++New Directives Recieved+++
+++Updating Subroutines+++
+++Subroutines Updated+++
+++Begin The Harvest+++
"New Directives Recieved", so something or someone intentionally started this thing?

ok,now we need to rise mutated opinion on elites this turn
The Nobles' opinion on Mutated is already neutral(0), thanks to Lady Maranica. We can still improve it but currently, they don't care about the Mutated.
 
1. Huh, that pushes us over 100% Piety. I wonder how the 50% increase works with the increase in opinions, does that scale have 0.5 steps?

2. Half finished. Although, how does this look in-universe? A sudden Spark appearance?

3. And we got our first scientist. I'm curious about what kind of options this opens.

4. Huh, unfortunate. Though, that is enough time to make some preparations. Maybe we can use our Martial action to learn more about what woke up?

5.Shouldn't there be some reductions on this? The Daycare and Martyri's Trait for example?

6. Yeah, probably some ancient horror that used everyone as raw resources. I'm not sure what the Emperor's reaction means though. It's a low roll, so calling for reinforcements was the wrong move?:confused:

7. I think they have now spent... 6 months? drafting plans for new sewers.

8. "New Directives Recieved", so something or someone intentionally started this thing?
1. Theres a hidden tally I use to determine how the opinion changes, but you have laid the groundwork for an easier increase for next time.

2. You did get a General Scientist this turn. She got to work, thats all.

3. Couldn't come up with any. Sad Emoji.

4. Your scouts witnessed it. They did not like it.

5. Counteracted by the piety loss of your numbers and the overcrowding.

6. The roll determined how good his strategy is, since he now knows what went down. Calling the Knights is something he would have done even with a nat 100.

7. Bureaucracy for the win! Bringing public project to you in half a year needed three months ago!

8. Nah, just spooking you all. Or am I?
 
The Bestiary
Bestiary
Animals
"You know, animals. Your standard critters are going around eating things, eating each other, and doing normal stuff. Animals." - Jarrett, A Hunter.
Common
"Those things are everywhere, and they won't get you rich, but you get money for them at a set price." - Jarrett, A Hunter.

Chickens

Feathered omnivorous bipedal birds, domesticated and used primarily for their meat and the eggs they lay each day.

Cat
This furred feline comes in many shapes, sizes, fur-patterns, and temperaments. Relaxing to cuddle and soothing to the soul. A well-liked pet.

Sand-Deer
A deer. Somehow lives in the desert. Nothing beyond that, but likes to nibble on metal.

Iguana
Those lizards are a good source for leather and some tasty meat, but they are hard to find.

Sun-Beetle
They grow to be as big as a five-years-old head and always seek out the shadows. The names ironic, you see. Their carapace is useful for making dyes, though.

Goats
Milk, meat, fur, companionship. What can't they give? Wait, not that companionship!

Nifian
This bird is 90% wings, soaring through the air on them, seeking fruits to nibble on. They are shy, do not produce sounds that humans can hear, though Mutated say they chirp, and are light blue on the underside, with a brown/yellow coloration on the back.

Loman
Commonly seen on cliffs, digging holes and carrying its young with one of its four arms. They can be used as pets, but they typically die in captivity within a year. I would not recommend selling them for that, but they produce oil inside one of their organs that Forge-Clans pay a premium for, make sure you hunt only one.

Red-Eye Butterfly
As large as your hand, they fly in swarms seeking food and a safe place to rest, always on the lookout for predators. Beautiful to watch.

Elemental Feline - Sky
Description: A breed often found in places of high altitude, where stone is not common. A desert mesa would be an excellent place to hunt for this breed, while a mountain would not suffice or would have a much lower density of the species. This breed is on the smaller size, only being around twice the size of an average house cat. Thus weighing about 20 pounds to the regular ten; however, they are optimized for speed and reflexes, and there have been confirmed reports of these felines catching arrows in flight with their paws or jaws. Along with their diminutive size for their breed, their intelligence is only slightly better than a typical cat, though most nobles do use them in the form of a rudimentary spy network within their homes.
Health: 1 Unit (1/1)
Damage: 1d2
Traits: Projectile Immunity (Ignores the first ranged attack).

Elemental Feline - Stone
Description: A breed often found in caves and other places where stone is plentiful. One of the largest pure species yet seen, they weigh in at over three hundred pounds on average and make their homes in mountains or underground cave systems for the most part. Taking the laziness of felines to new heights, they are the hardest to train to be alert, and as such, tend only to be rarely seen near nobles. However, it is claimed that they are highly intelligent, but I can not deny or confirm such accounts due to the rarity of tamed Stone.
Health: 1 Unit (4/4)
Damage: 1d3
Traits: None.

Elemental Feline - Flame

Description: The quintessential Elemental Feline, everyone that has spent any time around a Noble has seen at least one of these felines. They make their homes in hot, dry areas, and some reports claim to have found nests on the slopes of volcanos, with the cats playing in the streams of lava running down the sides of the volcano. To dispel some myths surrounding this breed, I have to state that they are not immune to temperature. They are merely highly resistant to such threats and tend to have an internal temperature of over 150 degrees. However, it is not to say that they cannot perform their regular duties, acting as a guard dog type entity. In this role, they excel as they are around a hundred pounds and have claws sharper than obsidian that cauterize wounds as they are made, preventing healing without lost technology. Their intelligence is also reasonably high, but overall they are considered average, not dumb but not smart for their race's standards.
Health: 1 Unit (2/2)
Damage: 1d4+2
Traits: Thermal Resistance (Reduces all thermal damage by 50%), Molten Core (When damaged, the attacker suffers 1d2-1 damage), Molten Claws (+2 thermal damage).

Work-Lizard
At a length of 10(ten) meters with tail and 5(five) without, a height of 1.4(one-point-four), and a width of 3.7 (three-point-seven), this beast has shocked more than one kid in its lifetime! Do not worry, the Work-Lizard is a pure herbivore, with a preference for sandwheat no less! Their coloration ranges from deep brown to yellow sand (though some display green confusingly enough) while their scales are not arranged in any particular camouflage pattern. The most common uses for these beasts are transportation, agriculture, and meat, especially since their tail can be cut off without causing the poor animal too much pain or distress. Many a nomadic tribe in the wastes makes excellent use of them, even to the point of building houses on them!

Scout-Lizard
Has a tiny (in comparison) build with a length of 5.3(five-point-three) meters, a height of 2(two) meters, and a width of 2.6(two-point-six) meters. The fascinating thing about them is that they do not have a set coloration pattern to their scales! Their most defining feature is that they can change them almost on the fly, making them indistinguishable to their surroundings to all but the most observant pursuer or sentry. Unfortunately, this does not extend to their riders, but then again, they mostly rely on their terrifying speed of 104 kph, which they can keep up for over three hours, smashing apart any hope of catching them without Knight or SL support of your own. At least their riders have nerves of steel...

War-Lizard
At a length of 6.4(six-point-four) for betas and 9.3(nine-point-three) for alphas, a height of 1.7(one-point-seven) and 2.5(two-point-five) respectively with a width of 2.5(two-point-five) and 3.2(three-point-two) to round things out. Their scales and colors are perhaps the most boring point about them, since there is very little difference between individuals, with grey and diamond being the "default" pattern. Where it gets interesting, however, is their head, claws, and tail. Unlike most Lizards, their tails cannot be separated from their bodies without causing massive amounts of pain. You would be pretty insane to do so, seeing as their tail sports several spikes that the War-Lizard uses to crush and impale their enemies and prey. Their heads are armored in heavy bone-plates known to deflect crossbow-bolts, and some alphas have even survived a direct shot by Knights! A preferred tactic of War-Lizard-Riders is to charge head-long into battle-lines of light troops and the rear of heavily armored foes. Then, the real slaughter starts as the War-Lizard goes to town on Humans, Mutated, and Mutants, with their massive claws that can rend even heavy plate-mail with ease and cleave an unarmored human in twain without effort. Whoever has to fight those monsters on the battlefield is sure to have a bad day indeed!

Pit-Worms
These are long, leathery, lamprey-like worms that usually form colonies of around 12-40. They dig a semi-concealed hole and wait for things to fall in before quickly eating it. They live in areas with a lot of debris or vegetation to hide their pits better. Tend to taste like calamari when cooked.

And many more!
Uncommon
"Sometimes dangerous, sometimes boring, those things do not like to be hunted. But they give good materials." -Jarrett, A Hunter.

Blightdogs

Description: Quadrupedal fourlegged animals, with sharp teeth, good ears, good sense of smell, and spines with poison on its back. But they give exquisite leather.
Traits: Poisonous (+1 to casualty rolls), Pack-Tactics (receives +5 to initiative rolls per pack), Cowardly (auto-fails morale rolls).

Gem-Glimmers
Little flys that are covered in gem-dust, which they naturally excrete through processes as of now unknown. The quantity is not sufficient in any way as to make harvesting or breeding them viable. They tend to stay in caverns, where they reflect the moon-light in a dazzling show of colors.

Blossom-Stag
Like deers, but instead of horns, they have stalks on their heads, which are plants, though only flowers and various other plants grow along the body in symbiosis with the animal. Do not tend to yield good meat, but can be sold for a high price.

Elemental Feline - Flame Stone
Description: A breed that is common in thermal activity areas in which stone is present in nearly every area. Tended to be found in underground hot-springs or other such areas of the world. Unlike what many expect, this breed is not a combination of Stone and Flame, but instead a breed of its own. Highly intelligent, which probably is why people assume the Stone breed is also highly intelligent and sharing in much the same internal heat and attacks as the Flame breed if only of lesser power. The main difference is that this breed prefers to be submerged in heat and is immune to weak flames and can be found sleeping in wood fires.
Health: 1 Unit (3/3)
Damage: 1d3+1
Traits: Thermal Immunity (Reduces all thermal damage by 95%), Burning Core (When damaged, the attacker suffers 1(one) damage), Burning Claws (+1 thermal damage).

Elemental Feline - Sandstorm
Description: This breed is highly energetic and rambunctious, to the point of inverting the usual training problems. Instead of training them out of laziness, the trainer has to train this breed to be lazy. They also have a crafty intelligence, which they use to infuriate their owners by predicting the most irritating action they can take, which won't earn them more than a water spray. They are one of the rarest breeds seen with nobles as most nobles refuse to have their pet insult them in such a fashion. However, for those that do have them, they have a bodyguard with the speed of Sky and the combat prowess of the Flame breed making for one immensely dangerous pet.
Health: 1 Unit (3/3)
Damage: 1d4+1
Traits: Hyper-Active (+20 to Initiative), Mind Of Mischief (Invokes the Enraged (-20 to Initiative, -2 damage) debuff on all attacking enemies for 1(one) turn, 1-turn cooldown), Omae Wa... (Always attacks first in any engagement, +1d4 to the first attack).

Gargoyle
Description: A Gargoyle is a quadrupedal mammal, with digitigrade hindlegs ending in 8(eight) 7-14cm long claws per leg, with the forelegs pulling double duty as proto-hands and wings. Their wingspan can reach up to 8 meters, with a recorded fly-time of six hours, despite their tough, grey skin, resembling stone in both consistency and toughness. A Gargoyle's primary diet consists of fruits and plants, with carrion making up the rest, though they have a particular fondness for bones, which is either expressed in eating them or as decoration within their nests. Usually, a nest consists of up to five adults and nine juveniles, with lone adults being only seen when scouting for new nest sites should the old ones become unlivable. While intimidating to look at, these beasts avoid confrontation where possible, either by backing down or intimidating their opponents. One should note that a solitary Gargoyle attacking humans or Mutated is rare and inevitably the result of starvation and bad luck. When multiple attack, the engaged humans or Mutated have either invaded the Gargoyle's Nest, stolen something that these beasts consider theirs, or stumbled upon a diseased nest, which should be reported to the nearest authority.
Health: 1 Unit (1 (Baby) - 18 (Elder))
Armor: 1 Unit (4 (Baby) - 60 (Elder))
Damage: 1d4-1 (Baby) to 4d6+6 (Elder)
Traits: Stoneskin (+4-60 Armor), Flight (Can fly), Scavenger (Avoids fights if possible).

Quake Worm
A 1-to-8-meter-long worm with a greyish carapace, commonly found deep underground, within cave systems, or shortly before and after earthquakes. Their unique movement has the nasty side-effect that, in large enough numbers, they can fool seismic equipment via their vibrations. While their meat is delicious, and the carapace can be sold for a hefty paycheck, most count themselves lucky never to encounter these creatures, as they look nightmarish with their black eyes and eight mandibles. Rumors abound that they never stop growing and can become natural Behemoths if they survive long enough.
Rare
"Long hunts, lonely nights, tense seconds during the trapping, a great payday." -Jarrett, A Hunter.

Alpha Blossom-Stag

The bigger brother/sister of the Blossom-Stag. It can grow up to nine meters in height, with the stalks replaced with actual wood, with a myriad of colorful petals growing everywhere. Some smaller animals tend to make nests on them, especially birds.

Elemental Feline - Metal
Description: These breeds arise in areas composed primarily of the metal that identifies the species, as Iron or Steel breeds are the most common. The metal breeds are grouped into a single breed classification, as the sub-breeds are similar enough to not warrant such distinction as of right now. Most of the individual differences are in the fur color and the general shape of the body. All metal breeds share their high intelligence, which is not innately mischievous like the Sandstorm breed, and their bodies share their toughness and size with Stone. However, they are challenging to train due to high levels of stubbornness.
Health: 1 Unit (7/7)
Damage: 1d4
Traits: Metal Body (Reduces all damage taken by 2(two)).

Elemental Feline - Lightning
Description: These felines can often be found in the Forge Clans due to their innate ability to store and discharge electricity, which makes them valuable to such groups as they can be used to transfer massive single jolts of energy between different parts of machinery or the fortresses of the clan. It is said that they only arise in areas in which felines consume large quantities of Lighting Moss throughout generations giving them their ability to store and expel electricity.
Health: 1 Unit (1/1)
Damage: 1d2-1 (6d6 one time attack)
Traits: Zzapp! (Deals 6d6 damage once in combat).

Elemental Feline - Sightless
Description: This breed is fully blind from living in caves without light for generations; as such, they have instead developed highly acute hearing and echolocation. While not as intelligent as the metals or as large as even the Sky breed, they are prized for their ability to detect and track individuals even in pitch dark. Along with their excellent tracking ability, they also boost a near-supernatural ability to fade into the darkness or shadows, becoming all but invisible in such environments.
Health: 1 Unit (3/3)
Damage: 1d6-2 (-2 due to: Blind)
Traits: Blind (-2 damage), Fade (Escaping is automatically successful), Relentless (Escape is impossible).

Elemental Feline - Vampiric
In recent decades there have been reports of a new breed of felines emerging within the wastes near Slatnan. As of yet, there has been little confirmation of these stories beyond a few tracks and a handful of teeth and claws recovered from supposed nests. However, it is still judged to be a concerning event even if it only progressed to the proto divergence stage as the teeth and claws recovered bear a distinct resemblance to those found within particular subspecies of bats that are well known for living off of blood and follow herds of Blood-Deer across the world.

We have decided to write this report and collect the scattered stories regarding this possible new breed of felines to prepare the Waste explorers and scavengers for a possible encounter with a new subspecies. The only consistent aspect of the new species is that it hungers for blood; human, mutant, animal, or insect. However, according to the stories, it does not matter; any form of blood is acceptable. As such, it is reasonable to bleed lizards slightly if in Deep Wastes to hopefully entice the felines if they exist away from the more valuable humans.

There have been stories and legends of these beings being able to consume the power of machines similarly, even though this is less common to be mentioned. Therefore, we have decided to list it as an assumed trait of theirs and give them the tentative name of Vampiric Felines. This name references the legends that state that the felines can consume any form of life energy, blood, or electricity, and even more than just needing it in their diet requires it to live, which would make them obligate carnivores that rely on consuming vital fluids.

Another aspect of the legends we have been finding is that these felines gain power permanently from the blood they consume. However, it is noted that even in the most extreme tales, they never gain the ability to become a mythical being or horror, remaining instead safely in the lower tiers of threats. The highest example we have found in all the legends and stories we have found is to compare them to a low tier Walker, or high-end Knight unit, and that legend required the Feline in question to drink blood sourced from Fractal Nova or as the myth put it; "The Drinker drank deep from the puddle of life left behind by the one beyond all others of Her kind, and in her wake left the world shaken unto the end."

We have yet to confirm this, but we have enough evidence from stories and physical remains to conclude that it is likely to be accurate. Therefore, we have authored this short synopsis to provide a general overview of this possible new Feline to the intrepid explorers of the Wastes. More information will be provided as reports are gathered and confirmed.

Blood-Deer
This sub-species of deer is the single most feared animal on Calynth, not by virtue of lethality, but for the catastrophes they herald. Their births are cursed, their nests haunted, their souls bleak, and their howls terrifying. Scientifically speaking, they are a species of deer whose hooves never harden, staying soft and fleshy for their whole lives, and possess no skin. Yes, they have no skin on their entire body; instead, it is covered in their fast-hardening and drying blood, covering their body, as their muscles, sinews, and fat is fully exposed to the air and elements. How those animals aren't in constant pain or have come to be is unknown, but what is known is that they tend to arrive in a region shortly before some disaster strikes it, even if that is years in advance. Scholars question whether this is merely because of pure chance, but those living on the frontier take no chances when they are sighted, preparing for everything they can.

Desert Lion
Apex predators of the Tessen region, desert lions, roam in prides of one or two males and a harem of females and their cubs. They are formidable hunters, hunting in groups and rubbing sand over their pelts as both camouflage and protection against parasites. Unfortunately for travelers, these predators have developed a taste for Work-lizard, with prides being known to stalk caravans and attack poorly defended campsites. On the other hand, taking down a lion can be extremely profitable, with their spotted pelts being highly sought after by nobles. Even their organs are fetching a high price for use in potions and tonics (none of which are endorsed by the Union of Herbalists), so any pride that settles close to a village or town will soon draw a hunting party of adventurers or nobles to get rid of it. Even then, many a noble scion has met their end at their claws.
Health: 1 Unit (Health: 4/4, Armor: 1/1)
Damage: 2d4+2 (1d4+2 due to Pack Tactics when at least three are present.)
Traits: Pack Tactics (+1d4+2 damage when 3 Desert Lions are present), Camoflague (Roll with Advantage when attacking from stealth), Parasite Resistant (All Parasitic Entities roll with disadvantage when attacking them), Taste For Humans (Will attack and eat Human/Mutated when sure of success)
Unique
"Legends, Myths, Tales told around a fire. Their deaths a tragedy, their capture sacrilege." -Jarrett, A Hunter.

Elemental Cat - Fractal

Description: One of the rarest of all breeds identified; this breed only arises in a single environment. This environment is exact for this breed to emerge. First, it must be mostly crystals. However, these crystals must be small and thin; on top of that requirement, there must be sufficient light to enter the area to cause the crystals to reflect and redirect the light in a completely random pattern. If these requirements are meet, the breed can arise over generations. Slowly the fur begins to emulate crystals and eventually reflects light as they move. In the end, if everything happens as needed, the fractal breed is formed. Smaller than Stone at only six times the average size of a house cat, yet with claws of impossible sharpness, to the point where their claws are used to line Knight weapons that are meant to cut to benefit from their edge retention and pure sharpness. In addition to their claws, their fur reflects light to such a high degree that they appear in several locations at once via reflected light.
Health: 1 Unit (10/10)
Armor: 1 Unit (4/4)
Damage: 1d8+7 (+7 due to: Glittering Claws)
Traits: Crystalized (+4 armor), Luminous Appearance (recieves -4 damage), Glittering Claws (+7 damage).

Elemental Cat - Celestial
Description: The other unique breed that we know of as of this moment. This breed arises in areas that have had meteors land on them. As such, these cats seem to grow attached to the night sky, becoming viciously nocturnal. This trait can not be trained out of them as they will savage anyone that tries to make them wake up during the day. However, they are, without a doubt, the single toughest and smartest of all elemental felines so far identified. It is considered debatable if they are sapient or merely incredibly intelligent for one of the Elemental felines' breeds. A single one of these felines tamed or otherwise in the service of a Noble is considered the same as having a personal Knight on retainer due to their intelligence and toughness. However, this only applies during the night unless the owner has a good relationship with the Feline.
Health: 1 Unit (16/16)
Armor: 1 Unit (20/20)
Damage: 1d12
Traits: Nocturnal (-40/+20 Initiative during the day/night), Pre-Sapient (can be attached as a Bodyguard), Born Of Sky And Star (+20 armor).

Alpha Blood-Deer
The impossible, and legendary, bigger brother/sister of the Blood-Deer. Growing to a frightening ten meters, this behemoth of cervid majesty is everything that its younger siblings are, yet more and somehow even more wretched. Constantly bleeding, how this Alpha survives even a single day is a mystery. Yet, more horrific is that its blood begins to eat away at anything it comes into contact with, though its smaller kin is spared from the agony that such entails. Unlike the Blossom-Stag, the Alpha Blood-Deer has no bird nest upon it, nor does anything grown in or on its hide; the stench of decay and blood utterly revolting and nauseating for all but the most ardent carrion eaters, as its unnatural fleshy form offers nothing but nightmares to all who behold it. And yet, if one can look beyond all that, look past the shredded muscles and rotting tangle of flesh hanging from its antlers and skull, there is a myth. A myth that there is more than an animal behind those eyes, an intelligence of wisdom more terrible and frightful than any Mutant or Machine could offer. A myth that tells of ancient calamities awakening from where they stand, their final resting places nourishment to harbingers of doom, and creators of an apocalypse generations in the making. None dare harm this beast, for none want them to lay their bones to rest where they live. And yet, some say that beyond all that, those who approach this being and offer it flesh and blood of kin and kith; they are graced by omens of what is to come, a vision given in words and memories that are yet to form and happen. For as the Alpha is the seed of an end, so too does that end spring from a seed that knows what is to come. But those are merely rumors...right?
People
"Yeah, they can be downright bastards." - Common Joke.
The Empire Of Slatnan
Royal Army
The Empire Of Slatnan has stood for well over a Millenium. It has done so thanks to the sacrifice, dedication, and stalwartness of its citizenry and defenders. It will stand another Millenium if you give your strength today! - Old Recruitment Poster

Militia

Description: Citizens of the Empire above 16 are expected to attend training for the Militia one day a week, for two hours, until they turn 60. There, they learn the basics of combat and self-defense so that they may defend their homes and loved ones against the dangers of Calynth. In times of war, their sovereigns may call them to protect the nation. They are expected to have at least a spear and helmet or shield.
Health: 1/1
Armor: 1/1
Damage: 1d2
Traits: Disposable (Does not prompt Moralechecks in allied/friendly Units)

Guard - Green Zone
Description: Those who stand between the Empire's citizens and the criminal world are called Green Guards. They are stationed within the "safe" havens of towns and cities, where they can expect to live to retirement.
Health: 1/1
Armor: 3/3
Damage: 1d4
Traits: Guardian (Always present within Empire Green-Zone Settlements), Backup (Will be reinforced by 6(six) other Guards when attacked openly)

Guard - Yellow Zone
Description: Those who stand between the Empire's citizens and the criminal world and occasional Machines/Mutants are called Yellow Guards. They are stationed within towns and villages on the edge of civilization; few foresee to live to retirement.
Health: 1/1
Armor: 5/5
Damage: 2d4-2
Traits: Experienced Guardian (Always present within Empire Yellow-Zone Settlements), Backup (Will be reinforced by 6(six) other Guards when attacked openly)

Guard - Red Zone
Description: Those who stand between the Empire's citizens and the Abominations lurking within the Wastes are called Red Guards. They are stationed within the hamlets and outposts, pushing back the horrors of the Collapse. None believe they will live to retirement.
Health: 2/2
Armor: 8/8
Damage: 2d4+2
Traits: Stalwart Guardian (Always present within Empire Red-Zone Settlements), Backup (Will be reinforced by 6(six) other Guards when attacked openly), Doomed (With no expectation of survival comes freedom of Morale Checks, and retreat.).

Light Spear
Description: The common enlisted soldier. Equipped with light armor, a spear, and a shield, they hold the line whatever comes their way. So long as it isn't a Knight.
Health: 1/1
Armor: 5/5
Damage: 1d6
Traits: Punching Above (No mali against enemies one size higher), Disciplined (Reduced Morale damage suffered), Weak Attack (Not the best at attacking)

Medium Spear
Description: The common enlisted soldier who shows promise. Equipped with Medium armor, an electrified spear, and a shield, they hold the line whatever comes their way.
Health: 1/1
Armor: 10/10
Damage: 2d6
Traits: Punching Above (No mali against enemies one size higher), Disciplined (Reduced Morale damage suffered), Weak Attack (Not the best at attacking)

Heavy Spear
Description: The common enlisted soldier who has shown great promise and competence in training. Equipped with Heavy armor, an electrified halberd, and a tower shield, they hold the line whatever comes their way until the end.
Health: 2/2
Armor: 18/18
Damage: 2d12
Traits: Punching Above (No mali against enemies one size higher), Disciplined (Reduced Morale damage suffered)

Light Sword
Description: The common enlisted soldier. Equipped with light armor, a sword, and a shield, they stand ready to charge into battle. So long as it isn't a Knight.
Health: 1/1
Armor: 5/5
Damage: 1d6+3
Traits: Disciplined (Reduced Morale damage suffered), Versatile (Can fill any role), Versatile (Always beat by specialists)

Medium Sword
Description: The common enlisted soldier who shows promise. Equipped with Medium armor, an electrified sword, and a shield, they stand ready to charge into battle.
Health: 1/1
Armor: 10/10
Damage: 2d6+6
Traits: Disciplined (Reduced Morale damage suffered), Versatile (Can fill any role), Versatile (Always beat by specialists)

Heavy Sword
Description: The common enlisted soldier who has shown great promise and competence in training. Equipped with heavy armor and an electrified zweihänder, they stand ready to charge into battle, whatever it may be.
Health: 2/2
Armor: 18/18
Damage: 2d12+12
Traits: Disciplined (Reduced Morale damage suffered), Versatile (Can fill any role), Versatile (Always beat by specialists)

Crossbows
Description: Those showing no great aptitude in melee are directed to the crossbows, where they may prove their worth. Equipped with the latest in mass-producible crossbow technology, they can be a force to be reckoned with, especially if they have survived long enough to modify their modular crossbow. Light armor and an ax give them a chance in melee if a slim one.
Health: 1/1
Armor: 2/2
Damage: 2d4+2
Traits: Disciplined (Reduced Morale damage suffered), Ranged (Can assist Units despite narrow conditions), Ranged (Cannot engage within structures (mali to dice if stationed within, or firing into, structures)), Weak Defense (Has a weak defense)

Sapper
Description: Those who show high aptitude or prior experience in mechanical engineering are assigned to the sappers. There they learn the ins and outs of anti-fortification and siege-works and how to assist the army on the move in all manner of tasks.
Health: 1/1
Armor: 2/2
Damage: 1d2
Traits: Anti-Fortifications (Bonus against fortifications), Siege-Engineer (Allows the creation of Siege Equipment)

Royal Guard
Description: The Elite of Slatnan and treated as such by all social strata. They will take, hold, or escort any objective they are assigned to without fail. Usually grouped in regiments, they rarely leave the Capital or the Royal Family's side unless they are assigned to guard critical locations or families or kill dangerous enemies. Equipped with artisan Power Armor, jetpacks, high-grade stimulants, hard-light shields, and powerful weaponry of all kinds, they are formidable allies and fearsome enemies.
Health: 12/12
Armor: 120/120
Damage: 2d20+20
Traits: Anti-All (Bonus against all enemies), Punching Above (No mali against enemies one size higher), The Elite (Morale cannot be affected), Difficult Logistics (Increased Supply usage)

Scout Lizard
Description: Scout Lizards are trained from birth with their riders, forming deep friendships and near-telepathic connections to their partners. Though that is most likely due to the time both spend near each other. Primarily equipped with light armor, crossbows, binoculars, radio, and assorted melee weaponry, they are excellent skirmishers and scouts. Notably, the riders decorate their armor with their lizard's feathers
Health: 16/16
Armor: 40/40
Damage: 3d12+9
Traits: Extreme Speed (Can outrun all Units not sporting the same speed), Scout (Enhanced information when used for scouting), Anti-Infantry (Bonus against infantry)

War Lizard
Description: Big bulky lizards with a temper, who have to be violently shown that they are the Beta to the Riders. Both Rider and Lizard are armored in plate armor while armed with long electrified glaives, lances, or halberds. They ride into the enemy, then continue onwards after slaughtering them without mercy.
Health: 30/30
Armor: 60/60
Damage: 1d40+40
Traits: Anti-Infantry (Bonus against infantry), War-Beast (Reduced Supply Upkeep after battles), The Strong Thrive (No mali for losses), Controlled Frenzy (Minor Chance to lose control of this Unit when in combat)

Knight
Description: Standing between 4 to 8 meters in height, these machines tower above Human, Mutated, and most Mutant, and Machines alike. They form the backbone of any military on Calynth, as not only do they slaughter standard infantry, but also the nastier things lurking in the Wastes. The design philosophy of those Knights varies between nations, but not that they are the elite. Within the Empire, those nobles chosen for duty as Pilot must swear off any titles and contact to their families.
Health: 6/6
Structure: 20-80/20-80
Armor: 400-1500/-400-1500
Damage: 4-12D20-40+15-80
Traits: Anti-All (Bonus against all enemies), Knight (immunity against all biological and fire hazards, resistance against chemicals), Punching Above (No mali against enemies one size higher), The Elite (Morale cannot be affected), Cult Of The Knight (All Allied/Friendly Units re-roll failed Moralechecks), Difficult Logistics (Increased Supply usage), Centerpiece (Will receive the most focus of the enemy)
Rare Mutations
Soothsayer: Those afflicted with this Mutation are born with grey skin and gills along their torso and neck. After a week, their body begins to produce and distribute industrial quantities of weapons-grade neurotoxins, spelling the death of their home if not killed or isolated.

Expected Lifespan: Average for the region/gender/job. This Mutation has no appreciable effects on lifespan directly.

Notes: Kill on sight in all nations on Calynth.
***​
Eterna: An extremely rare Mutation which, presumably, grants immortality to the one bearing it, though they usually die within their first century to third.

Expected Lifespan: Possibly indefinite.

Notes: All attempts at sequencing this Mutation have failed with no exceptions.
***​
Glass Sting: Those born with this Mutation have the hairs on their body replaced by glass-like needles, which, once torn off, release toxins causing unspeakable pain. The Mutation is usually noticed once the mother begins to scream in absolute agony when giving birth, as the child's needles are pushed into the birth canal.

Expected Lifespan: Average for the region/gender/job. This Mutation has no appreciable effects on lifespan directly.

Notes: Mercy Kill on sight in Slatnan. All those who have had even a single needle embedded suffer in great agony for the rest of their life, most preferring to kill themselves rather than suffer a second longer. Those women who gave birth to those Mutated with this Mutation have all committed suicide or have begged for the Final Mercy when not screaming their throats bloody.
***​
Talois: Those Mutated with this Mutation are not classified as Human, as they do not possess any independent thought, action, or instinct and are classified as biological machines. If not instructed to do something, they will not do the action, to the point of starving or dying of thirst if not told to eat/drink. Few parents have the strength in them to allow their children to live if afflicted with this Mutation.

Expected Lifespan: Days.

Notes: Mercy Kill on sight in Slatnan.
***​
Perfection: This Mutation, unlike others, places no mark upon the body or mind of the bearer beyond an unnatural perfection not seen in humans. People with this Mutation will naturally have strength, speed, and intelligence beyond most others and will easily live for decades longer. However, it does not confer any protection against disease or age than what an average human could expect with the general health profile.

Expected lifespan: 5-15 additional years to the high end of the lifespan for the holder's gender and job in their region.

Notes: Highly desired in noble families, making it one of the few mutations wanted to be bred into high-rank families in the known world. However, most people don't honestly know that this is a mutation and instead assume it to be due to their wealth or other factors.
***​
Regeneration: This Mutation shows no direct evidence of its existence but leaves a mark of its own nonetheless. Humans or mutants with this Mutation heal from everything perfectly over time. No matter the source of the injury or type of injury, they will recover from it in time, provided they have enough food to supply their bodies at the very least.

Expected Lifespan: High end of their gender/job/region with up to 20 extra years depending on wealth.

Notes: There are unconfirmed accounts of people with this mutation healing from plague engine diseases over time, even if it brought them near death. It is considered less valuable to the noble families, but most people with the Mutation never realize they have it due to it mostly healing scars and other minor injuries.
***​
Adaption: This is one of the strangest mutations that has been discovered. By itself, it does nothing to the body or mind, but when the person is faced with some danger, their body will begin to adapt to that danger over time. Due to this, beings with this Mutation tend to be either young and weak or ancient and robust; however, of all the more unusual mutations that exist, this is one that most people prefer never to have as it mutates both the mind and body.

Expected Lifespan: Possibly indefinite. Typically ends due to mental alterations within the first century of life.

Notes: It is theoretically possible that if a person with this Mutation managed to avoid their mindset altering, they could direct their body's changes and become something akin to a living Knight or Walker, but so far, all reported cases of this Mutation are Horrors or otherwise insane creatures of flesh.
***​
Lighting Blood: This Mutation causes the body to store and discharge incredible amounts of static electricity. In some cases, it is powerful enough to cause bolts of lighting to jump from the skin of the bearer of the Mutation.

Expected Lifespan: Average for the region/gender/job. This Mutation has no appreciable effects on lifespan directly.

Notes: Individuals with this Mutation require triple the usual amount of food that an average person needs to avoid starvation. Most are also unable to use metal armor or weapons. However, a few reports indicate that with training, a person with this Mutation can charge metal objects to shock people trying to attack them. The only other thing of note is that their skin tends to be grayish in tone.
***​
Rock Hide: Unlike most simple skin alteration mutations, this one is rarer and much more potent. Those with this Mutation have thick skin, with the topmost layer being nearly two centimeters thick. This causes them to be both far stronger than the average Human but vastly reduces their manual dexterity.

Expected Lifespan: Average for the region/gender/job. This Mutation has no appreciable effects on lifespan directly.

Notes: They showcase a relative immunity to hot and cold temperatures that are not outright deadly to humans. Their sense of pain and touch are also highly reduced, allowing them to ignore injuries that would cripple humans from pain if not directly. Most of them make their living as bodyguards or hired fighters. They appear slightly thicker and have unnatural proportions due to their thicker skin, but overall it is faint and can easily be hidden with loose clothing.
***​
Acceleration: A simple yet incredibly potent mutation. This Mutation accelerates most bodily functions, with the notable exception of aging. Those that have this Mutation appear to be highly intelligent to almost beyond Human due to the speed at which they think. In truth, they are average humans that think orders of magnitude faster than usual due to this Mutation. Possibly a genius born with this Mutation would be beyond human ability to comprehend, but that is only a possibility for now.

Expected Lifespan: Average for the region/gender/job. This Mutation has no appreciable effects on lifespan directly.

Notes: This Mutation has no outside appearance to indicate its presence, but it is pretty obvious if one knows what to look for. Those with this Mutation twitch far more than normal humans, and whenever they move near humans, they will appear to be focusing extensively upon some great thing. Another way to determine them is by noticing how they have to hold themselves back from speaking faster than most humans can hear.
Nek-Ne
An ancient tribe located in the northern outskirts of the Forest Of Rust. They commonly preferred to be left alone, often guiding outsiders back to where they could travel out of their claimed regions without much trouble while nurturing those wounded until they could walk again, at which point they had to go. Their religion centered around a singular Goddess, after whom they named their tribe, Nek-Ne. Most of their customs and society were unknown, even to those tribes they traded with, as they valued isolation and peace.

Now they have spilled forth from their homelands, engines of destruction and death, seeking to either kill or conquer all before them, unheeding of any losses or the opposition they would face. A coalition of nine tribes and a mercenary army have tried to keep them at bay or kill them but failed and had to retreat, leaving them a path to the Empire open.

Celebrant
Description: A humanoid which has been heavily mutated and driven to insanity by a mutagenic solution, ingested either willingly, or by force.
Health: 1/1
Armor: 0/0
Damage: 1d2
Traits: Insane (-10 to Morale checks for any attackers).
Mutants
"They are a menace on society, the world, and all of humanity. A menace you will face every day, every week, every year of your duty until you either die or start training the next generation of dumbasses like me."-Instructor Jones.
Common
"Be sharp, trust your instincts, trust your comrades, and above all, do not underestimate them."-Instructor Jones.

Shriekers

The bane of scavengers, Shriekers, are slow, weak, and easy to kill. Their danger comes from their ability to observe and their caution. Covered in eyes, ears, and other sensory organs, they emit a distinctive high-pitched cry whenever they spot something, and often when they don't. As a parasitic species, Shriekers need to latch onto another being and leech off of their nutrition. Their reproduction is dependant on being eaten to lay eggs in the digestive tract of their killer for their young to eat their way out of.
Uncommon
"Those are the worst ones you are likely to encounter on patrol. Keep watch for any surprise and do not think them dumb, they kill those that do."-Instructor Jones.

Mutated Blightdog-Alpha

Description: Quadrupedal fourlegged Mutant, with sharp teeth, good ears, good sense of smell, spines with poison on its back, a tentacle-whip with hooks to tear out the flesh.
Health: 1 Unit (12/12)
Damage: 1d6(+2 due to: Hooked Tentacle)
Traits: Poisonous (+1 to casualty rolls), Hooked Tentacle (+2 to damage), Feral (-5 to the initiative, +15 to morale rolls).

Servant Of The Mutating Horror
Description: Unknown.
Health: Unknown.
Damage: Unknown.
Traits: Unknown.
Rare
"Get the Knights."-Instructor Jones.

Abomination

Description: Masses of mouths, arms, legs, tentacles. Omnicidal in behavior. Those are the only things that can come close to describing an Abomination. The tell-tale sign of an Abomination is their constant wailing and screams of pain. Avoid them.
Health: ???/???
Damage: ???
Traits: Soul-Rending Shrieks (All enemies roll with -20 to Morale).

Mimic
Description: 4 meters tall, skinny, elongated arms that reach the ground tipped with razor-sharp claws, a beak filled with six rows of fangs instead of a mouth.
Health: Unknown.
Damage: Unknown.
Traits: Relentless (Escape is impossible), Speech (Can produce understandable speech).
Behemoth
"No."-Instructor Jones.

Plague Engine

Description: An amalgamation of flesh and steel, machinery, and muscle. It pumps out poisonous substances into the air, water, and ground around it in increasingly large concentrations and broader areas for as long as it is active.
Health: Unknown.
Damage: Unknown.
Traits: Self-Repair (Heals ??? per Round), Biological Weapon (Incurrs ??? automatic losses each round and on approach).

The Mutating Horror
Description: Unknown.
Health: Unknown.
Damage: Unknown, but mostly areal.
Traits: Corrupting (In a 100 km radius, all organic life either dies, or is changed into a servant of the Mutating Horror).

Wendigo
Description: Like Mimics, though, they look more akin to a Human fused with a Deer, with an elk head, with large antlers, and fetlocks and hooves replacing their legs and feet.
Health: Unknown.
Damage: Unknown.
Traits: Speech (Can produce understandable speech), Intelligent (Can use tactics), Relentless (Escape is impossible), Leader (Commands 5d20 lesser Mutants with a 4/1 split of Common/Uncommon).
Machines
"Ah, the true danger of the world, and the best chance of saving it. If only their minds were not corrupted by the Fall." -Forge Clan Acolyte Spring.
Common
"Adorable little things, get me some if you can. Oh, try not to die though, they are armored." -Forge Clan Acolyte Spring.

Butcher-Drone

Description: A small sphere, flying around without any identifiable wings or propulsion. A harpoon rests directly underneath its main body, while a trio of stalks views the area.
Health: 1 Unit (Structure ?/?, Armor ?/?)
Damage: 1d2 (+1 due to: Hooks)
Traits: Flight (Melee does half damage), Machine (Never rolls Morale), Hooks (Inflicts the Grappled malus on enemies, +1 Damage), Dependent (Shuts down when the Hub dies).

Omni-Gazers
Description: A dodecahedron with cameras placed upon each surface, while fragile-looking antennas stick out of every facet, allowing this drone to scan and perceive everything around it. It walks around on delicate legs unfolding from the corners of its shape, which enable the Omni-Gazer to jump up to 6-meters in height and stick to both walls and surfaces.
Health: 1 Unit (Structure 1/1, Armor 0/0)
Damage: 1 (Electric)
Traits: See Everything, Miss Nothing (+4 Damage to 1 Unit per Omni-Gazer, can choose to re-roll an allies damage-dice.)

Worker
Description: A common robotic Unit found within the Bunker. Named so for is being seen performing all manual tasks which needed to be done.
Health: 1 Unit (Structure 1/1, Armor 0/0)
Damage: None
Traits: We Work To Earn The Right To Work (Cannot defend itself)
Uncommon
"Better avoid them if you do not have a strong team at your back. Otherwise, bring me back some parts!" -Forge Clan Acolyte Spring.

Caretaker

Description: A Spider-Drone, scuttling along on eight limbs, with a further two on its back, with a multitude of tools stored into its back, mainly used for maintenance, and for repairing other Machines, though capable of violence if attacked, or threatened.
Health: 1 Unit (Structure: 1/1, Armor: 2/2)
Damage: 1d2
Traits: MAINTENANCE! (Can Repair Structure and Armor of allied units by 1d4 per turn, but cannot attack.)

Caretaker-Swarm
Description: A Spider-Drone, scuttling along on eight limbs, with a further two on its back, with a multitude of tools stored into its back, mainly used for maintenance, and for repairing other Machines, though capable of violence if attacked, or threatened.
Health: 1 Unit (Structure: 3/3, Armor: 6/6)
Damage: 3d6-2
Traits: SWARM-MAINTENANCE! (Can Repair Structure and Armor of allied units by 2d6+2 per turn, but cannot attack.)

Sentinel
Description: A humanoid robot carrying a shield and baton, probably used in anti-riot and security roles.
Health: 1 Unit (Structure: 2/2, Armor: 6/6)
Damage: 1d4+2
Traits: No Survivors (+2 damage), Security Drone (+10 to initiative).

Homebuilders
These large robots roam the wastes, collecting resources, and using them to construct bizarre structures in seemingly random places. These are not as much of a boon as they may seem, as these structures are often useless for anything more than a temporary camp. There are numerous structural faults, inferior quality materials, missing roofs, walls, and doors, and in the worst cases, traps. However, they are not aggressive unless attacked, or they decide that your home holds the key to its next warped masterpiece.

Guardian - Trooper
Description:
A humanoid robot armed with a micro bright-lance, ready to kill.
Health: 1 Unit (Structure 4/4, Armor 4/4)
Damage: 2d6 (Laser)
Traits: War Drone (+20 to Initiative)

Guardian - Sniper
Description:
A humanoid robot armed with a long bright-lance, ready to kill at any range, with deadly accuracy.
Health: 1 Unit (Structure 2/2, Armor 2/2)
Damage: 4d4+4 (Laser)
Traits: War Drone (+20 to Initiative), Sniper-Sub-Routines (If this Unit rolls below 12 Damage, it automaticaly does 12 damage)

Guardian - Commander
Description:
A humanoid robot, specialized in co-ordinating all nearby autonomous Units.
Health: 1 Unit (Structure 2/2, Armor 1/1)
Damage: 1 (Electric)
Traits: War Drone (+20 to Initiative), Unit Commander (Allows up to 2(two) Units to act again)

Harvester
Description: An octopedal robot equipped with all manner of tools for maintenance and on-site construction of parts. Mostly seen in groups or under the sway of more destructive Machines whom they aid in combat.
Health: 1 Unit (Structure: 5/5, Armor: 2/2)
Damage: 2d3+2
Traits: Maintenance Protocol (+2 Damage), Repair Drone (Converts Damage into Structure and Armor for Allied Units).

Attendant
Description: A quadrupedal robot once used for either aesthetic or personal reasons, they roam the world in packs seeking tasks to fulfill. However, beware the idea of "taming" one of them, as they are more likely to rip out your spine than aid you.
Health: 1 Unit (Structure: 1/1, Armor: 1/1)
Damage: 1d2
Traits: Gory Brutality (Induces Moral Checks after their attacks on Enemy Units), Pleasure Drone (Understands Human behaviour and tactics to a preternatural degree).
Rare
"I would advise hiring a mercenary-company with a Knight for those. Or just not attacking them in the first place." -Forge Clan Acolyte Spring.

Minor Bright-Lance Turret

Description: Secured in place, this turret is incapable of moving around. Its primary function is to shoot things and can do so even through walls if supplied with targeting-data. The main drawback is its delicate electronics and weak armor. It has a flaw that, when targeted by anything, it will not cease firing until the target lock has been removed from itself. Useful when one has the technology to make faux-targeting systems, as it will result in the eventual overheating and slagging of the turret.
Health: 1 Unit (Structure: 1/1, Armor: 4/4)
Damage: 1d20+5
Traits: LAZERS! (+5 damage), Tracking, (+1 extra attack when the enemy retreats), Overheating Issues (10% Chance not to shoot), Eternal Hostile Targeting (Will damage itself fo 2 Damage each Turn if targeted by Faux/Genuine Target Painters, firing continuously at the location of the Target Painters.)

Medium Bright-Lance Turret
Description: Secured in place, this turret is incapable of moving around. Its primary function is to shoot things and can do so even through walls if supplied with targeting-data. The main drawback is its delicate electronics.
Health: 1 Unit (Structure: 4/4, Armor: 12/12)
Damage: 4d20+15
Traits: LARGE LAZERS! (+15 damage), Improved Tracking, (+2 extra attacks when the enemy retreats), Overheating Issues (5% Chance not to shoot).

Large Bright-Lance Turret
Description: Secured in place, this turret is incapable of moving around. Its primary function is to shoot things and can do so even through walls if supplied with targeting-data.
Health: 1 Unit (Structure: 20/20, Armor: 60/60)
Damage: 12d20+40
Traits: UNLIMITED POWA! (+40 damage), Autonomous Tracking, (+5 extra attacks when the enemy retreats).

Plasma-Lance
Description: Similar to a Bright-Lance, only that it shoots a coherent beam of plasma instead. You do not want to be hit by that.
Health: 1 Unit (Structure 12/12, Armor 4/4)
Damage: 6d6+12 (Plasma)
Traits: Plasma (Triples damage against Biological targets), Lance (+12 Damage)

Plasmathrowers
Description: These weapons use liquid plasma instead of flames. Fucking hell, did the Ancients place no value in quick or painless kills?
Health: 1 Unit (Structure 8/8, Armor 2/2)
Damage: 8d2 (Plasma)
Traits: Plasma (Triples damage against Biological targets), Short-Ranged (Cannot engage outside of Melee-Range), Horrific Weapon (If this weapon hits any Unit with [Morale], the hit Unit automatically fails its Morale Roll. Any nearby Units are forced to roll for Morale.)

Dignitary
Description: A humanoid robot of indeterminate origin, they boast an ancient sigil of the moon Mes on their otherwise empty faceplate. In every recorded interaction with non-Mutated humans they have tried to communicate, but no successful translation was ever recorded, with the Dignitary turning hostile once communication proved impossible.
Health: 1 Unit (Structure: 50/50, Armor: 50/50)
Damage: 1d2
Traits: Diplomat (1d2 Damage), Seeking Communication (-100 to initiative).

Overseer
Description: A floating orb that spews strings of code containing directives at other Machines, forcing them under their control to pursue some goal only they know, or not know, about.
Health: 1 Unit (Structure: 15/15, Armor: 20/20)
Damage: N/A
Traits: Overseer (Deals no Damage), Infectious Communication (Turns all Machines over to their side, regardless of allegiance).
Dreadnought
"No." -Forge Clan Acolyte Spring.

Butcher

Description: A bulky hexapod-like construct, 70 meters high, with 30 meters in its width, six multi-segmented limbs holding the six-sided pod a further twenty to thirty meters in the air, with dozens of holes for drones on the outer shell.
Structure: ??/??
Armor: ????/????
Damage: 2d20 (+12 due to: Seeking Ammunition)
Traits: Massive Drone-Hub (Hosts 4d20 Drones), Seeking Ammunition (+12 to damage), Titan (Takes half damage from any sources not possessing the Titan or Titan-Slayer trait), Machine (Never rolls Morale).

Walker
Description: The Big Sibling to the Knight. These weapons of war are to Knights what Knights are to an armored person. In short, avoid at all costs. However, the Imperial Family has a substancial bounty on any intact, damaged, or destroyed Walkers, so the money always ensures there will be greedy fools ready to dance with them.
Health: 1 Unit (Structure 150-400/150-400, Armor 3000-6000/3000-6000)
Damage: 12D20-10d50+40-120
Traits: Anti-All (Bonus against all enemies), WALKER (immunity against all NBC Weaponry, induces Morale Checks every turn), Punching Above (No mali against enemies one size higher)
Mythical Beings
"Here in my kingdom, I am your lord. I order you to cower and pra/ey."
Fractal Nova: Goddess of Freedom and Mercy
I am now writing the story of my encounter with one of the legends of the wastes. Everyone knows that the wastes are full of terrors and monsters with warnings to watch the sky for the dreaded Reaper commonplace, yet some of the creatures therein are genuinely bizarre, and this is my encounter with one such being.

I had been exploring the wastes for a month when I found a set of massive paw prints in the ground. Now, being well versed in animals and other such fields as any good explore is, I quickly identified the prints as belonging to a Feline of some sort. Once I had determined it to be the tracks of a feline, it was simple enough to conclude that they were the tracks of an Elemental Feline due to their unnaturally large size. Each of the prints was almost the size of an entire torso, and I am not a small man by any measure. As such, it was reasonably clear at this point that I had found the tracks of an unknown species of elemental felines.

Thus, I began to follow the tracks, and since they were not being hidden, it was safe to conclude that the animal either didn't fear being tracked or wanted for me to find it. Back then, I stupidly assumed the first option, but now I know that She wanted me to find her.

So the journey took a few days until I found a large cave, at which point the tracks ended as they went inside. Being consumed by the possibility to discover a new species, I entered the cave and, to my astonishment, found a cave covered in crystals, and at the very far end, a hole open to the sky and a rock fallen to the ground.

"Welcome to my home." A voice growled from behind me, as I looked upon the cave with wonderment, and I have no shame in admitting that I nearly fainted from fear when the being spoke those words. Turning around slowly, I came face to face with the single largest cat I have ever heard of, let alone seen.

"A tiny human, wandering into my lair. One might wonder if such a man has taken leave of his finite senses. After all, what could convince one of the Fallen to wander so far from their false security, if not an illness of mind and soul? However, little human, my name is Fractal Nova, born of celestial and fractal blood."

From what she told me later, I stood there blinking like a moron for the next five or so minutes, which I have reason to believe that she found hilarious. Regardless, one of the most central questions of the elemental felines has been answered, and the result is that they can have children between subspecies. Although, if Nova is a viable measuring stick, I highly caution against such actions. This should become clear as I write her story as she told me, and I frankly doubt she even knows the concepts of lying or hyperbole as even though her mind is at the very least human level, she has some rather large blind spots with regards to ideas and specific concepts.

According to her, she was born to a Celestial feline, and her father was a Fractal feline. Even though people with experience in these two races might argue that such is impossible, I believe that it's possible due to the celestial species' greatest strength being their great armor. Simultaneously, the Fractal are fantastic at avoiding attacks and shredding even armor with their claws. I feel that a fractal feline can best a celestial feline in battle or tire it out enough to allow for mating with these traits.

Regardless of which one of her parents were which, it is without a doubt that I write that she is, in fact, a hybrid of both celestial and fractal breeds. With that little factoid out of the way, I can continue to write her full story, and every so often where there is needed clarification, I will write it in parentheses.

She was born to a female celestial and male fractal elemental felines; however, even as a young kitten, she was different from the others of her litter. They were normal purebred kittens compared to her mixed heritage. By the second week of life, she was already three times the other kittens' size and far smarter than even her mother, and this rate of growth did not abate for the next entire year. At the end of the first year of her life, by which point she had long since left her mother and the rest of littermates, she was already the size of a large pony and the smartest being in the region (she was born in an area with little if any humans or other intelligent beings).

As she wandered over the land, never settling down due mostly to never feeling as if she fit into the area around, she only grew larger and smarter. By the end of her first decade of life, by which point she had long since all but forgotten her mother and littermates, she had found her first human. This human bore what to us is the marks of mutation and the effects of a life in the wastes, yet the small creature smelled odd to her.

She told me that she considered eating the man, yet something held her from doing such, and instead, she waited, and when the man awoke from sleep, both of them had a surprise waiting for the other. According to her recollection of that event, she was most surprised when the small creature made sounds in a sequence. As expected of such a human, when he woke up, the man went to attack Nova, which, as can be inferred, did not go his way as her skin and fur shattered and sheared his primitive iron sword into small chunks. With his weapon lost, the man waited for death to come.

For her side of things, Nova was confused about the item that had been aimed at her and the fact that it merely broke apart as it did on contact. Thus began what she calls the Standoff, a situation where both didn't know what to do and waited for the other, but both were doing the same, leading to a full day of waiting until the man broke and began to back away. She decided to keep him in sight from what she told me but not remain close to him; this strategy ended up working as the man began to run back to his tribe to bring word of the massive animal following him.

When the tribe and Nova met each other, Nova was mostly confused as she told me and waited for them to act. This was the primary event that happened when she would wait for the humans to do something, and she would then respond every so often. It probably would have remained as such, but for something that might have been a wendigo that decided to attack the tribe. This mutant had a large pack of Blightdogs with it, and the tribe was caught off guard and likely to die to the last in such an event. However, Nova found the stench of the mutants and dogs unbearable and attacked in turn. The fight was less a fight from her telling, being more akin to slaughter in her favor. Each of her swipes tore several blightdogs to shreds, and a direct attack tore an entire limb from the leader of the whole raid.

The few attacks thrown at her were shredded by her fur before even reaching her skin. In only a few minutes, the fight was over, and the entire attacking force eradicated. After this event, the tribe began to treat her more akin to a god, giving her food offerings and an elder becoming a priest in her name. This does prove that the tribes in the wastes might not be as foolish as some believe when they claim to serve an incarnated god; regardless, over the next few years, she learned how to speak and the tribal tongue while fighting off several more attacks by smaller threats.

She spent around a decade with that tribe but left when they began to push at her to help them expand and gather more people. At first, she obliged, but later on, she began to feel that they were using her strength for their desires, and as she had nothing more to learn from them, she wandered away one day, never looking back. Over the next few decades, the cycle would repeat itself as she would save tribes from mutant attacks and learn from them for a time before leaving once more. This nomadic lifestyle came to an end around a century ago by her count, when a small nation's military forces came to capture her to serve as a living siege weapon for them.

For the first time, she felt anger or emotion that could fit that title. The group of seventy-five soldiers and a single worn down Knight represented the majority of the nation's military might. The fight that ensued was more balanced than the battles she had been in before then, but even so, the Knight was shredded in the first few hits, and the armor that the men had only blunted her claws when hit lightly. This fight taught Nova much of how to fight and the best ways to apply her massive physical strength, speed, and intellect to such situations. However, her anger over being attacked by humans that wished to enslave her pushed her from the wandering path she usually took and into a far more aggressive mindset. Over the next five years, she methodically eliminated every single person involved in the plan to enslave her and, in the process, developed a terrifying hatred of the very concept of slavery.

In the decades since that point, whenever she finds a society that uses slavery, the slavemasters are soon to die by her claws and fangs. Along with direct slave owners, those that profit directly also suffer the same fate, and even the larger government tends to be eradicated by the time she leaves the land. As of the time of this writing, nothing has ever managed to harm her beyond superficial wounds that heal nearly instantly, and a walker piloted by a grandmaster only inflicted those.

That is her story summarized as she told me in that cave months ago. Below rests a description of Fractal Nova.

When I met her, she was approximately ten meters tall at the shoulder and had a full length, including the tail of thirty-five meters. Her fur is as sharp as normal fractal cats claws if not shaper, and her claws cut through anything I could think to test them on with the greatest of ease. Her claws shredded even some ancient metal that I dug up without much effort. In general, she has all gifts of Fractal, and Celestial felines only improved and some form of immortality.

As a final note, if you meet her on the road, be respectful and kind, and she will not cause you any harm. Attack her or harm one she is protecting, and your life is forfeit.
The Reaper: Darkness Incarnate
One of if not the most dangerous of all Titan class enemies of humanity in the world. Rarely seen and even rarer for a single survivor to escape its power. It is only due to the Reaper's immense danger that these fragmentary stories have been pieced into something approaching a cohesive whole, and even now, there is no proof that we have seen the full might that the Reaper can unleash or even use.

Unlike most other Titans or other Horrors, the Reaper stands apart in what is known to what is not known. It is singular, for there have been no records of any duplicates of it in the world, and due to the danger that it poses, such information has been sought with the full support of Empires and Nations across the centuries. As such, unless two or more are seen together, or two or more attacks can be confirmed as a Reaper attack, it has been decided to list the Reaper as a Singular Class threat.

However, the lack of others of its type does little to reduce the danger of the Reaper in any way. Following is a brief overview of what has been confirmed, and a series of logical extrapolations will follow that.
From what has been confirmed via its fragments and legends, its existence is an entirely aerial threat. There have been no reported cases where it lands or comes closer than fifty feet to the ground. Of course, due to the fragmentary data we have, we can not say that it never lands, but one constant is that while attacking, it never lowers itself and only does so after it finishes its attack cycle. When it is striking, it is based on the crude measurements we have to work with, in the range of three hundred to six hundred feet off the ground's surface.

From legends, it seems to move in three dimensions at once without any sign of fire or other emissions, which scientists claim is impossible and yet it is a constant thread of all legends based around its attacks. Thus, we have to conclude that it uses some forgotten technology to avoid the need for such systems. Of note is that most legends point out that several massive orbs are floating around it at all times, and as they move, so does the main Reaper move. Based on this, those orbs may be the source of its maneuverability and, if destroyed, would ground the Reaper for an easier kill.

However, its mobility, which makes it challenging to target, is not its actual threat. Instead, that goes to its weapons, from scattered reports, it appears to have at a minimum of three weapon types or possibly systems that it can use. The one it uses seems to be based upon the kind of threat it is facing, and so far, there have been no reports of what it applies in a Titan on Titan fight. When reaping a city, the one it uses is a beam array; these beams can carve through any typical building material within mere seconds and vaporize any unprotected humans or Mutated that they touch. The stories state that this system can be feared by using steel shinned to a mirrored surface or even other complex reflection systems.

With this system, it seems to prioritize the speed of firing over direct power per shoot. A particularly useful report comes from a poem by Kal of the Wastes; the important excerpt is reproduced below for readers to draw their interpretations.

From the sun came forth a shadow
Darkness made real and aglow
Falling upon the windswept plains
Which held the Domain
As Darkness fell upon the Domain
Sanity and hope were slain
In a rain of pain
As the Darkness blazed with light
As the Darkness left on its cursed flight
All that remained was its spite
The land forever burned under its smite

As the Darkness faded out of sight


With this and other less complete records, we were able to determine that this system's per-shot power was of minor power, but it could fire fast enough to make up for the lesser damage. However, as dangerous or otherwise horrifying, this weapon system is the least hazardous of the three likely systems that the Reaper uses.

The second system is kinetic instead of energetic. This means that armor and other defenses tend to be much less useful, and even Knights and Walkers have fallen to this weapon system as proven by records from the defunct nation of Lumariara, that was destroyed five hundred and seventy-two years ago by the Reaper. From what we can tell from the records we have from them, they effectively doomed themselves when they fought the Reaper as their armies lead it to each of their cities by reinforcing the frontlines. Retuning to the weapon system, the rounds are approximately the size of a human head and are shaped to punch through even the most massive armor we have access too. It is considered likely that the Reaper uses this system when it needs to balance firepower and fire rate to handle large armies while also managing powerful single targets efficiently.

The final weapon system is geared towards slow but incredibly powerful firepower. It has only been used once in recorded history, which means that the Reaper can't use it again. Still, there is no reason to support such a theory as it does not seem to run out of Ammunition, as seen with the fate of Lumariara. The five records we have of this third weapon being used all come from Lumariara's final stand as the nation's rulers evacuated their last city of all civilians. However, a good number remained near the city, and from them, we found these few scraps that survived the ages. From what we can tell is that Lumariara had access to a Unique Technology that served as a powerful defense for the city and offensive weapon at the same time.

This is based on the reports referring to the Golden Shield and other such poetic references, along with more concrete references such as this paragraph: "The dark serpentine Reaper drifted forward surrounded by the orbs of death, and the Golden Shield was all that stood in its path, as we waited with bated breath for the fateful moment. Would the Shield hold and send the vessel of doom to the void, or would it fail as did everything else? Flashes of light dotted the Reaper as it approached, and lines of fire tore towards the Shield only for them to fade away into light, and a faint cheer went up from the crowd as we saw the Shield hold strong. However, fate had turned against us as the Orbs slowed their dance, and the Reaper drifted to a stop just beyond the shimmering barrier. Urged by some instinct or sixth sense, I curled into a ball even as I lunged for cover behind an outcropping of rock nearby. The very moment I was behind the rock, the sun vanished as the sky turned white. For seven long minutes, nothing but white could be seen. The others I could see faintly were staggering around, and I would soon learn that I was one of the few to escape being blinded permanently. Once the light ended and I looked over the rocks, all I saw was a field of scorched ground and rock, the city of Lumariara had been all but annihilated and the Golden Shield lost. The Reaper, however, for the first time seemed damaged as smoke and other gases poured from holes in its surface and its Darkness broken up by flickers of other colors. Over the next days, I collected what information I could. I concluded that the Reaper unleashed the larger part of its stored energy in a single massive explosion to overload the Golden Shield."

This is the best we have to go on, and as such, we can hopefully assume that such an attack is only made in a case where its other systems are insufficient to penetrate the defenses.

Beyond the weapon systems, the Reaper acts much like a Butcher only less predictable. Once sighted, it follows their pattern of seeking out the largest concentration of living bodies and efficiently reaping them. However, based on scattered reports and timelines painstakingly crafted, it can be accepted as fact for the most part that the Reaper travels the known world on an unknown and unpredictable path and only attacks twice a century. Most of its attacks end with the destruction of a town or village as the folly of Lumariara has proven an effective deterrent to attempting to attack it with massed armies.

Of particular note is that the current century has yet to have a single rumor of a Reaper attack which, based on past patterns, implies that there are up to two attacks from it in the coming years.
Harbinger: The End
A grey quadrupedal being with the torso of a human woman where the head should be, her eyes golden and leaving blazing afterimages when moving. Four eyes are located forward-facing on her throat, her wings, legs, arms, and body, able to move interdependently. Great black wings reach out from the human torso, made up of hands reaching for the sky, yet able to generate lift to allow Harbinger to fly.

She wields a black-grey staff which has a lantern attached to it with a chain. A blue flame rests within, which she calls Hierophant, seemingly conversing with occasionally.
 
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1. Interesting that the Plague Engine counts as Mutant. I expected it to be a machine.

2. Could we get the description of Common Mutants if we scout a Location with them?
1. The Plague-Engine is capable of surviving some time without the machines, since they only serve to enhance its capabilities.

2. Yep. Thats how the Bestiary will get Updated in the Future.
 
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Turn 25: Year 5; Month 9; Good News, Everyone!
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: 427
-Faithful: 7/14
--1 General Scientist - +12 to all research
-Followers: 413(63 unoccupied)(+14 per turn)

Materials: 73.42(min. +10.01, max. +46.01 per turn.)

Income = 32.26-68.26Materials:
8.26 = 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
2.00-8.00 = Ashleaf-Nursery
Upkeep = 22.25Materials:
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
3.35 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
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: 30.39 (+0.08 per turn)
+0.01 1 Soup-Kitchen
+0.01 1 Small Hospice
+0.06 1 Expanded Hospice

Piety: 100% (+50 to personal rolls, 1 Free Random Action)
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 speaking 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: Patriotic, content, and are concerned regarding the mass-mobilization of Knights. The most pressing matter is a lack of sanitation, though expanded sewers are currently being drafted.

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)/38% Control/Mali to Costs for Actions)
-Base (Friendly (1)/36% Control/Cheaper Actions)
-Healers (Friendly (1)/26% 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: Breathing freely for the first time in a long while amongst the masses of man. Sure, they are still not allowed to visit or buy in many of the same places as humans do, but they won't be beaten for being near one for more than a few minutes.

General Opinion on Mutated: Open Racism (0)
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
Decorative Glass - 0.01
Steam-Valve - 1.48 - +5 to Hydraulics
How-To Romance Novel - 1.85 - +5 to Psychology
Fancy Dress - 0.43
Smelting Guide - 1.16 - +5 to Metallurgy
Decorative Urn - 0.20
Toy Weapon - 0.91
Embroidered Tapestry - 0.52
Assorted Lightbulbs - 1.88 - +5 to Electronics
Beaker Set - 1.04 - +5 to Chemicals
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 22.5 Materials on reducing building times of one building by 1(one) Turn, per Turn by adding [Sandcrete] to said action.)
Military
Units (1/3)
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 - (6/60 Growth) - (2d4)
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 35 or higher difference, 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. Many see your determination to face such a future for something beyond yourself as inspiring and have taken to more selfless actions. 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.)
[X] Buy It. For Comedic Purposes. Yes. That's Why. No Sinister Moves Here. (More Fluff for Marry Selene)(+0.67 Materials, - Lingerie)

"'Aight, not asking, boss." "Thanks."

***

"THUMP"​

All heads snapped towards the direction where the sound originated, straining their ears to hear anything else. Before a guard motions towards two others to follow him, several seconds pass by undisturbed, weapons at the ready, stealthily rushing towards a nearby outlook. Once there, binoculars are brought up, with two of the three investigating the outside, looking for the source, while the third makes sure that nothing is approaching the busy guards. Minutes pass by with nothing happening or any threat revealing itself, so the three prepare to go back, discussing in hushed whispers what could have made that sound.

"THUMP"​

Immediately the three look outwards again, scanning the outside for the source, which had sounded closer than before. The first taps the second's shoulder, pointing at a building in the distance where a murder of crows rises from an overgrown rusting Titan slumped against it.

Again, minutes pass as the two stare in that direction, seeking any indication of what could have made that sound, until-

"THUMP"​

A gigantic leg comes crashing down into view, tossing up a huge dust cloud, obscuring the view for precious moments. When the dust settles, the guards see the leg once more in detail; rust evident on the outside, sparks occasionally shooting around from damaged joints while fluids seem to leek forth from disconnected pipes. Then with another-

"THUMP"​

-more of the machine comes slowly into focus. It is agonizingly slowly, shuddering and shaking off the rust while moving, but a massive body soon comes into sight. Another three steps are necessary before the three can look at the machine in full. A bulky hexapod-like construct, easily 70 meters high, with 30 meters in its width, the towering robot carries a six-sided pod above its six multi-segmented limbs holding it aloft a further 20/30 meters. All along the outer shell holes can be seen; some are shut and open with the obvious signs of malfunction, while others contain tiny constructs lying inside or flying around the hexapod.

Then, a Mimic walks onto the road, startling the observers, who quietly panic at the idea that the Mutant had come so close to their base. The next moment snaps them back to the moment, as thunder rings out, and the Mimic falls to the ground, its head splattered over the street for dozens of meters.

"Wha-" one of the men whispers in shock, seeing such a monster killed without effort in the blink of an eye. Soon, several of the constructs lying inside the main body reveal themselves to be drones, flying out to the body, stabbing into it with hooks, lifting it, and carry it over to the top of the machine, vanishing from sight. Before the first guard can signal the other two to return to the expedition, the entire construct begins to shudder, then squats down to near ground level, obscuring what is happening with its bulk. Once it lifts again, hundreds of greyish boxes can be seen lying on the ground, haphazardly piled onto each other without any regard for organization. The machine continues-

"THUMP"​

-walking forwards as if nothing happened, though there is a noticeable increase to its pace, the loading off of the boxes decreasing the mass that has to be moved with damaged legs. All three return once more to the expedition, signaling the "all-clear" to everyone and interrupting the readying of all goods for a fast evacuation. Discussions follow with the Guide responsible for all, and it ends with a force of nine rushing off towards the boxes, seeking to uncover what exactly is in those, though a few already suspect the truth.

They arrive three hours later, seeing no presence of Mutants that do not scatter at their arrival or threaten them. Quickly all nine move towards the boxes, taking out prybars to open a few while three watch their surroundings for any actual threats.

All boxes they open hold the same: Meat.

They suspect that around 600 tons of meat have been dumped in total by the tentatively named "Butcher."

Continued in Good News? We Have Nine Months.

***​

When asked by people, the friends and confidantes of Emperor Elianus would describe a man of unquestionable honor, always striving to better his people, his nation, and himself. A man that would not tolerate corruption, incompetence, or malicious action inside any organization under his command. One that would fight for the things he saw as right and just, a true Emperor, where the stories and tales surrounding him were true. One that did slay a Behemoth while still being trained in the art of Piloting a Knight, protecting a village even after his retinue had been killed. An Emperor that could not be questioned about the righteousness of his actions.

One that looked at the maps detailing Starlight and its Ringways with a mixture of old hate and new dread, hoping against hope that what he thought had happened did not. It would have been madness to do, but then again, insanity runs deep in Starlights Council.

A madness evident in an old crime that he had uncovered only days after his mother had died, one that created scars that the Empire still bore today, twenty-three years after it happened. But the worst of it all, the one thing that enraged more than any other, was that they had not given his Uncle the machines to create obedient and willing slaves to gain an ally. They had done so to test a Unique Artifact.

Elianus could understand tyrants seeking to obtain power by any means necessary; he could get people sacrificing hundreds, thousands for a goal they think worth the lives spent. He knew monsters; his mother had been one. But the one thing he could not forgive was creating suffering because they were curious about how it would manifest, merely because they could. There was no end-goal, no overarching strategy, nothing that would let them say that the goal justified the means. They ripped apart his home, family, and people for nothing more than curiosity, believing that they could cover any traces before they are found. That they could subvert or destroy his Uncle's army should he become dangerous. Something they almost, almost, did, were it not for the Internal Security being supported by him for those twenty-three years.

They hunted dead-ends, false trails, got killed by blades in the dark, vanished without a trace, or were framed, yet they slowly, agonizingly slowly, crept closer to the truth. That they gave his Uncle the means to break the Concord, they supported his testing and tweaking of those abominations to the point that there was no trace of sentience in the last processed people left in the latter stages of the war, only husks obeying orders, incapable of independent thought. By everything that Elianus believed in, by everything his nation endured, Elianus would ensure that the Council of Starlight would never harm his people again.

But now that could be drowned in a tide of flesh, should he step false. Converting millions, of their own no less, was madness he had not believed them capable. Something even the Evertorch would be disgusted by. There had been signs they had started doing so months ago, signs he had not heeded. Of soldiers acting in concert beyond what vocal communication and training should allow, of villages receiving his own with cheers, towns, and even a City opening its gates after surrendering before their morale, supplies, and internal strife would have forced them to sally out.

Now his soldiers would face the Tide because he had thought the Council incapable of such an atrocity.

***​

"-id!" came the shout behind me, startling me out of my work, digging into the stone. Turning around, I saw Marcus, the foreman of the expansion project. "Stop that kid, foods ready!" He says with an amused shake of his head, pointing outwards to the front of the Tree.

Nodding, I lay down my pickaxe and follow him outside the dig site, shielding my eyes from the sun's harsh glare, already hearing the clamor of the hundreds of people moving around, working, and living here. Walking along the outer walkway, I can see the small village that has sprung up the last year, most of it tents, due to the recent influx of new converts, but some of it the dwellings of those that are taking advantage of the rising population to sell their wares and services. Looking around, I can see Martyris speaking with a Tech-Scout rather animatedly, and the long line of people waiting for their turn to receive a meal. Hopefully, it is not soup; I hate soup.

When standing in line, there is always much to hear, rumors chief among them, though most are only the usual; X slept with Y, Z slighted Q by doing K, etc. Typical gossip, though one catches my attention as the line moves forwards: The Church Of Eden has started to preach against us.

I barely manage to stop myself from growling in anger; those fuckers have to try to destroy anything good, don't they?

Caught in my thoughts, I nearly miss my turn to get my meal, almost holding up the line, and to my surprise, there is a new cook. A girl, a year or two younger than me, with splotches of blue scales on her face and arms, with forward-facing horns on her head, smiles at me and hands me the bowl in her hands. Nodding in thanks, I look around for a spot to sit, catching June and Petre waving me over, holding up a small bun of bread, and jerky, respectively, asking if I want to trade. Confused, I look down into my bowl and see what they mean.

Soup. At least my friends have gotten me something that I can eat without drooling all over me.

***

Good News? We Have Nine Months.

The room is filled with the sounds of quiet conversation, the rustling of paper, and the quiet dread of those looking at doom.

"AHA! Found it!" Turi Anoa proclaims, pointing at a page in the giant book on the table in front of her, silencing everyone in the room. Looking up, the Pilgrims first resident scientist becomes aware of everyone staring at her, and coughs in her fist, gathering her courage.

"Ahem, as I said, found it," she proclaims uncomfortably. "What our scouts found is a "Butcher," as they have already gathered. It was used to automatically thin herds of cattle and process the meat on-site without human intervention. Once filled with meat, the machine would send a request for pick-up of the goods, dumping them on the ground and continuing with its appointed task. Eh, culling the herds, that is," she continues somewhat stilted.

"The Butcher is, well, what do you want to hear first? The good, or the bad news?" A few murmurs start at her question before Martyris, eyes closed and leaned back in his chair with his hands flat on the table, answers, "The good."

"If my calculations of the walking speed of the machine and the route it will take, along with other factors," she starts to explain, stopping and blushing when Martyris raises a single eyebrow, "right, well, we have nine months before it enters Tessen."

A short round of swearing follows that proclamation before Needle leans forwards, looking into her eyes. "That was the Good News. What is the Bad."

Squirming under the gaze of the Pilgrims resident Guide of Security, she visibly takes a moment to steel herself, and answers. "This Machine is classified as a low-tier Dreadnought."

The second round of swearing follows, this time much more fearful, as everyone has heard of the sheer destructive powers a Dreadnought can unleash when allowed to rampage unchecked, and how it can devastate entire armies when contested in the open field.

Continuing, Turi speaks up louder to silence the room. "The bad news does not stop there." All attention is on her. "Every time one of these machines attacked, they took the shortest route towards the highest concentration of meat, aka humans, and proceeded to process them. Should it step foot into Tessen, there will be about 600 deaths. Per month. On the outskirts, should it reach a city, well, you can imagine what will follow. But the real bad news is something different: it is recommended not to attempt to attack it unless you have at least ten Harpoons."

"Harpoons," Martyris speaks up, sitting upright and looking at her with a blank gaze. "We are talking about the absolute highest order of weapon that can be produced, right? The one that even a Knight-Chapter has no more than two of at any given moment?"

"Yes."

"Fuck."

+++Bestiary Updated+++

***

[ ] What Will You Do?

Doom Counter:

Three rounds to enter Tessen.
Two rounds to reach a city.
Four rounds to process said city.
Two rounds to reach a new city.

***​

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. (1 Action Locked)

[ ] 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)

[X] Establish Soup-Kitchens (Bulk)(Mirn) - (1/3 Turns Complete)
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 report in the right ear at the wrong time has toppled many a nation. (1 Action Locked, 1 Personal Action Locked)

[ ] We Are One People! - (Choose Elite Or 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, 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)

[X] School The Diplomat-Corp - (Specialized) - (The Church Of Eden)) - (1/2 Turns Complete)
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 - (2/3 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. (Choose 1 Action, Choose 1 one turn action)

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

[ ] Retrace The Steps.
The Butcher has had to come from somewhere, and it could not be active for very long; your scouts would have noticed the pile of boxes/rotten meat lying around. Find out where it came from, and see if there is anything to help in shutting it down.
(Takes 1 Unit - (Specify which)
Chance: ???
Reward: ???)

[ ] Train A Militia
The world is not a safe place, even within sturdy walls and behind the shields of soldiers, people learn how to wield weapons to defend themselves. You have neither walls, nor do you have an army. Organize a militia to ensure that those willing to rise in the Trees defense have basic knowledge of doing so effectively.
(Turns: 1
Cost: 2 Materials, 6 Goodwill
Reward: 3 (1/6) Militia units, with spears, will defend the Tree in case of an attack.)

[ ] Build An Armory - (Expanded)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 3
Cost: 9 Materials, 12 Goodwill
Reward: Can supply and equip 6 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 1 Action, 1 Action Locked)(Artifacts can be attached to one learning action to provide the inherent bonus, but are consumed unless unique buildings are present)

[X] 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: 3
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.)

[ ] 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, upgrade to their yield if a waterwheel is present.)

[ ] 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 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 various 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 anyone's ability 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. (1 Action Locked)

[ ] 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: 1 Turn. 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: 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.
-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) - 1 Turn remaining
-[X] Expedition - (SO-02) - (House Mirn support: N) - 2 Turns remaining
-[X] Prepare an Expedition - (WO-02) - (House Mirn support: Y) - (1/2 Turns)

[ ] 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.
(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.
(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 separated 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. (2 Actions Locked)

[X] Living Quarters - Grand - (3/4 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)

[X] Administration Center - (Faith) - (1/2 Turns Complete)
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.)
-[ ] Commission A Harpoon
It will be hard to convince the Merchant Guild to sell you such an advanced and dangerous weapon, but with the right amount of "grease," they will do so without asking anything more than "what color?" Considering what is at stake, this could tip the balance in your favor.
(Cost: 105 Materials
Turns: 2
Reward: 1 Harpoon, an anti-titan weapon of the highest caliber)

[ ] 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 - (3/8 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)
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)
-[ ] Suffer Their Arrogance - (Locked For 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)
-[ ] Steal Us A Harpoon
It may grate on you to do this, but when needs must.
(Cost: 55 Materials
Chance: 45%
Reward: 1 Harpoon, an anti-titan weapon of the highest caliber)

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. (1 Action Locked In Diplomacy, Choose 1 Action)

[ ] Marry Selene
Every tradition will be observed, every bell and whistle pulled out, no expense spared, nothing left to chance. Traditionally, those asking the question give their hopefully soon-to-be spouse a weapon -this weapon is intended to be a signifier of their love. The gathered materials were a sign of the dangers they would brave for them, the craftsmanship a proof of their sweat, the scene carved upon the blade or hilt showing the one moment in which they couldn't live without the other anymore. I will gather the materials, cast it without help, carve into it my love for her, and give it to her at the place we met not so long ago. It will take much of my time, but she is worth every second, and more besides.
(Effect: Interlude: Two Hearts, One Soul
Will take up 2 Personal Actions.
Warning: The Church of Eden will 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, 95(Reluctance For Murder)-28(Eden Influence)= 67 respectively] and declare you heretical [-2 opinion]. The Common People may lose their respect for the Pilgrims [35(Marrying A Mutated)+40(Pilgrim Standing)= 75]. ??? will ???. Recruitment of Mutated will skyrocket [65(Helped Us)+20(Fought Succescully For Our Rights)+10(Cute Together = 95%)].)

[ ] 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 02.09.20 at 17:00 CET
Voting will be closed on the 04.09.20 at 17:00 CET
Boni can be assigned until the 04.09.20 at 20:00 CET
I will roll on the 05.09.20 at 17:00 CET if no has yet rolled.
Updates will be online three days after rolls.
 
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I think we should cancel the diplomat corp action if possible and introduce ourselves to the Marquis and Hourse Ulatarn and inform those two + House Mirn of the dreadnought

Can it replenish its own ammunition? Or drones? How far away will those drones go?
 
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Members: 427
-Faithful: 7/14
--1 General Scientist - +12 to all research
-Followers: 413(63 unoccupied)(+14 per turn)
Huh, so that's what a scientist gets us. Does the bonus stack with the number of scientists we have?

Piety: 100% (+50 to personal rolls, 1 Free Random Action)
And we have 100% Piety.:D

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance Medicine
Factions:
-Unionists (Rivals (-2)/38% Control/Mali to Costs for Actions)
-Base (Friendly (1)/36% Control/Cheaper Actions)
-Healers (Friendly (1)/26% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
Not too much changed. The Unionists took 2% from the Healers though.

The Mutated:
Opinion: Neutral (0)
Plans: Happy for you, not their situation.
Mood: Breathing freely for the first time in a long while amongst the masses of man. Sure, they are still not allowed to visit or buy in many of the same places as humans do, but they won't be beaten for being near one for more than a few minutes.

General Opinion on Mutated: Open Racism (0)
Not perfect but better than semi-hidden hostility.

Smelting Guide - 1.16 - +5 to Metallurgy
Decorative Urn - 0.20
Toy Weapon - 0.91
Embroidered Tapestry - 0.52
Assorted Lightbulbs - 1.88 - +5 to Electronics
Beaker Set - 1.04 - +5 to Chemicals
Interesting stuff. I wonder why the Toy Weapon is worth that much?



[X] Buy It. For Comedic Purposes. Yes. That's Why. No Sinister Moves Here. (More Fluff for Marry Selene)(+0.67 Materials, - Lingerie)

"'Aight, not asking, boss." "Thanks."
Aww, I hoped for a bigger reaction.:(

"THUMP"​
All heads snapped towards the direction where the sound originated, straining their ears to hear anything else. Before a guard motions towards two others to follow him, several seconds pass by undisturbed, weapons at the ready, stealthily rushing towards a nearby outlook. Once there, binoculars are brought up, with two of the three investigating the outside, looking for the source, while the third makes sure that nothing is approaching the busy guards. Minutes pass by with nothing happening or any threat revealing itself, so the three prepare to go back, discussing in hushed whispers what could have made that sound.
I'm not sure if this happens in Starlight or the Forest.

"THUMP"​
Immediately the three look outwards again, scanning the outside for the source, which had sounded closer than before. The first taps the second's shoulder, pointing at a building in the distance where a murder of crows rises from an overgrown rusting Titan slumped against it.
Ah, definitely the Forest of Rust. While Starlight probably too has some robots lying around, those should be fresh from the Empire.

"THUMP"​
A gigantic leg comes crashing down into view, tossing up a huge dust cloud, obscuring the view for precious moments. When the dust settles, the guards see the leg once more in detail; rust evident on the outside, sparks occasionally shooting around from damaged joints while fluids seem to leek forth from disconnected pipes.
... When I mentioned "an ancient machine kool-aid manning its way out of the Forest of Rust", that was a joke. o_O

-more of the machine comes slowly into focus. It is agonizingly slowly, shuddering and shaking off the rust while moving, but a massive body soon comes into sight. Another three steps are necessary before the three can look at the machine in full. A bulky hexapod-like construct, easily 70 meters high, with 30 meters in its width, the towering robot carries a six-sided pod above its six multi-segmented limbs holding it aloft a further 20/30 meters. All along the outer shell holes can be seen; some are shut and open with the obvious signs of malfunction, while others contain tiny constructs lying inside or flying around the hexapod.
It... sounds like the Destroyer from Konosuba?:confused:

"Wha-" one of the men whispers in shock, seeing such a monster killed without effort in the blink of an eye. Soon, several of the constructs lying inside the main body reveal themselves to be drones, flying out to the body, stabbing into it with hooks, lifting it, and carry it over to the top of the machine, vanishing from sight.
And it hunts living beings it encounters. Yeah, that "harvest" part is going to be a problem.

They arrive three hours later, seeing no presence of Mutants that do not scatter at their arrival or threaten them. Quickly all nine move towards the boxes, taking out prybars to open a few while three watch their surroundings for any actual threats.

All boxes they open hold the same: Meat.

They suspect that around 600 tons of meat have been dumped in total by the tentatively named "Butcher."

Continued in Good News? We Have Nine Months.
...I wonder where it got the boxes from?

One that looked at the maps detailing Starlight and its Ringways with a mixture of old hate and new dread, hoping against hope that what he thought had happened did not. It would have been madness to do, but then again, insanity runs deep in Starlights Council.

A madness evident in an old crime that he had uncovered only days after his mother had died, one that created scars that the Empire still bore today, twenty-three years after it happened. But the worst of it all, the one thing that enraged more than any other, was that they had not given his Uncle the machines to create obedient and willing slaves to gain an ally. They had done so to test a Unique Artifact.
Ah, so the Starlight Council supplied the slave collars and made the civil-war possible. That explains why the new Emperor attacks them despite the country still not being fully recovered from said civil-war.
If he calls in 9000 Knights that Artefact must do more than just create slaves though...

Elianus could understand tyrants seeking to obtain power by any means necessary; he could get people sacrificing hundreds, thousands for a goal they think worth the lives spent. He knew monsters; his mother had been one. But the one thing he could not forgive was creating suffering because they were curious about how it would manifest, merely because they could. There was no end-goal, no overarching strategy, nothing that would let them say that the goal justified the means. They ripped apart his home, family, and people for nothing more than curiosity, believing that they could cover any traces before they are found. That they could subvert or destroy his Uncle's army should he become dangerous. Something they almost, almost, did, were it not for the Internal Security being supported by him for those twenty-three years.
That's a ridiculously long spy-war.

But now that could be drowned in a tide of flesh, should he step false. Converting millions, of their own no less, was madness he had not believed them capable. Something even the Evertorch would be disgusted by. There had been signs they had started doing so months ago, signs he had not heeded. Of soldiers acting in concert beyond what vocal communication and training should allow, of villages receiving his own with cheers, towns, and even a City opening its gates after surrendering before their morale, supplies, and internal strife would have forced them to sally out.

Now his soldiers would face the Tide because he had thought the Council incapable of such an atrocity.
Yeah, that's bad. Something like a Plague Engine would be really handy now. I wonder how they supply their slave army though.


Walking along the outer walkway, I can see the small village that has sprung up the last year, most of it tents, due to the recent influx of new converts, but some of it the dwellings of those that are taking advantage of the rising population to sell their wares and services.
We might want to do some actions to design districts around the Tree; marketplaces and stuff. That or we could build some big underground halls.

"Ahem, as I said, found it," she proclaims uncomfortably. "What our scouts found is a "Butcher," as they have already gathered. It was used to automatically thin herds of cattle and process the meat on-site without human intervention. Once filled with meat, the machine would send a request for pick-up of the goods, dumping them on the ground and continuing with its appointed task. Eh, culling the herds, that is," she continues somewhat stilted.
That sounds like this thing processed humongous amounts of meat. What did pre-Fall humanity need all that meat for?

Squirming under the gaze of the Pilgrims resident Guide of Security, she visibly takes a moment to steel herself, and answers. "This Machine is classified as a low-tier Dreadnought."

The second round of swearing follows, this time much more fearful, as everyone has heard of the sheer destructive powers a Dreadnought can unleash when allowed to rampage unchecked, and how it can devastate entire armies when contested in the open field.
So we can't fight it. We either need to destroy it with a trap, turn it off, or bait it away.

Continuing, Turi speaks up louder to silence the room. "The bad news does not stop there." All attention is on her. "Every time one of these machines attacked, they took the shortest route towards the highest concentration of meat, aka humans, and proceeded to process them.
If we get enough animals and the local cities evacuate/disperse the population, we could lead it around.

"Harpoons," Martyris speaks up, sitting upright and looking at her with a blank gaze. "We are talking about the absolute highest order of weapon that can be produced, right? The one that even a Knight-Chapter has no more than two of at any given moment?"

"Yes."

"Fuck."
Yeah, we either need to lead it away or shut it down. Maybe if we search the place it came from we can find some hints on how to shut it down?
 
1. Huh, so that's what a scientist gets us. Does the bonus stack with the number of scientists we have?

2. Interesting stuff. I wonder why the Toy Weapon is worth that much?

3. That's a ridiculously long spy-war.

4. That sounds like this thing processed humongous amounts of meat. What did pre-Fall humanity need all that meat for?
1. Yes.
2. Its really intricate and detailed, actually functional and worth much to collectors.
3. Yeah, the council (at the time) realized that no-one could know, since the empire could whoop their ass even damaged as it was. This led to them scrubbing all evidence, which once the Internals got to snooping around led to them vanishing. When the Internals and the (then) Crown-Prince realized that someone worked against them, they went ape-shit. Cue two nations with the best spy-networks on the planet duking it out, one trying to hide evidence, the other trying to catch it all.
4. There were just that many people around. The Forest Of Rust could hold around 590 million people.

Edit from 29.11.2020: Forgot the 0.
 
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I feel that we should move towards repairing the Knight sooner rather than later. It would provide a massive increase to our power and allow us to handle lesser Horrors with ease and even provide a good power increase against things like this Butcher.

Also I am really really worried about the fact that is a butcher which implies that there are enough of these things around for them to have been given a true title or type.
 
I feel like existential threats come up a bit too often on the random event tables for there to be nations of, y'know, survivors in this setting. :p
 
One harpoon is mostly useless, we need 10 of the things to have a real chance of killing the Butcher and its also a Knight weapon. So its doubly out of our reach, frankly the better option is hope that the Emperor gets the warning and sends back a few knights.
 
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