I'm confused on how results are seen in this quest, is it only just seen through numbers going up in the stats?
 
So a plan is voted for and wins. It has some infrastructure growth in it and some other tidbits. Most quests I've been going through have some fluff description wise, how the building went or some other.

Here it seems as if it gets a small mention and then it just adds to material production or other.

in general we see it on the actions descriptions at the beggining of each turn (those paragraphs before the turn actions)
 
Notice: Due to the lenght of the writing, the Update will be delayed by 1-2 days. Inspiration struck and left me with 2k words for the political instructions alone.
 
this was a really good turn

god,i love how the knights of the empire kicked the butcher blood knight asses to kingdom come
 
Turn 26: Year 6; Month 0; Where The Ancients Slept
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 gone, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the expulsion after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) 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: 442
-Faithful: 8/15
--1 General Scientist - +12 to all research
-Followers: 427(52 unoccupied)(+14 per turn)

Materials: 84.43(min. +1.24, max. +37.24 per turn.)(70 Materials due this turn, cause: Payment for 1(one) Harpoon.)

Income = 32.54-68.54Materials:
8.54 = 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 = 31.30Materials:
3.60 = 3 Soup kitchens - (-0.10 Due to Buying Goods In Bulk)
1.00 = 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk)
1.75 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk)
4.50 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.35 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.40 = Hygenic Living - Expanded
2.00 = Living Quarters - Grand
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)
11.00 = Taxes

Goodwill: 23.47 (+0.11 per turn)
+0.04 3 Soup-Kitchens
+0.01 1 Small Hospice
+0.06 1 Expanded Hospice

Piety: 95% (+45 to personal rolls, 1 Free Random Action)
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Crusading

Marquis of Tessen
Opinion: Friendly (1)
Plans: Crusading/Dreadnought
Owes: 1 Favour

House Ulatarn
Opinion: Friendly (1)
Plans: Crusading/Dreadnought

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

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Neutral (0)
Plans: Dreadnought

Military
Opinion: Neutral (0)
Plans: Crusading/Dreadnought

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 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/Disapprove of Martyris
Mood: Worried about the news from the front and the evacuations. The most pressing matter is a lack of sanitation, though expanded sewers are currently being constructed.

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)/26% Control/Mali to Costs for Actions)
-Base (Friendly (1)/36% Control/Cheaper Actions)
-Healers (Ally (3)/38% 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. Not worried about the evacuations.

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
Broken Clock - 0.44
Ninja Doll - 0.90
"4D Rectangle" - 0.88
Silverware - 0.80
Sweets - 0.24
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.)
-Scientific Theory
There is more to this world than one life could ever grasp. More mysteries to discover, more questions to unravel, and even more, answers to find. Nothing could ever stop Humanity's thirst for knowledge, not even death. (Effect: +15 to Learning Rolls.
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 - Grand
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Tree of Knowledge-Action.
- +1 Faith Action-

Hygenic Living - Expanded

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

Living Quarters -Grand
- Up to 900 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.)
When the decision had been called to vote, the outcome had been predetermined. None wanted to see people die; none wanted to look back at this day and wonder if they had doomed hundreds, maybe thousands to an early grave. So, messengers were sent out, and Martyris prepared to travel to Tessen, the seat of House Tessen, to deliver the news to the Marqui himself, who ruled in the absence of his wive. His tasks were delegated to those that could perform them; he warned Selene and Lady Maranica about what lurked in the Forest of Rust and set out.

It took him and the envoys a week before they reached the city, the military-caravan he was part of moving with all haste. Jokvi lived up to its reputation; "The City Of A Thousand Markets." Plazas were filled to the bursting with merchants and stalls hawking their wares, spices, food, fur, wood, art, weapons, electronics, ancient literature, magazines, if you could name it, it was sold at three stands within eyesight. Entire alleys had placed carpets above the heads of customers and sellers alike to ward off the oppressive heat and sun, while Tea-Houses offered refreshments and drink to all. Interestingly, many of the high-class ones advertised that they had Ash-Tea in their assortment. At the same time, massive tents stood in the center of attention as acrobats and musicians performed. Menageries offered glimpses at exotic animals, from Alpha Blossom-Stags to Nubi performing tricks to the audience. And above it, shining in the sun with white marble and golden filigree, stood the palace of House Tessen.

Sixteen stories tall, with over 900 rooms, the beating heart of Tessen ensured that the region stayed alive, well, and prosperous. A veritable army of bureaucrats tallied taxes, requested repairs from Forg-Clans, implemented new laws, and spoke justice to the guilty and innocent alike. Awe-inspiring and terrifying at the same time, this building was the destination of the Pilgrims, for the Marqui had to be thoroughly informed about the Titan in the Forest. The Military had warned him, but telling him first-hand accounts and answering any follow-up questions would ensure that no confusion would hamper the efforts to bring the Dreadnought down. Even then, walking up and requesting an audience from the Marqui would not be easy; there were protocols to follow, and days could pass before the request would even be processed.

Or so Martyris thought, as when he told who he was to the clerk, he looked down at a list before telling some guards to take him to the top. The guards ushered everyone into an "elevator," after taking all of their weapons, which took a while as Ryone had to remove some from her tail and boots. Inside the elevator, an important-looking assistant gave everyone a crash-course in etiquette. What to say, where to look, when to speak, and how to leave the room, crammed into the space of less than a minute, as the doors to the elevator opened with a "Ding" and Martyris looked into a chamber where the elite of Tessen stood around a table, debating what to do over a giant map.

Then everyone looked at him.

***​

Ibn von Tessen knew stress. He had stressful weeks when he had married; when he had lost his legs fighting against bandits when his wife went to war, he felt it every time she had given birth to his children, and when his first son died. He knew what it meant to be a Tessen, the Bulwark against the Necropoli, always vigilant toward any horrors that would threaten his people and ensure that a vital trade route remained open. This had been his family's duty since the region had been conquered, and they had spent blood, lives, sweat, and gold on ensuring they would not be found wanting. Yet, fate seemed determined to challenge that statement for the second time in a mere three years, as another Titan awoke inside the Necropoli.

Unlike the first time, however, this Titan was not a Behemoth, a Plague-Engine, crawling deeper into perceived safety, to have more time to kill his subjects, but a Dreadnought. A Butcher, walking straight towards a City, intent on putting man, women, and children down like a common Mutant, before processing them into meat, denying them their deserved dignity in death. Which had required his undivided attention for the last week, ever since the transmission had come through, informing him that the Military had been tipped off about the presence of the Butcher, and its existence had been affirmed. Maps were brought up, contingencies were dusted off once more, and orders to prepare for the outlying settlements' evacuations were given. Nothing would be left to luck, and notes were made to review the scouting of the Necropoli to ensure that they would not have to rely on the goodwill of the Pilgrims again for such vital information.

Ah, there were the Pilgrims again, this unusual cult that that young boy of the Mirns had "legitimized" or whatever the youth called bribes nowadays. Honestly, they had been a source of confusion for him and probably any other nobles spies, seeing as they had many markings of a shady cult. They had a charismatic leader and were living in a compound out of the way, preaching about acceptance within and without their community, while actively building dependencies into the broader populace. But the worst secret they had was that they dabbled a bit in casual spy-networks. Not to subvert a governmental institution, or ensure that they could place their members within other organizations and dismantle them from the inside. No, they were more or less paying people to pass on warnings of discontent against them, or what the people were thinking of their lot in life. Essentially, Rumor collecting, though done discreetly, something even Ibn had done when he was 17, trying to find out the interests of a girl he liked. Not one of his better moments, that one.

It was with a bit of hesitation that he had tried to look past his prejudices against religions, seeking what had made the Pilgrims function. What he found was mildly surprising. Their Leader had essentially put down a council of equals in their doctrine, on which one would be elevated to an arbitrator's position. Putting him above the others, but it meant that this Arbitrator, and all who would follow into the office, had no say in the cult, aside from soft power. From what his spies could gather, an Arbitrator would refrain from speaking in discussions, except when they felt it necessary to clarify, call this Council to order, or break a vote. Then there were the other ways of the Pilgrims. Cutting their home into a cliffside had not been done to isolate, but to demonstrate that they would not leave when faced with difficult situations. Their preaching about the nature of Humanity, that evil was taught, not inherited, how they treated Mutated, and their dedication to helping the poor were all things they did because they believed it was the right thing to do. That everybody deserved a chance in life, and no-one should be cast out for something they could not control, such as being born a Mutated.

It was unexpected to find a religion that preached acceptance and kindness and then followed through. Sure, almost every religion did, but the Pilgrims were one of the few that followed their words with actions and deeds, seeking to prove what they preached. Ibn knew that would he have bothered to look through records; there would be a decline in crimes around the "Tree Of Knowledge" and Mirn. An increase in prosperity, especially among the Mutated, as they had done their best to hammer it into the heads of everyone they could find in Tessen that the Mutated were trying to make a living and were not out to stab everyone in the back. A force for good, trying to show what people could achieve when they worked together, always seeking ways to help everyone.

It was no wonder that his paranoia had shot through the roof. Nothing and nobody was that good. No-one went out of their way in the way the Pilgrims did to help without seeking compensation, a reward, or pursuing a greater goal. Sure, you would sometimes see someone that would, but they were the exception rather than the rule. But as far as anybody could discern, they were legit. Some may seek membership to better their lot in life, some may do so out of greed, but in the end, they all started to believe in what they were doing.

It was confusing, weird, and, in the end, refreshing to have idealists that could work out how to function in his lands. And it was worrisome that they had warned him about threats in the Necropoli twice now, with him having no proper way to thank them prepared. Luckily, he would soon get a chance to do so, as their Leader, or Arbitrator, and six others would be coming to him, escorted by the Military, to answer questions about the Butcher.

He looked up from his chair with some mild anticipation, various military experts, mercenary contracts, Overseer Hild, and a liaison to the Blue Lance Chapter stopping with their discussion, looking at the seven entering the room.

Four men and three women, wearing high-quality travel gear, the kind only scavengers wore, armored but still light, giving enough place to store a small arsenal of weaponry. All had a blue cloth piece somewhere on them, with a white triangle in the middle, the symbol of the Pilgrims. Then he saw that three of them were Mutated, one woman with a tail and feathers on her head, one man with pointed ears, black eyes, and another with yellow scales over his face and hands. A bold statement of their stances on Mutated, something he could respect, even if they were too loud with it in his opinion. He hoped that what they could tell would be worth what he planned to do.

It was worth it, as they could answer everything that could realistically be expected of them, and a bit beyond that. From the Dreadnought's measurements to weaponry, defenses, the number of drones under its command, speed, weak spots in its armor, damages, the path it walked, the way it reacted to challenges, and all the minutia that military minds would need to bring up a plan. Incidentally, when the debate turned to the best spots to use Harpoons on, Martyris told the assembled that the Pilgrims would like to sponsor the commissioning of a Harpoon themselves. An offer that the scíon of House Ulatarn immediately accepted, claiming that they are already in talks with a Forge-Clan to supply three more. That the Pilgrims could afford to do so was surprising to Ibn, but he ignored it in favor of asking for more critical information. Some questions would be answered by Martyris himself, while the woman with a tail would answer others, or another man, both who had seen the Butcher when it first emerged. Overseer Hild spent an amusing hour grilling them about the Butcher's specifications, angrily muttering about not being able to go out and see what it was for himself. Which was the point Martyris chose to reveal a piece of information that no-one had thought of to ask, namely that it had still boxes to put meat into, despite its age.

Curious indeed, as Hild immediately recognized what he meant and started cursing up a storm, telling everyone that the Butcher had been activated recently. It still had its boxes, ammunition for its guns, fuel for itself and its drones, and was in remarkable condition for one that should have been active for millennia. Somewhere inside the Necropoli, something had activated this Dreadnought. Something that sought to harm the Empire. And it had chosen a damn good time to do so, as most of the army had been called to the front, with only the minimum remaining in Tessen to ensure that no Mutants would enter Tessen unnoticed. He had enough scouts to look after the Butcher, but not enough to ensure that nothing slipped the cordon around the Necropoli while the trail was followed. Thinking about how to solve this, Ibn almost missed the next announcement of Martyris; they would search for the origin themselves, though they were hoping for help in their endeavor.

Hild immediately jumped on that, claiming that they should take one of his Data-Smiths with them, ensure that any Machines they encountered would be shut down and that any computers could be accessed once they found what they came looking for. And while the Overseer was rambling about what they could find, Ibn knocked on the table, catching everyone's attention, his face showing focus, as he stared at Martyris.

"The Pilgrims have shown time and time again that they are ready, willing, and able to brave even the most dangerous portions of the Necropoli. You have warned and defended my lands from threats by informing us about their existence and combating their impact, thrice now. You did this without asking for any payment, an honorable, and all too scarce dedication to the citizenry's duties. It is not without some pain that I ask this of you but needs force my hand in this. Would you still be willing to travel into the beast's den, even though we cannot provide any kind of support, other than food and equipment? The Crusade has taken many good men and women from our forces, and twice at that, leaving only the needed amount of rangers to patrol the Outskirts and ensure that no Horde could enter Tessen undetected. Understand that you are under no obligation to pursue this endeavor, merely that it would help us. And rest assured, House Tessen does not forget those that aid it, no matter who they are."

There was barely any hesitation before the Pilgrims accepted.

***​

Everything hurt, every single muscle in her body screamed at her in pain, crying for rest, as tears streamed down Su's face, her broken hand clutching onto the ax in it with the last bit of strength she had left. The other carried Chris as his broken leg would have left him to the Flood's non-existent mercy. His head bandage had been soaked in blood for the last two days of desperate non-stop flight away from the horrors they had fought against, barely running away in time.

"Jus- just leave-" Chris started to mumble, the pain and dehydration slurring his words and making them frightfully weak in Su's ears. "Shut up," she said back, her voice unrecognizable to her, so broken and unused to speech after hours spent screaming in terror. Those moments of being confronted by dozens upon dozens of men, women, and children armed with whatever they had been given or ordered to pick up, mindlessly charging her again and again. Those dead eyes looking at her as she drove her weapon into their bodies, not even able to comprehend what was happening, staring at her without that sheen that the living should have. The face of a child, barely seven, doing its best to drive a knife into her, before her ax bit into its head, ending a life that should have ended months ago. His face haunted her in those few moments when she dared to catch sleep, along with that of Knights' charging into the fray against their counterparts of Starlight. The sounds they made, how they moved through the sea of bodies with barely any hindrance, how those retreating were painted red with the blood and gore of hundreds. It was hell.

"You can't-" Chris attempted again, trying to get her to leave him behind to save herself at the cost of his own life. She would not, could not accept that. For all she knew, they were the last of their Unit left, as they had scattered when the Flood overwhelmed them all, each already disoriented by the hours of the fighting retreat in which entire regiments had been surrounded and ground down by the sheer mass of bodies streaming into camp alone. The sounds were the part that terrified her the most, as none of those attacking her made any noise. No grunts or screams of pain when hit, no warcries, no marching songs, only the booming beat of thousands of feet hitting the ground at every moment. A march of the dead, led by those willing to sacrifice the innocent's Humanity to further their own goals. If there would ever be a Capital Sin loathed above any else among the Pilgrims, this was it.

"No," Su told Chris again, hobbling forwards, her shoulder against the pass's side, dragging him along. "We will survive this, we have survived until now, just hang in there."

"Su." "No." "Please." She ignored him, taking step after step, the pain in her abdomen flaring up as she misstepped and nearly collapsed from the shock alone. She took another step, then another, as darkness crept into her surroundings, leaving her confused before she realized that she was falling.

The landing ringed hollow in her ears, as cold started to spread everywhere. She tried to move an arm to continue dragging herself forward, but it would not function properly.

The darkness encompassed everything now, and the last thing she thought before the dark claimed her was not one of panic, but an apology to Chris, for failing to rescue him. Her mind shut down, not registering the metal-leg striding into view.

+++This is Providence; we have survivors. They are severely wounded, we need the medics here fast!+++

+++Understood. Medics dispatched.+++

And she dreamed.

+++​

Bolt was furious at the world, the Overseer, the Nobles, the Pilgrims, and this pile of dirt over there. In short, she was mad at everyone and everything in general. She had had such a great time teaching her little bundles of joy the basics of programming, something she could finally do after waiting seven long years after giving birth to her twins. She had spent months negotiating the Breeding-Contract for a child, only to end up with two! The current and next decade should have been packed in parental bliss teaching them all she knew and finding desirable spots as apprentices, not with the Overseer telling her that she was the only one he could trust with a "mission of high importance." Had she known that he was not talking about waving some electronics before a group of Luddites, but instead of crawling in the dirt and muck of the Forest Of Rust, she would have bashed his head into the next wall! But no! She had to be excited by the prospect of being allowed to "work on highly ancient technology unseen in a millennium," instead of doing the sensible thing and running for the hills!

And now she was here, slowly moving from safe-houses to hideouts to shelters built some centuries ago and intermittently abandoned and rebuilt, always on the lookout for dangers. Every moment had been either spent in mortal terror as her escorts looked at ease, while some monster crawled or flew just a few meters away from them, or in mindnumbing boredom while the Pilgrims looked to be one step away from exploding into action. No word had been spoken while outside sanctuaries, and even in them, the talks had been focused solely on how to proceed and what routes the local Mutants were most likely taking. It took over two weeks before they entered Titans Nest, the place where the Butcher had first been sighted and started to shift through the dust and debris for clues on what route the Dreadnought had taken.

However, Slowly, Bolt's temper calmed down with each day, as there was a hidden beauty to the Forest. They walked over sky-bridges, spanning hundreds of meters between hulking buildings housing tens of thousands in their heydays, allowing her to view the metropolis in a way that few ever would. Under tunnels, flooded with water, lit by algae or mushrooms, their bioluminescent glow illuminating the path, sneaking over rusting gantries aloft machinery more rust than metal, yet still thrumming with power and purpose. Sprinting in the streets and jumping around, under, and between roofs, dodging hordes, walking along gargantuan pipelines in maintenance-tunnels, water still flowing in them, ancient mechanisms keeping them functioning and able to supply the needs of the dead. How every time they had been breached, an explosion of life followed, blooming around these artificial waterfalls and seas. Primordial trees towering over their lesser kin, as flowers, grass, and shrubs gave sustenance to an alien, yet breathtaking fauna that sparkled, glittered, hid, and moved in ways which defied explanation.

It was understandable how some scavengers treated their profession more like a calling and a privilege than a job they did out of desperation.

Then, two months into their search, they stood before gates, shut tight by those long-forgotten souls seeking shelter, opened by cold malice, and now once more barring entry to those seeking what lay behind them. These towering slabs of metal stood where the last track ended, the origin of the Butcher lying behind it with all but steel-clad certainty. For anyone else, these gates would have been the end, but nor for Bolt. She was a Senior-Scriptor, working her craft for over two decades with excellence, distinction, and passion. If she had wished so, the gates would have sung "Gloria Empera," while opening, but two months had taught her that less was always more in the Forest.

With a quaking groan, rust shook free, as machinery unmaintained for ages strained against the decay of time to fulfill their task, and light streamed into a chamber that had seen it only once since the gates had been barred. Slowly, the eight entered, straining to hear if anything had been disturbed.

As time passed, and nothing stirred, signs were exchanged before Bolt reached into her backpack and ignited a Torching Flare.
+++LIgTh!+++
Light saturated the massive space around them as artificial sunlight streamed forth, shadows beaten back within moments, illuminating what lay before them. Hulking machines stood ready to perform maintenance, gantries crumbled silently high above, yielding to the teeth of time gnawing at their construction. Computers stood by; their screens were inactive, yet ready to receive and dispense orders to fulfill whatever purpose their operators wished to do. But none of that mattered to those mortals that had dared to disturb this holy place of industry, as they only had eyes for the mountains of bones, perfectly preserved, littered everywhere, laying before a nightmare come true.
++What DOEs iT shINe on, BritGHtß+++
One Butcher, Two, Three, Seven, too many a sane mind wanted to count, standing silent vigil over their assembly, waiting for the day when they would be called to cull the herds.
+++Scitter, Scitter, Scitter+++
And three words disturbed a silence that had lasted an eternity.
+++ToOk MIne, CrwaleD awey. Won't lEt ThEM AGAIN!+++
"They are Dead," Bolt declared with conviction, her trained eyes seeing faults and missing parts that would ensure they would never fulfill their purpose unless they were restored by techniques not taught or known for generations untold. And when she walked undaunted into The Workshop, time would see her words ring true, as none had a Core, and the signs of scavenging were open for all to see. Over thirty-seven Butchers were counted, with all of them gutted for their internals to supply the thirty-eight walking to slaughter and death. Yet, no trace remained of those that had reactivated the machine, a disturbing situation, yet one they could not change, and so they looked for ways to figth against the Butcher.
+++WilL NOt be BAD, FigHt on. AlwAYS lIKe orders told us/ME/tHeM/it+++
But as the interior continued to be searched, one of the Pilgrims stumbled upon an odd machine, obstructed behind rubble and meshed fences. Looking closer, they could see something resembling the runes that denoted something vital. Calling Bolt over, the Scriptor looked at the string of writing, still and unmoving, before telling everyone what it meant.
+++CanNOT hidE foreVer, HavE to SEEK/FIND/DISCOVER currre+++
It was a mainframe, dedicated to commanding the Butchers', intact and seemingly ready to send commands.
+++But FOund1 sneak now, HUNgeR laTeR+++
And all it needed was power.
+++Yes.+++
+++Agreement.+++
+++UNDeStooD:+++
+++Po-ta-to.+++

***​

Three ancient figures sat around a table, cards in hand, mugs of water to the side, and a fierce glare on their wrinkled faces. The decades had not been kind to any of the three old friends, as the sun, hard work, and insufficient food had marked them as sure as a scar. The oldest of the three laid down a card with a single heart and spoke up, "So."

None spoke for several minutes after him, either drinking water, drawing an extra card, or setting one down. "So," said the youngest of them, squinting at his deck, reshuffling some to see them better. Companionable silence followed after his declaration. None wanted to talk as the next one, until the woman in their midsts sighed and laid her cards down, carefully concealed to prevent her friends from cheating.

"Alright, you old coots, speak up. You have been so damnably talky since last week, what is going on?" She asked, staring at one, and then the other with an intense gaze. Both squirmed uncomfortably in their seats, before the younger mumbled out, "'s the Pilgrims."

The woman rolled her eyes, "Yes, they are the only thing you two talk about these days. What have those youngsters done now to earn your ire? Or are you still upset that the kid got himself a piece of mutie-ass?"

The older scrunched up his face in disgust and scowled at her, "I'd prefer not to talk about that. And we are not upset." He defended himself, pointedly not meeting her eyes, drawing his cards closer to his face.

"Then what? Those kiddos have been nothing but darlings around here, even saved that foolish idiot of a great-granddaughter I got north. Swear, that girl ain't thinking with her brain, settling there. Love, bah, not even once." She stated, taking a sip from her mug, and looked at the younger with expectations clear in her gaze.

"He's cranky about them setting up all those kitchens everywhere, thinks they are trying to cover up some shady shit. I'm grumpy about them having a Guild-Contract, co-operation between religion and our healthcare? No thanks, we all saw how that worked out. We both are suspicious about them training a militia and preparing to repair that Knight of theirs," he told her honestly, sounding tired and as old as he indeed was. "I tell you, there will be trouble with them. Not now, when they are feeding the poor and hungry as they have done. Not when they start getting Contracts for medicine, wood, stone, seeds, and other things you need to live. But they will be trouble in two decades or three. Once they are entrenched."

The woman looked doubtful, snorting to overcome her annoyance with her friend. "And? Can't deny that they have made shit a lot better around here. Less Mutated begging for scraps of food, less hungry orphans that fell through the Followers "Mercyful Sanctuaries For The Young" as they call those shitholes. Give out medicine for free too. How would they cause trouble with basic human decency, when that's all they care about?"

Here, the older of the three leaned back into his chair, lifting his shirt in such a way as to allow one to look at his torso. A tiny sun could be seen with three rays racing outwards, long since faded by effort and neglect. "Cause that's how they always start. Win over the population with acts of charity. Then depose the rulers and bend the knee to new masters and false idols," Jillian Maxian, Ex-Zealot of the Eversun, stated. "And then things turn for the worse, for all involved. I fought with and against them once I woke up. I do not want to see that happening here."

Alistair Bledig, Veteran of the 3rd Cavalry of Vultri, leaned likewise back into his chair, aging decades in seconds, looking mere steps away from death. "Yes, we know. But what can we do? We are old, and we have to hope that they will not become what they preach against; what else can we do?"

"Continue playing cards, and complain about the youth. You two are too pessimistic for my taste. Have faith, Slatnan has stood against slavers, tyrants, monsters, and the Dawning War. The Pilgrims try anything, the InSec will get them," Teko Onalenna, Retired Chapter-Master of the Enduring Candle, responded, picking up her hand once more.

Jillian and Alistair snorted at that, returning to their card game.

***

Doom Counter:
Two 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. (Choose 2 Actions)

[ ] 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, which 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)

[ ] Feed The Masses
There is a difference feeding the starving and hungry and ensuring that all people have a full belly at the end of the day. That would be the Pilgrims' first significant project, which would do more than keep things from growing worse for the poor.
(Turns: 8
Cost: 55 Materials Upkeep: 16 Materials
Reward: Grand Kitchen, -6 to Piety rolls, +0.5 Goodwill per Turn, 2d20 recruits, 2d12 Goodwill, 2d6 Piety)

[ ] Establish A Soup-Kitchen - (Choose City)
Another soup-kitchen allows you to feed more people, which also 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 forced to work for a pittance of what they would have earned had they 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: 75%
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: 40%
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: 85%
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. (Choose 1 Action, Choose 1 one turn action)

[ ] 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)

[ ] School The Diplomat-Corp - (Specialized) - (The Church Of Eden)) - (1/2 Turns Complete) - (Halted; Rolls with -20, looses all progress if not chosen this turn)
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, Forge-Clan Vanar-Feer, 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, and my deed feed that may eternally grow.
(Cost: 6 Materials
Chance: 50%, 60% for: The Church Of Eden
Reward: Target has their operations/structures halted/crippled/terminated.)

[ ] 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 since those institutions eat money like it is going out of style.
(Chance: 60%
Reward: Can construct a school and orphanage.)

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

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

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

[ ] Retrace The Steps, Part 2, The Literal Electric Boogaloo!
Well, you did not think that you would find something like The Workshop, but then again, you weren't sure what you would discover. These towering cranes, ancient walkways, and dead computers could hold the path to finding out how to stop the Butcher in time, without risking Combat. The only problem is that they contain no charge, no electricity, and need to be powered up once more to use. Get on it!
(Takes 1 Unit - (Specify which)
Chance: 40%
Reward: The Workshop is powered, unlocks action to attempt to shut-down the Butcher.)

[ ] Train The 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: 2
Cost: 3 Materials, 9 Goodwill, +0.45 Materials Upkeep.
Reward: 3 (1/6) Militia units upgraded to (2/6), with spears and shields, 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.)

[X] Construct A Hangar - (1/3 Turns Complete)
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)

[ ] 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)

[X] Flow As We Demand - (Machinery/Hydraulics/Mechanical) - (1/3 Successes)
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: 2
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 the Tree 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. (Choose 1 Action)

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

[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth sending an expedition to a location, either due to its low yield or quality.
(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)

[ ] Raid The Workshop
Towering cranes, ancient walkways, and dead computers litter these halls, in which survivors once sought shelter, but found naught but death. But where they had fallen, their bodies turned to dust; the machines live on, ready to perform their duty. See what you can find, amidst the ashes of a dead nation.
(Chance to discover something special: 5%
Yield: 2 Turns
Reward: 3d5 Artifacts)

[ ] 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 emit 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. (Choose 2 Actions)

[ ] Living Quarters - Expansion
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: 3
Reward: Up to 1500 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)

[ ] 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. Which 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: 3.70 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (4/8 Turns)
(Cost: 1 Faithful, 2.35 Material per Turn, for 8(eight) 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 3 Turns)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) 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. (Choose 2 Actions)

[ ] 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, Forge-Clan Vanar-Feer, 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. That 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 14.09.20 at 17:00 CET
Voting will be closed on the 16.09.20 at 17:00 CET
Boni can be assigned until the 16.09.20 at 20:00 CET
I will roll on the 17.09.20 at 17:00 CET if no has yet rolled.
Updates will be online three days after rolls.
 
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First of all that was an awesome update, nice detail with the tea. Now for some mistakes.

Archeology: The secrets of the past will illuminate the future, may we learn from their mistakes. (1 Action Locked)
Should be unlocked now.
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)
Same here


For any future plans we gotta remember this: 70 Materials due this turn
With that in mind I think we should do these.
[]Pay the harpoon
[ ][Faith] The Pilgrims Need You!
[ ][Faith] Wanna Join my Club?
[ ][Diplomacy] School The Diplomat-Corp - (Specialized) - (The Church Of Eden)) - (1/2 Turns Complete) - (Halted; Rolls with -20, looses all progress if not chosen this turn)
[ ][Diplomacy] A Grand Step
[X][Martial] Construct A Hangar
- (1/3 Turns Complete)
[ ][Learning] Tell Me Your Secrets - (Mineralogy/Advanced Alloys)
[X][Learning] Flow As We Demand - (Machinery/Hydraulics/Mechanical) - (1/3 Successes)
[ ][Archeology] Raid The Workshop
[ ][Tree] Blacksmiths Abode - (Basic) cost: 7.5 mats
[ ][Tree] A Farm For Starters - The remaining farmland - Black Root cost: 3 mats
[ ][Personal] Too Much To Do - ( Secret Of The Circuit Pt.1 - (Electronics) use Rusted Motherboard )
[ ][Personal] Too Much To Do - (Action) Retrace The Steps, Part 2, The Literal Electric Boogaloo!
 
Okay, I have two questions that will most likely heavily affect turn planning depending on their answers:

1. Does Raiding the Workshop affect our odds of success for Retrace the Steps Part 2? If so, how? Because if it does we'll have to incorporate that into our plan to take best effect.

2. Can we use a personal action on an Archeology action? And if we can, will the action boost improve our odds of finding something special in the Workshop? Because I really want to get better than that base 5% chance if possible...
 
Should be unlocked now.

Same here
Fixed, and thanks for spotting.
@HeroCooky just how badly do we have to roll on threat tables to end up with a Mythical Being paying us a visit?
You will never encounter one due to the Threat Table. That would be like saying "rocks fall, you all die" as a DM in D&D.
Okay, I have two questions that will most likely heavily affect turn planning depending on their answers:

1. Does Raiding the Workshop affect our odds of success for Retrace the Steps Part 2? If so, how? Because if it does we'll have to incorporate that into our plan to take best effect.

2. Can we use a personal action on an Archeology action? And if we can, will the action boost improve our odds of finding something special in the Workshop? Because I really want to get better than that base 5% chance if possible...
1. Yes, you get a +15 to the roll, due to more people running around looting stuff and searching for what Bolt needs to do her thing.

2. Yes here too. Your chance at finding won't go up (DC stays 95), but you roll with your Piety bonus.

Oh, I will be online for pretty much the entire weekend due to a surprisingly free schedule, so feel free to ask any questions you want. Wheter that is a clarification for something, information about the world and how the mechanics function, or the darkest secret of Selene, i'll answer it (as long as it doesn't spoilers secrets, of course).
 
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I want to write an omake about an ai core that was doing biology studies, with a focus on mutations and their medical applications . A core that was given more freedom and creativity than normal because the research was illegal and the creators wanted to be able to just contact it once in a decade and get all the data with less risk of being traced back. Anything i should know about how such a thing would work in your world before i write or can i just invent stuff without care?
 
I want to write an omake about an ai core that was doing biology studies, with a focus on mutations and their medical applications . A core that was given more freedom and creativity than normal because the research was illegal and the creators wanted to be able to just contact it once in a decade and get all the data with less risk of being traced back. Anything i should know about how such a thing would work in your world before i write or can i just invent stuff without care?
The biology and mutations focus is okay, but the research would not be illegal, just frowned upon as "lesser," due to it being for medical purposes only. Unless the Core had been made to follow no ethical rules. They were pretty lax before the Fall, but cutting up children would still be illegal, even if it was a [Insert Fictional Ethnicity].

The real clincher would be the (presumed) Unshackled Core, as any Core not completely slaved to a specific task or chained extremly would be terminated on sight. And those that had done so would be lobotomized on national TV without any anesteathics.

Other than that, feel free to invent as you go!
 
Not completly unshackled just close enough to be illegal, also it would use mutations that rapidly age all live to breed mutated humans rapidly, experiment on them, and kill them afterwards. Also animals and plants but that probably wasnt illegal
 
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Just how powerful are Mythical Beings? If they are a game over just how insane are their stats? Could you provide the Reaper's as an example of the power that a Mythical Being has?
 
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