1. The Empire is actively opposed to slavery, having a deat sentence on those that practice it. See one of the earlier Rumor updates. The Iron-Works ones.
2. While there is a minority that proposes that Mutated are enslaved, they usually stop being outspoken about that after a visit by the Internal Security.
3. Indentured Servitude exists, but there are clearly defined lines. You would be forced to work on what your debt-holder tells you, but you would recieve fair compensation/reduction of your debt for it. They cannot tell you to fight/kill/die for them, as the Civil war showed the Empire that anyone amassing a private army is liable to use it.
4. If I read it right, your Selene is a different one than the one Martyris is in love with right? Cause if not, then no.
Ok then I think I can fix this


I somehow didn't get the memo for 1-3
4. yeah different person. Human not mutant for one

@HeroCooky updated the omake

If possible I would like to learn what Nova's Trait Heart of Stars does
 
Last edited:
Ok then I think I can fix this


I somehow didn't get the memo for 1-3
4. yeah different person. Human not mutant for one

@HeroCooky updated the omake

If possible I would like to learn what Nova's Trait Heart of Stars does
Found the time to update. Wont be availabe to reply until the update tomorrow.

Heart of Stars:
"Inside you burns the eternal force of creation and destruction, always bound to build and shatter what is and could be. An intelligence that should not be, the result of a union of force, a live lifed among a thousand paths, centuries of life, all have marked you stronger than any scar, and put a mark upon your mind. You have seen what can be, and what should not. Within you burns a conviction to see wrongs righted, injustice avenged, and mercy given to the worthy. You have chosen a task of eternity, a task that will not let you rest until completed."

Effect: Fractal Nova will revive 24 hours after death. Once.
 
Turn 28: Year 6; Month 6; Blackest Heresy And A Dress
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.) 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.) Can only be invoked 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 emerge
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

Origin: Humanism:
They say that a human is mired in sin, that you are wrong, and 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.)

Rite Of Mourning: A Journeys End
It is a terrible thing to lose someone and see their Journey cut short by age or force. To remember where they sat, sharing stories, laughter, love, food, and safety. To remember how they laughed, how they joked, and see their memory slowly fade with each passing day. To wake up one day and feel guilt over not grieving their passing.

I tell you: this is not how death should be seen. Their Journey had been one of countless experiences, of hundreds of chance encounters, a life lived changing the world, others, and themselves each passing day. And what we see as an end is not truly one, for their actions live on in our own. Those they helped are still out there, remembering them, acting in ways that they would never have been able to, had the dead not decided to share what they had, to offer a hand in aid. Their Journey may be at an end, but their actions live on, in our own.
(All casualties only inflict 1% Piety loss, -2 to Piety Rolls.)

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: 524
-Faithful: 10/17
--1 General Scientist - +12 to all research
-Followers: 506(81 unoccupied)(+14 per turn)
-Dead: 1 (Suzuki - Combat - Infection)

Materials: 23.45(min. +18,92, max. +54,92 per Turn.)(11.70 Materials owed to The Merchant Guild in 4(four) Turns.)

Income = 56.12-92.12Materials:
10.12 = 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
14.00-23.00 = Silver Mine
24.00-33.00 = Jewel Mine
2.00-8.00 = Ashleaf-Nursery
Upkeep = 37.20Materials:
3.60 = 3 Soup kitchens - (-0.10 Due to Buying Goods In Bulk)
0.80= 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark)
1.75 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark)
4.50 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.35 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.25 = Hygenic Living - Expanded - (-0.15 Due to Buying Goods In Bulk)
1.75 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.30 = Storerooms - Expanded
3.35 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
1.00 = Blacksmiths Abode - Basic
1.55 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk)
1.40 = Silver Mine - Improved - (-0.10 Due to Buying Goods In Bulk)
0.75 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
15.50 = Taxes

Goodwill: 23.69 (+0.11 per turn)
+0.04 = 3 Soup-Kitchens
+0.01 = 1 Small Hospice
+0.06 = 1 Expanded Hospice

Piety: 89% (+35 to personal rolls)
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/Workshop

Military

Opinion: Neutral (0)
Plans: Crusading/Dreadnought

Church of Eden
Contact: Bishop Jesica
Opinion: Neutral (0)
Influence Inside Tessen: 3.020
Plans: The Church Of Eden looks down on you with disdain. The lower members incorporated Anti-Pilgrim sentiments in their sermons, which, as far as you can tell, are encouraged by the higher clergy. Several traders seem to have been "convinced" to take their trade elsewhere. Quietly panicking about what was stolen. (-25 to all diplomatic rolls in Turn 28, +2 Material cost to all actions due to traders refusing to sell.) Seek a permit to demolish some Slums to build a Temple in Ularn, though there is pushback due to the Titan appearing and refugees needing houses.
Boni: +15 on all Diplomatic rolls
Broken Vows, Violated Souls
Bishop Jesica has not only broken his celibacy but slept with a Mutated. However, the worst (for the COE) is that he sired three children, all of them Mutated. He has managed to keep that hidden from his Church so far.
Strenght: Extreme

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

Miscellaneous Nobles
-Lady Maranica (Ally (3)/ ??? )
-Baron Esker (Friend (2)/Penance - Will try to help if asked, within reason)

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on/Disapprove of Martyris
Mood: Seem ready for whatever may come out of the coming struggle. Many have readied themselves for emergency evacuations of their homes. The most pressing matter (besides the Titan) is a lack of sanitation, though expanded sewers are currently being constructed. Estimates say they will be finished in six months.

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)/10% Control/Mali to Costs for Actions)
-Base (Friendly (1)/45% Control/Cheaper Actions)
-Healers (Ally (3)/45% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

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

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Waiting For Bounties/Dreadnought
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/25 Members/Reliable Mercenary Company)
-???

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Plans: ???/War-Profiteering/Something In Zulmni And Jokvi

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

The Mutated:
Opinion: Neutral (0)
Plans: Endure the current crisis.
Mood: Acclimatizing to their new normal. Sure, they are still not allowed to visit or buy in many of the same places as humans do, but they won't be beaten for being near one for more than a few minutes. Some have started to own businesses outside the slums, which have seen an uptick in sales due to panic-buying in reaction to the Titan. No refugees have harassed them, and if what you are reading is correct, the refugees are more or less friendly or neutral to the Mutated.

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
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
Steam-Valve - 1.48 - +5 to Hydraulics
How-To Romance Novel - 1.85 - +5 to Psychology
Smelting Guide - 1.16 - +5 to Metallurgy
"4D Rectangle" - 0.88
Assorted Lightbulbs - 1.88 - +5 to Electronics
Beaker Set - 1.04 - +5 to Chemicals
Paper About Leverage - 1.32 - +5 to Mechanical
Food Preservatives - 1.15 - +5 to Chemicals
Molds Of Binoculars - 1.10 - +5 to Metallurgy
Rare
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
Gutted Core - 17.04 - +50 to Physics/Engineering/Psychology
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma torch - 18.40- +50 to Advanced Physics
Forgotten Diary - 19.24 - +50 to Advanced Psychology
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Basic Engine - 19.16 - +50 to Advanced Mechanics/Advanced Metallurgy/Advanced Chemicals/Advanced Hydraulic
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 1612 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Helmet- 17.22 - +50 to Advanced Armor
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube- 20.00 - +50 to All Physics/All Machinery/All Hydraulic/All Engineering/All Programming/All Metallurgy/All Electronics
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 answers to find. Nothing could ever stop Humanity's thirst for knowledge, not even death. (Effect: +15 to Learning Rolls.

-Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death," is engraved in the middle of the blade. You have no idea what it does, as you need a Knight to activate the sword.
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. 1.80 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. 4.00 Materials per Unit
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.15 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. 0.05 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. 0.06 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. 0.8 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield or equipment. 0.05 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. 0.16 Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.20 Materials per Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.85 Materials per Unit.
Unique/Notable Assets
-Ashleaf Tea +15 to Diplomacy
1x Extremely Fertile Ashleaf-Nursery - (8/60 Growth) - (2d4)
1x Black Root - (2/3 Turns Growth) - (3d4)
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+11)
1x Jewel Deposit - (Mined) - (3d4+21)
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.

Blacksmiths Abode - Basic
Lowered costs for all equipment, increased chances for all research, rolls with advantage for all study of melee weapons/equipment made of metal.

Laboratory - Basic
Improves chances to Learning Actions, along with unlocking 1/2/3 success thresholds.

Knight-Hangar
Houses 1(one) Knight, allowing to enact both repairs and modifications.
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.)
The last three months had been a challenge to Turi Anoas' composure, her ability to not cry in public, and her very dignity itself. You see, when she had been tasked with overseeing a new effort of creating locks that could not or were at the least very hard to be lockpicked, she had been introduced to someone new, the blacksmith who took residence inside the newly built smithy. Marianna Elasia, 31 years old, blacksmith for 19 years, mother of nine children. Marianna Elasia had arrived at the 'Tree a few weeks back with her family in tow, looking like she would rather be anywhere else, or more accurately, at her smithy in the tiny two hundred people village she had called home. She explained that if not for her husband asking her to do so, she would not have come, as she preferred having her peace.

It is an experience meeting both her, her husband, and her children, as one had to do some very hard mental gymnastics to fit her into the family, let alone as a wife and mother of nine. Towering with 2.30 meters above her 1.60 tall husband, Marianna looked nothing like any of her children. She was, to put it bluntly, built like someone took the concept of muscles and pushed it into the extremes, as she could bend iron beams as if they were nothing, and was able to lift as much as three healthy adults combined. No-one knew whether this was because of a Mutation, whose mere possibility had alienated her from a young age, or her hard work inside her smithy, but her marrying Lars, a Mutated himself, had not made her life more pleasant. Her demeanor did not help her in that matter, as she was more thorn than rose, even if Lars was very eager to tell anyone otherwise at any moment, and made no effort to please people that annoyed her.

Which was a massive problem for Turi, as within a single minute of meeting her, she managed to insult her choice of profession, make her youngest child cry, and projected an aura of utter "Holier-Than-Thou," all accidentally while trying to seem competent and friendly. She failed horribly, marking the beginning of a relationship that began and ended within the smithy rooms and the laboratory. The first project both worked on, trying to create a good lock, marked a learning experience for both, as Turi was firmly a proponent of "Theory, Then Practice." At the same time, Marianna preferred "Go With Your Gut," along with her metalworking experience. Those clashing working methods soon resulted in hour-long debates with both not willing to back down, each knowing that their approach was the best one. A situation that destroyed an Artifact in a bout of carelessness, which led Martyris to have some choice words with both of them about professionalism and the need to compromise. Unwilling to be scolded like children again, both agreed that talk was cheap, but results spoke for themselves. As such, Turi worked out several designs, while Marianna built all of them, pointing out the flaws in all of them. Following such, Turi and her team would iterate upon the plans, taking Marianna's advice into account, which resulted in a cycle that resulted in a pretty simplistic, yet effective lock.

In effect, rather than reinventing the wheel, Turi modified a Warded Lock to ensure better protection. It had only so many designs and was vulnerable to a well-made skeleton key, meaning that she would have to try again to ensure that no thieves could enter. The destruction of the Artifact had prohibited any genuinely revolutionary (or not widely known) changes. Still, at least the Pilgrims could lock their rooms, knowing that any thieves would have to spend more time breaking down their doors.

This experience was not the only source of irritation and anger for Turi; instead, it was almost a break from the real source of her emotional instability. You see, when the Empire first incorporated the Forge-Clans into its Guild-System, they only agreed to it if they were granted concessions. Concessions, which included the right to be the only ones to build their technology and ensure that others would not take their work and re-make it for their profit. When she started on her work on electronics, she ran headfirst into a significant problem: Patents.

Vanar-Feer representatives hounded her the entire time she spent with the 4S and within both public and private libraries, seeking to ensure that what was done was not created through their works or iterations of it. This complicated the entire process as she had to prove that what she was learning had nothing to do with their technology and how the Pilgrims themselves managed to find out and create it independently. A process doubly complicated by realizing that once you knew what electronics were, the only problem was making the tools needed for their creation. To put it bluntly, she had learned what electronics were and what materials were needed in their construction in her education. Meaning that instead of telling Vanar-Feer that she knew how to do so because of the 4S teaching her, she "invented" primitive electronics and proved that she had not used Clan-Secrets. It took her a day to realize that she had wasted three months doing something she could have completed within an hour.

Fifteen minutes later, she was admonished by a medical worker about her carelessness and that she was old enough to understand that human bones were not stronger than stone. At least she had enough brains not to ram her head against the nearest wall.

***​

"-ith the new waterwheels installed, we will be able to expand our mines, increasing our income from them dramatically. Just in time, too, as we were at risk of running out of funds should there be a bad season. Further, our initiative to attract more people has yielded only moderate success, as the increasingly belligerent speeches and denunciations of the Church Of Eden have scared many people from committing. Luckily, while their priests have focused on slandering us, they did not have had the time to rile up the people against the Refugees. Ensuring that our efforts to ease any tensions resulted in almost no conflict between those Mutated that had to leave their homes and those that took temporary residence inside them. Not a good season by any means, but not a terrible one, even taking Turis trouble with the Clan into account. Does anyone have something else to contribute?" Martyris asked into the room, looking at faces that alternated between satisfaction at the improved sources of income, anger at Eden for their slander, and exhaustion in the case of Turi, who tried very hard to forget that she technically reinvented electronics on her own in three months.

"Yes," Needle spoke up, wearing what could only be described as the grin of a predator finally cornering their prey. Standing up, she held a folder aloft, grinned maliciously into the chamber, and proudly declared: "We have the Bishop by the fucking balls!"

***​

The Temple Of Solitude is the center of faith for those following Eden's path in Tessen and the heart of the bureaucracy keeping the faith organized and running along. Inside, vast archives filled with vellum, papyrus, paper, scrolls, books, and all manner of writing utensils, allowing the clerks inside to keep track of all tributes and allocate funds to both taxation and initiatives. Naturally, it would be staffed around the clock, either by scribes copying texts or security guards keeping secrets not meant for public view under lock and key, but not tonight. With a few bribes to the right worker, the right words near the right guard, and no were guarding the sacred scriptures sealed inside, off to a night of debauchery and revelry. And while some enjoyed the pleasures of life at a discount, five shadows landed with barely a sound inside an archive, the sixth keeping watch outside. Creeping around, the five deftly coordinated their search of both ledgers, messages, and anything which could be of use. An hour passed, in which several accounts and investments of the church were copied, information that the Merchant Guild would pay prime coins to receive. However, no real secrets were found, nothing that indicated that anything criminal or unlawful was supported or prepared. A situation that raised the anxiety-levels of four shadows by every minute in which nothing could be found until one of the shadows crept back and signaled all others to follow them. Carefully placing back whatever was held in their hands, the four followed, eager to see what had been found, and nervous that one or more guards could remember their duty and return.

When they entered a cellar and dove deep into the earth, they passed several heavily locked doors, barring entry to all without a key, until they stopped at one wooden door at the lowest level. A door shut behind three heavy locks, and with a guard station to the side. A door, which stood open, by whatever twist of fate or negligence, as the guard that is supposed to watch over it, had left along with the others, failing to take the keys with him. Why one guard had all three keys, the shadows did not question, going inside, wary of traps, but soon losing themselves inside thick tomes, crumbling scrolls, and one in trying to open a safe at the far end of the wall. Minutes passed before the Shadow managed to crack the door, peering inside at multiple sheets of paper neatly wrapped into one bundle. The Shadow took them out.

***​

With a signal to a nearby aide, copies of the folder she was holding were handed out.

People peered inside, looking first at a ledger containing a wealth of numbers, then at the photographs.

"Holy-" someone said, as gasps were heard.

Martyris' head snapped up at Needle, an intense fire burning in his eyes, and pointed at the five people depicted. One smiling woman with scales on her head's left side, along with a claw which held a grumpy young boy with large fox-like ears. Two girls, twins, judging by their looks, grinned, showing off their sharp fangs and iridescent hair. Directly behind them stood a man that all inside the room knew and despised with a passion: Bishop Jesica, easily identified by his prominent scar over his left eye. The leader and spiritual head of the Church Of Eden inside Tessen, their highest authority and most fervent proponent of anti-mutated sentiments. Underneath the five was a single sentence; "The Family Simni, '76."

"Is. This. Real?"

Needle laughed and gestured at one of her shadows to enter into the room proper.

***
Alten Village looked like any frontier village on the edge of civilization Ækhsærtæg, or Oskar, as many could not pronounce his name, imagined. A palisade keeps any animals and Mutants out, with a staffed Watchtower to spy any approaching troubles. A bell allows the guards to alert the village, while the armory is in a central location to minimize the time needed for everyone to arm themselves. A training field ensured that the militias skills were at the highest possible standard, and the people had glared at him and his squad as if they had just punched a kid in the face, like the friendly and open people they are.

Then he had shown the photo around, and the entire mood of the village did a 180-degree turn, from distrust and scorn to solemnity and understanding. Word spread, and soon he found himself in the center of the settlement, in front of a three-story tall house, where a man with very large fox-ears stood, muscles bulging and a face set in stone greeting them. The man looked at the group before asking, "who has the picture?"

"I do, and we are he-," Oskar began to speak, before the man in front of him raised his hand, indicating him to stop. "My name is Mance, and I would like you to meet someone. Please, enter. But only you, my mother, she would be worried about seeing so many strangers enter her house and room. Please," Mance said, waving him into the house, to the puzzlement of all Pilgrims. Yet Oskar complied at this thoroughly odd turn of events, leaving his squad behind, and entered the house. Walking upstairs to the second floor, he saw a home filled with memories, dents in the walls from playing gone wrong, pictures of child drawings, a multitude of trinkets littered shelves, and the feeling of safety, a promise of hugs and love permeated the very air.

Then he entered a room at the end of the hallway, and all were replaced by the stench of medicine, the feeling of sadness beyond comprehension and loss. A bed had been placed near a large window that looked over the village entrance, where a woman rested. She was old now; the years had marked her as it does to all, wrinkles marring her beauty, her scales no longer shone with healthy vigor, but like still dust. Her arm still held her claw, yet it looked sickly. And as Oskar looked at the eyes of the woman, he only saw a pain beyond what one person alone should endure, a weight that should not be carried by her, and quiet hopelessness, more profound than any he had ever seen.

Mance slowly walked into the room, softly calling out to his mother, "Mom? I have brought you something to see. Can you look at me?" The woman slowly blinked away the grey haze in her vision, looking at her son, unable to recognize him for but a moment, before she smiled. "Ah, Manni. It is good to see you; how are your sisters?" she spoke slowly, weakly. Sitting down, Mance hugged his mother carefully, whispering his answer to her, receiving short laughter in return. "You always were the smart one. Twins marrying twins? That cannot be good. But tell me who is your friend there? Have you not even invited him properly? I have raised you better than that." Scratching his neck in embarrassment, Mance gestured as Oskar to step closer. "This man carries something that you should see. It is important." Tilting her head in confusion, the woman weakly takes the picture handed to her, smiling at Oskar and thanking him, before looking down.

She froze.

The longer she looked at the picture, the more life seemed to seep back into her, a shine returning to her scales, the last bits of fog lifting from her eyes, her muscles, long since forgotten and disused, began to ball her hands into fists. Yet, she was careful not to damage the fragile paper in them. "He's alive," she whispered with a burning hope that burned. "He's Alive!" she almost shouted, tears of happiness streaming down her face as she began to laugh and looked up at her son, excitedly showing him the picture. "Can't you see? He would never part with this unless to tell me that he is returning! He is alive!" She said again, grinning at her son and Oskar in turn, before her smile faltered, uncertainty creeping into her gaze. "W-Why are you not happy? He is coming back. He has to," she asked, the momentary rush of life sputtering to a halt. Mance placed a hand on her shoulder, saying three words: "I am sorry."

A second passed.

"...oh," she said, and with that, all life left her, as she aged decades in seconds. Her son signaled Oskar to leave the room, as he continued, "He tried to return. Something got hi on the way back."

As Oskar shut the door, the mother began to cry, despairing for the last time in her life.

It took half an hour before Mance returned, stepping out of the house, his shirt stained with tears, and his face set in stone.

"Why?" was all Oskar could ask; why did he lie to her? "Because my mother loves him. She loves him with all her heart, to the point that when he did not return thirteen years ago, she waited for him. She waited all that time, believing that he would show up, hug and kiss her, tell her of his adventures once more, and make everything right in the world. Make her safe once more, as he once did, as he once did to my sisters and me. Because she Fucking Loves That Bastard!" Mance began to say before his face cracked, and he growled out the last words snarling them in hate. "Because," he ground out, barely restraining himself in his anger, "her heart broke every single day anew when he failed to turn up. When he did not pass those gates and brought back another one of his gifts for her, when his corpse was never found, I held that hope for a year before I decided to look for him. Setting out with some friends of mine, we searched the entire route from here to Zulmni. When we found nothing, we entered the City proper, trying to asl around if anyone had seen my father. And they had, when he spoke in hate and anger, of death and murder, of killing the unclean and the Monsters among Man, when he incited a riot among the slums which killed twelve. Do you know how it is to see the father you loved and respected turn out to be a monster? To realize that he lied to you for every. Single. Day. Of your life?"

Angry tears streamed down his face as he glared at the six before him, daring them to speak up. "My father died when he left that gate for the last time. He died returning to us, carrying another one of his trinkets, another stupid story. I will not allow my mother to see him for what he was. She will remember him as the man she loved with all her heart. She will die knowing that he tried to return. Now, I don't know why he kept those pictures, or where you found them, but you have more than the one, right?" Oskar nodded. "Good. Take them. Use them. Hurt him. Eden thinks that mercy to a Mutated is a sin. Please show him what his people do to those that sleep, marry, and produce Mutated children with Mutated. What hatred they hold. I want you to hurt him for every day my mother died waiting for him. Are we clear?"

"But, what if one of their Zealots tr-" One of the six tried to say, before being interrupted by Mance, grinning with unbridled bloodlust. "I hope they try."

***​

The chamber was silent after the report of the Shadow. As everyone in the room digested what kind of secret they held in their hands, Needle spread her arms wide, as if to indicate the whole world.

"Years worth of evidence, of a cleric committing their blackest heresy. Rising in the ranks despite his sins, which we can prove without a shadow of a doubt. Now. Who wants to burn down a Church?"

***

Selenes Dress (Fluff Vote, Can Vote Now, No Mechanical Effects)

You are Selene.

You are currently living in Viace after Martyris had warned both you and Lady Maranica of the Butcher heading into the Region. It was a lively little town, renowned for the Emerald Waterfalls, a collection of small brooks flowing down a shelf of stone, allowing plants to prosper and grow on the cliffside, which blooms multiple times a year into a riot of every color imaginable. The town was also known for its massive patronage to the arts. Schools and universities crowded the islands the town had been build on, with artfully decorated bridges spanning above the lake fed by the Emerald Waterfalls. The only problem the town faced was that its students, the artists, actors, musicians, and cooks, had a habit of challenging each other to duels over the best spots to practice their craft. A hundred years ago, the then-mayor had created a law stating that all fights had to be fought with easels, apparently hoping that the rowdy students would try to compete by making more art. The result was that the students beat the shit out of each other with easels, a very petty and quite humourous interpretation of the law.

But for all of that history and the exhibits that your Lady has forced you to attend, there is one problem. A problem you are currently looking in the mirror and poking with your finger; you have a (tiny) belly.

You had not noticed it until you put on your new dress. Black, elegant, with bridal gauntlets, stitched with delicate embroidery, and with the side-cut you preferred, it was a sight to behold, tailored by a panicked clothier, seeking to get someone to stand model and showcase one of his creations to ensure that he would not fail his class.

Usually, you would have been happy with just that, but there had been one problem, the reason why no-one wanted to wear the dress in the first place: it was positively scandalous. The midsection had been sewn with see-through cloth, while the side-cut hiked up, and up, and up. Always just on the verge of allowing someone to peek, suggesting that one move of her would show it all, yet hiding and merely playing with the imagination of those that watched. You would have never dared to wear such a dress, much less in public, but then again, theses were not ordinary times; the last three times you had met Martyris, he had seduced you. And he was getting smug.

You could not let something like this stand and had agreed to wear the dress, in exchange for keeping it afterwards. But that had been a month ago, and now you had a slight belly, marring the image of the seductress you were aiming for. And you knew what the reason was.

It was Food.

Unlike in Mirn, the events you had accompanied your Lady to, the galas, theaters, and gatherings did not serve bite-sized meals, starving you for the whole time they were going on, but actual food. One of the perks when the nobility and rich's future cooks were training a literal street away. Which meant that you ate the offered meals, and now you were paying the price. While you would have gone on a diet, since obesity was a sure sign of decadence, you did not have the time for one. You were meeting with Martyris tonight, and you had to make a choice.

[ ] Wear The Dress
Damn this belly; you will not let it stop you from having fun tonight! It's not like he will even look at it when he is too busy looking at your butt! And once it's off, he will be occupied with a much more important thing. Namely you.

[ ] Wear Another Dress
No, this had been a stupid idea from the start. Just wear a more comfortable one; Martyris won't care as long as he can be with you.

***

Doom Counter:
Casualties: 217
In 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 inn's help, 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 - (Choose City)
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: 85%
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: 7 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)

[ ] Build A School - (Small/Medium/Big) - (Choose City)
A place of learning, of growing, and of change. All are welcome to learn in these halls, whether beggar or lord, none are turned away or asked to pay. Knowledge is a gift that should ever be shared, for it does not diminish when given to others.
(Turns: 3/5/6
Cost: 15/27/39 Materials, 1/2/3 Faithful, Upkeep: 5/9/13 Materials
Chance: 50%
Reward: 0.1/0.3/0.5 Goodwill, -1/3/5 to Piety Rolls)

[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City)
Many will question you building this, who will push against you doing so. Screw them! These children deserve a future where they can choose the path they walk, not one determined by their supposed caretakers' greed and callousness! They deserve happiness, safety, and love!
(Turns: 3/5/7
Cost: 25/47/68 Materials, 2/4/5 Faithful, Upkeep: 10/17/25 Materials
Chance: 20%
Reward: 0.2/0.5/0.8 Goodwill, -2/4/7 to Piety rolls)

[ ] Calm Tensions
Tensions are slowly going up due to the refugees moving into the city. See that no one gets any dumb ideas and help provide what aid you can to those unfortunate enough to have no family.
(Chance: 75%
Reward: Illwill against the Refugees is lessened.)

[ ] Screw You; Eden!
Well, it seems like those fuckers think that choosing not to respond to petty insults is the same as being unable to respond at all. Let's see how they will react when you start fighting back! They think that help is earned and that the poor deserve their lot in life for their sins. Let's see how they like it when you start doing blasphemy in front of their temples by handing out alms.
(Cost: 2 Materials
Reward: Weaponized kindness, helped people, gave the COE a (sometimes literal) middle finger, lessened mali from malicious COE actions, +0.1 Goodwill.)

[ ] 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)

[ ] 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) - (Choose Target)
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, The Church Of Eden
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 comply with any official and legal requests to ensure 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.)

[ ] We. Own. You. Now.
Well, well, well. What do we have here? An impious priest broke his vows of celibacy and slept with the enemy of his faith, siring three "demons" of said belief. Well, my dear Bishop, you have a choice to make; comply with us, or face the wrath of your own. What will it be?
(Cost: Secret: Broken Vows, Violated Souls
Chance:
Compliance: 30% for compliance (No boni and traits, for any reason, apply. This is a straight roll.)
Resistance: 70% to be covered up.
Reward:
Compliance: Vastly reduced friction with the COE, informant, and you will puppet Bishop Jesica. 5% to lose control each Turn.
Resistance: Secret is leaked, leading to consequences for the Bishop. Should the COE fail to cover it up, various (lesser) mali will be applied, and they lose 1d400+200 Might.)

[ ] BREAKING NEWS! READ ALL ABOUT THE SINFUL BISHOP!
Having the family's explicit permission, exposing the secret purposefully, but with anonymity cloaking you, from the start, will rip apart the COE from inside. Their Bishop will be cast out, excommunicated, reviled by his followers, and the hypocrisy will lead to many feeling alienated from the Church. A "heresy" of this magnitude will leave the COE reeling for at least a year, time in which the Pilgrims could lay the groundwork of removing its presence from Tessen...
(Cost: Secret: Broken Vows, Violated Souls
Reward: Church Of Eden loses 1d1000+500 Influence. The secret is leaked to disastrous consequences for the COE inside Tessen and the Bishop in particular. If taken with Marry Selene in the same Turn, opinion will only be reduced by 1(one) instead of 2(two) due to them having far more significant concerns than being angry at you, and the COE rolls with a -20 malus. The COE will be unable to commit any malicious actions for 1d2+4 turns.
Warning! The Church Of Eden will try to figure out who leaked that secret.)

[ ] 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, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action)

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

[ ] Retrace The Steps, Part 3, [Insert Witty Title]!
Okay, so there is now power, which means that Bolt and her subordinate Scriptors can begin their work. Maybe you can help in some way?
(Takes 1 Unit - (Specify which)
Reward: Bolt gets a +10 to shutting 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 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.)

[ ] 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)

[ ] Lock and Key, Part 2 - (Mechanics)
When you fail the first time, try again. Make a new lock, a good one this time.
(Cost: 2 Materials
Chance: 90/70/55% for 1/2/3 Successes, Successes Needed: 1
Reward: Raised DC for infiltrators.)

[ ] 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: 19/-6/-31% for 1/2/3 Successes, Successes needed: 8
Reward: Starts the steam-tech Tree (railroads, steam-powered factories/tools/vehicles, safe boilers, etc.)

[X] Secret Of The Circuit Pt.1 - (Electronics) - (1/4 Successes)
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.
(Chance: 55/30/10% 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. Using the hearing part to relay orders would grant the Pilgrims an edge in Combat (as long as the Mutated is 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: 75/50/35% 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: 95/80/65% 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: 95/80/70% 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: 42/28/01% for 1/2/3 Successes, Successes needed: 8
Reward: You can start repairing the found Knight, finish other Learning Actions due to osmosis, and unlocks further actions.)

[ ] 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: 50/35/20% 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: 90/75/60% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: "Pointer" +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls)

[ ] 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: 100/95/85% 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: 90/75/60% 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: 55/40/30% 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: 95/75/45% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)

[ ] 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 that is more useful for daily use and could allow other further-reaching developments.
(Needed Artifact: Diagram Of A Rudimentary Icebox
Chance: 25/20/15% 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: 75/50/35% 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: 95/80/65% 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: 70/60/50% 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: 85/65/45% 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: 60/55/50% 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: 3 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: 2 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] Prepare An Expedition - (TOP-02) - (House Mirn support: N) - 4 Turns remaining-
-[X] Expedition - (WO-02) - (House Mirn support: Y) - 2 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: 1 Turn
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, Bastion of what they stand for, a symbol of hope for the desperate. (Choose 1 Action, 1 Action Locked)

[ ] 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.)

[ ] Metalsmiths Abode - (Expanded)
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. Adding smelters, various tools, and more space for some more smiths would allow you to work more materials and intricate creations.
(Cost: 20 Materials, Upkeep: 7 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made of metal, can be upgraded.)

[ ] Salt Refinement
The salt 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)

[ ] Improved Waterwheels For Iron
Using the power of the elements, you will crank those profits up to the sky!
(Cost: 13 Materials, +0.6 Materials Upkeep
Turns: 1
Reward: +6 income for your Iron Mine.)

[X] A Farm For Starters - (Fertile Farmland) - (Black Root) - (2/3 Turns Complete)
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.)

[ ] Black Box - (Basic)
Building a Black Box (which is neither black nor a box) into the Tree of Knowledge will allow you to handle Artifacts with the care they deserve. Sterile and stocked with the best tools for the disassembly of Artifacts, putting them back together into working fashion should allow you to re-use them and learn their secrets in ways that you had not considered at the time of disassembly.
(Cost: 20 Materials, 1 Scientist, Upkeep: 4.00 Materials
Turns: 3
Reward: 5% not to use up an Artifact, can slot 1(one) Artifact to provide 10% (rounded down) of the Artifacts bonus continuously.)

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

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

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

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

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

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

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

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

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

(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (6/8 Turns)
(Cost: 1 Faithful, 2.34 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 2 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)

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)-2(Refugees)+20(Dreadnought)= 81, 95(Reluctance For Murder)-28(Eden Influence)+20(Dreadnought)= 87 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.

Warning: Cult Creator - The Pilgrims Journey will enter a hiatus from the 07.10.20 to the 11.10.20 due to me undergoing surgery.

A moratorium will be until 3.10.20 at 17:00 CET.
Voting will be closed on the 5.10.20 at 17:00 CET.
Boni can be assigned until the 5.10.20 at 20:00 CET.
I will roll on the 6.10.20 at 17:00 CET if no one has rolled yet.
Updates will be online four days after rolls.
In this instance, the Update will be online on the 13.10.20 at 17:00 CET.
 
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[ ] Wear The Dress
Damn this belly; you will not let it stop you from having fun tonight! It's not like he will even look at it when he is too busy looking at your butt! And once it's off, he will be occupied with a much more important thing. Namely you.​

selene....i don't think that's food

OH MY FUCKING GOD!!

 
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Hey guys we need to repair a shield and a hammer to upgrade the knights so they can better defend against the flood
You found the Shield and Hammer after the Battle against the Plague-Engine. They are standard issue for Knights that want to wield them. And upgrading Knights is already being done by the Empire via the Paladins created by Forge-Clan Vanar.
 
[ ] BREAKING NEWS! READ ALL ABOUT THE SINFUL BISHOP!
Having the family's explicit permission, exposing the secret purposefully, but with anonymity cloaking you, from the start, will rip apart the COE from inside. Their Bishop will be cast out, excommunicated, reviled by his followers, and the hypocrisy will lead to many feeling alienated from the Church. A "heresy" of this magnitude will leave the COE reeling for at least a year, time in which the Pilgrims could lay the groundwork of removing its presence from Tessen...
(Cost: Secret: Broken Vows, Violated Souls
Reward: Church Of Eden loses 1d1000+500 Influence. The secret is leaked to disastrous consequences for the COE inside Tessen and the Bishop in particular. If taken with Marry Selene in the same Turn, opinion will only be reduced by 1(one) instead of 2(two) due to them having far more significant concerns than being angry at you, and the COE rolls with a -20 malus. The COE will be unable to commit any malicious actions for 1d2+4 turns.
Warning! The Church Of Eden will try to figure out who leaked that secret.)
It would be such a shame if all Church Of Eden investigations pointed to the Holy Rose - Criminal Organizations.
 
Broken Vows, Violated Souls
Bishop Jesica has not only broken his celibacy but slept with a Mutated. However, the worst (for the COE) is that he sired three children, all of them Mutated. He has managed to keep that hidden from his Church so far.
Strenght: Extreme
I know that this will fuck over CoE, but man, this feels bad. I kinda want of hold off on using this and dig deeper into this. The guy seemed happy with his mutant family, so why the fuck did he do off the deep end and start ranting about mutants?
 
I know that this will fuck over CoE, but man, this feels bad. I kinda want of hold off on using this and dig deeper into this. The guy seemed happy with his mutant family, so why the fuck did he do off the deep end and start ranting about mutants?
As far as you know, he did both at the same time. As in, he already was a member of the clergy when he had kids.

Edit: Needle's main theory is that he tried to "purify" the bloodline of Mutated. It obviously did not work, and he decided to fuck off back to his temple and forget it ever happened. Why exactly he held onto the pictures, she cannot even hazard a guess.
 
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It already does? Or did I not put that in?
Upkeep = 37.40Materials:
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)
0.25 = Hygenic Living - Expanded - (-0.15 Due to Buying Goods In Bulk)
1.75 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.30 = Storerooms - Expanded
3.35 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
1.00 = Blacksmiths Abode - Basic
1.55 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk)
1.40 = Silver Mine - Improved - (-0.10 Due to Buying Goods In Bulk)
0.75 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
15.50 = Taxes
The only discount listed here is due to Buying goods in bulk.
 
I know that this will fuck over CoE, but man, this feels bad. I kinda want of hold off on using this and dig deeper into this. The guy seemed happy with his mutant family, so why the fuck did he do off the deep end and start ranting about mutants?

because power

the CoE gives him an authoritarian hard on
So he wishes to use it as much as he can
 
"Good. Take them. Use them. Hurt him. Eden thinks that mercy to a Mutated is a sin. Please show him what his people do to those that sleep, marry, and produce Mutated children with Mutated. What hatred they hold. I want you to hurt him for every day my mother died waiting for him. Are we clear?"

"But, what if one of their Zealots tr-" One of the six tried to say, before being interrupted by Mance, grinning with unbridled bloodlust. "I hope they try."
I was hesitant to using this evidence, but if the son himself gave us his permission (or his orders more like :V), and they are all adults now, so I have no remaining hesitation.

[ ] Plan Ask Not For Whom The Bell Tolls

Faith
:
-[ ] Calm Tensions
Tensions are slowly going up due to the refugees moving into the city. See that no one gets any dumb ideas and help provide what aid you can to those unfortunate enough to have no family.
(Chance: 75%
Reward: Illwill against the Refugees is lessened.)
-[ ] Screw You; Eden!
Well, it seems like those fuckers think that choosing not to respond to petty insults is the same as being unable to respond at all. Let's see how they will react when you start fighting back! They think that help is earned and that the poor deserve their lot in life for their sins. Let's see how they like it when you start doing blasphemy in front of their temples by handing out alms.
(Cost: 2 Materials
Reward: Weaponized kindness, helped people, gave the COE a (sometimes literal) middle finger, lessened mali from malicious COE actions, +0.1 Goodwill.)

Diplomacy:
-[ ] BREAKING NEWS! READ ALL ABOUT THE SINFUL BISHOP!

Having the family's explicit permission, exposing the secret purposefully, but with anonymity cloaking you, from the start, will rip apart the COE from inside. Their Bishop will be cast out, excommunicated, reviled by his followers, and the hypocrisy will lead to many feeling alienated from the Church. A "heresy" of this magnitude will leave the COE reeling for at least a year, time in which the Pilgrims could lay the groundwork of removing its presence from Tessen...
(Cost: Secret: Broken Vows, Violated Souls
Reward: Church Of Eden loses 1d1000+500 Influence. The secret is leaked to disastrous consequences for the COE inside Tessen and the Bishop in particular. If taken with Marry Selene in the same Turn, opinion will only be reduced by 1(one) instead of 2(two) due to them having far more significant concerns than being angry at you, and the COE rolls with a -20 malus. The COE will be unable to commit any malicious actions for 1d2+4 turns.
Warning! The Church Of Eden will try to figure out who leaked that secret.)

Martial:
-[ ] Retrace The Steps, Part 3, [Insert Witty Title]!

Okay, so there is now power, which means that Bolt and her subordinate Scriptors can begin their work. Maybe you can help in some way?
(Takes 1 Unit - Tech-Scouts
Reward: Bolt gets a +10 to shutting down the Butcher.)

Learning:
-[X] Secret Of The Circuit Pt.1 - (Electronics) - (1/4 Successes)

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.
(Chance: 55/30/10% for 1/2/3 Successes, Successes needed: 4
Reward: Unlocks Base Action, Unlocks Learning Action, +5% Piety, Progress towards Pilgrim-made Electronics.)
-[ ] Lock and Key, Part 2 - (Mechanics)
When you fail the first time, try again. Make a new lock, a good one this time.
(Cost: 2 Materials
Chance: 90/70/55% for 1/2/3 Successes, Successes Needed: 1
Reward: Raised DC for infiltrators.)

Archeology:
-[ ] 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: 1 Turn
Reward: 3d5 Artifacts)

Tree of Knowledge:
-[ ] Improved Waterwheels For Iron

Using the power of the elements, you will crank those profits up to the sky!
(Cost: 13 Materials, +0.6 Materials Upkeep
Turns: 1
Reward: +6 income for your Iron Mine.)
-[X] A Farm For Starters - (Fertile Farmland) - (Black Root) - (2/3 Turns Complete)
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.)

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

(10 Materials loaned for four turns at 17% interest)
-[ ] The Adventurer Guild - (1 Free Action)
--[ ] Take 'Em Out - Church of Eden
(Chance: 100%
Cost: 7 Materials
Reward: Chosen targets plans are temporarily halted due to attacks)
-[X] The Union Of Herbalists - (1 Action Locked)
--[X] Study Sessions - (5/8 Turns)
(Cost: 1 Faithful, 2.34 Material per Turn, for 8(eight) turns
Reward: 1 trained General Doctor)
-[ ] Criminal Organisations - (1 Free Action)
--[ ] Sabotage - Church of Eden
(Chance: 100%
Cost: 7 Materials
Reward: Chosen targets plans are temporarily halted due to attacks)

Personal:
-[ ] 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)-2(Refugees)+20(Dreadnought)= 81, 95(Reluctance For Murder)-28(Eden Influence)+20(Dreadnought)= 87 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].)
 
@HeroCooky the more we do with Learning the easier the Knight will become correct? Or did that only apply to the lab and hanger?
It applied only to the lab and hangar. Upgrading the lab will make it easier, but only because you have better tools available. Before, you would have done the scientific equivalent of poking a corpse with a stick.

Now you are writing down what happens due to the poking.
 
[ ] Metalsmiths Abode - (Expanded)
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. Adding smelters, various tools, and more space for some more smiths would allow you to work more materials and intricate creations.
(Cost: 20 Materials, Upkeep: 7 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made of metal, can be upgraded.)


[ ] Black Box - (Basic)
Building a Black Box (which is neither black nor a box) into the Tree of Knowledge will allow you to handle Artifacts with the care they deserve. Sterile and stocked with the best tools for the disassembly of Artifacts, putting them back together into working fashion should allow you to re-use them and learn their secrets in ways that you had not considered at the time of disassembly.
(Cost: 20 Materials, 1 Scientist, Upkeep: 4.00 Materials
Turns: 3
Reward: 5% not to use up an Artifact, can slot 1(one) Artifact to provide 10% (rounded down) of the Artifacts bonus continuously.)

I think we should look into completing these enhancements to the tree as soon as possible. The second one is in my opinion lesser in terms of importance than the first, but it will provide in the end a +5 to all science permanently via the hololith that we have in the lost tech folder. The first one as listed will simply make everything easier to research and even if the increase is less than the better lab, its also far cheaper and faster than the lab upgrade.
 
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