You had a certain % to met them every time you acted within a zone, before they croaked at the end of the Arc.
To be honest: you needed to clear a multitude of different criteria for the whole thing to start early, along with one unlucky roll. I never really thought you would ever get half of these things even at the end of Arc 3, let alone Arc 1.

Edit: And your archaeology did not trigger it.

Was missing the Displaced a good thing or a bad thing? Because I'm going to be horribly annoyed if we missed something interesting forever by pure chance.

I wonder whose archaeology it was?

Also, I'd be very interested in taking a look at the trouble section, @HeroCooky.
 
Wait, if we ended the Arc early, does that mean they're still alive? Or is whatever we set off connected to what's keeping them alive in some way.
The Displaced is just about dead, and currently wishes they were.

And the Pilgrims didn't activate it, [Censored] did.
1. Was missing the Displaced a good thing or a bad thing? Because I'm going to be horribly annoyed if we missed something interesting forever by pure chance.

2. Also, I'd be very interested in taking a look at the trouble section, @HeroCooky.
1. A neutral one, as while you would have gotten some lore out of it, the Displaced had a % to either commit suicide or start a killing-spree, going up for every turn they are alive.

You haven't lost anything you cannot find out otherwise, it will only take more time, and a conversation with [CENSORED].

2. Added you to the convo.
 
@HeroCooky if this really is "the end of an Arc", would you mind creating a report card on our actions so far? While the achievements give a pretty good picture, I'd like to see your opinion on what actions we took, and opportunities we missed. It doesn't need to be in-depth, just a bit of feedback on what we've done so far, and what direction we're going in.
 
@HeroCooky if this really is "the end of an Arc", would you mind creating a report card on our actions so far? While the achievements give a pretty good picture, I'd like to see your opinion on what actions we took, and opportunities we missed. It doesn't need to be in-depth, just a bit of feedback on what we've done so far, and what direction we're going in.
Hmm, i'll think about it. Wouldn't have clue on how to actually do it, but I am sure I can figure something out, once the update is done.

I'll probably summarize every ten turns. Or each category? Something along those lines.
 
Last edited:
Early update is early.

Will now proceed to be unavailabe for 17 hours.

Never write kids, thats how inspirations get you.
 
Turn 32: Year 7; Month 6; Who We Are In The Dark
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 a 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 HQ ballots, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring 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 the 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: 630
-Faithful: 13/20
--1 General Scientist - +12 to all research
--1 General Doctor - +6 against diseases and Medical/Biological research
-Followers: 610 (110 unoccupied)
--Recruitment: (+17 per turn)
---(13 Due to: The Codex Mk.1)
---(2 Due to: Daycare)
---(2 Due to: Poor-House - (Mirn))

-Dead: 1 (Suzuki - Combat - Infection)

Materials: 43.76(min. +38.52, max. +89.52 per Turn.)(11.70 Materials owed to The Merchant Guild this, 25.00 Materials owed to The Merchant Guild in 1(one) Turn.)

Income = 90.20-141.20 Materials:
12.20 = Followers
2.00 = Miscellaneous Sales
5.00-11.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
9.00-12.00 = Iron Mine
18.00-27.00 = Silver Mine
30.00-39.00 = Jewel Mine
3.00-12.00 = Ashleaf-Nursery
5.00-14.00 = Black Root

Upkeep = 51.68 Materials:
4.50 = 4 Soup kitchens (3x Mirn (Bulk), 1x Ularn, 1x Tessen) - (-0.10 Due to Buying Goods In Bulk)
0.65= 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
1.60 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
2.50 = 1 Poor-House - (Mirn)
4.50 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.35 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.85 = Medical Wing - (-0.15 Due to Buying Goods In Bulk)
1.75 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.10 = Storerooms - Expanded - (-0.15 Due to Buying Goods In Bulk)
3.35 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
0.85 = Blacksmiths Abode - Basic - (-0.15 Due to Buying Goods In Bulk)
3.05 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire)
1.35 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk)
1.35 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
0.48 = Unit Upkeep
24.00 = Taxes

Goodwill: 26.25 (+0.23 per turn)
+0.06 = 5 (3 Bulk, 2 Normal) Soup-Kitchens
+0.01 = 1 Small Hospice
+0.06 = 1 Expanded Hospice
+0.10 = Poor-House - (Mirn)

Piety: 89% (+35 to personal rolls)
Rolls:
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-1 (Daycare)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
+4 (Followers, +1 every 150)
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Granted.

Marquis of Tessen
Opinion: Friendly (1)
Plans: Governing
Owes: 1 Major Favour

House Ulatarn
Opinion: Friendly (1)
Plans: Governing

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

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

Military
Opinion: Neutral (0)
Plans: Recruitment

Church of Eden
Contact: N/A
Opinion: Unfriendly (-1)
Influence Inside Tessen: 1.023
Plans: Nope. (For 3(three) Turns.)
Boni: +15 on all Diplomatic rolls

The Followers of Light
Opinion: Neutral (0)
Plans: Amused

Miscellaneous Nobles
-Lady Maranica (Ally (3)/Smug/BABY/Apocalyptic Anger)
-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
Mood: Concerned about the continued unrests by the COE followers, but the guards have wrought control from their rioters back in most parts of the region and begin to crack down on the rest. They are curious about the news about someone stabbing Selene.

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:
- Foundation (Neutral (0)/54% Control/Cheaper Actions)
-Healers (Ally (3)/46% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Neutral (0)
Plans: Proud Supremacy

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Kicking the COE
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/60 Members/Reliable Mercenary Company)
-???

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Plans: ???

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

The Mutated:
Opinion: Friends (2)
Plans: Enjoy the chaos. Beat COE members.
Mood: Find the hypocrisy of the Bishop delightful. They are pleased about the Pilgrims, and ever more join your ranks since the marriage, but the increase slows to a trickle, and will probably stop within three months. They are worried about the news about someone stabbing Selene.

General Opinion on Mutated: Open Racism (0)
Artefacts
Common
Rusted Cogs - 1.25 - + 5 to Machinery
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
Burnt Breastplate-Schematic - 1.08 - +5 to Armor
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
Beaker Set - 1.04 - +5 to Chemicals
Food Preservatives - 1.15 - +5 to Chemicals
Molds Of Binoculars - 1.10 - +5 to Metallurgy
Pulley System - 4.19 - +5 to Mechanics
Fuel Nozzle - 4.96 - +5 to Hydraulics
Self Help Booklet - 1.18 - +5 to Psychology
School Project On Primitive Robots - 4.55 - +5 to Machinery
Elaborate Costume - 0.63
Rare
Treaty On Brainwashing- 5.26 - +20 to Psychology
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lightweight Alloy - 5.22 - +20 to Metallurgy
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
Industrial Electric Foundry - 9.64 - +20 to Advanced Electronics
Turbine Coolant System - 8.88 - +20 to Hydraulics
Alloy Ingots - 6.95 - +20 to Metallurgy
"The Dreamers Guide" - 8.05 - +20 to Psychology
Modular Bridge - 5.94 - + 20 to Advanced Machinery
Actuator - 7.92 - +20 to Hydraulics
Soldering Kit - 6.56 - +20 to Advanced Machinery
Hardened Touchscreen - 5.32 - +20 to Advanced Electronics
Fuel Distributor - 6.27 - +20 to Hydraulics
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
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 16.12 - +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
Physic Theorems - 18.32 - +50 to All Physics
"Night-Fun/Sleep" Pills - 19.09 - +50 to All Chemicals
Scaled Armor - 17.00 - +50 to Advanced Armor
Flexible Circuitry - 19.04 - +50 to Pioneer Electronics
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Advanced Machinery
Electric Collars/Shackles/Implants - 19.72 - +50 to Advanced Psychology/Advanced Electronics/Pioneer Medicine/Pioneer Biology
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.)

-Narcotics, Stimulants, And More!
This book details the effects of various drugs, how they intermix, and their downsides, in conjunction with guides on their production and what substances can be used as substitutes.
(Effect: -0.15 Upkeep to all medical facilities, Combat Stimms research unlocked.)

-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.

- Unusual Crystal Shard (Small)
Well, it is a crystal, alright. Now, what secrets does it hide?
(Effect: Unlocks )
Military
Units (2/3)
Tech-Scouts
Description:
A small force of scavengers, adept in the arts of stealth and searching for new spots to scavenge.
Health: 6/6 (Size 6)
Armor: 6/6
Damage: 1d6+2
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in Combat
Equipment:
-Spears
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 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 Rule: Cannot take a scout action if this Unit is used for military purposes.

***

The Unbroken
Description: A large force of volunteers sent out to fight for the Empire of Slatnan in the Starlight Crusade. They have repeatedly proven that the bonds forged in the crucible of war are among the strongest there are, routinely going above and beyond if it meant saving one of their own.
Health: 12/12 (Size 12)
Armor: 9/9
Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+4/-0 (Melee) (against Biologicals/Mechanoids)
Training: Soldiers (4/6) +5 to all rolls
Breakpoint: Unbreakable
Equipment:
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor (0.5 for every size of the Unit)
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-Commercial Crossbows (Ranged) 1 Damage per size, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 10 Turns.
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 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.
Traits:
Forged In Fire, Cooled By Blood (Does not Break), None Left Behind (All casualties are ignored if the damage taken is under 6(six)), Veterans (Does not necessitate Goodwill Upkeep in The Empire Of Slatnan)
Upkeep: 0.48 Materials per Turn, max. of 0.15 Materials per Combat.
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.
+0.2 Armor per Size, 0.30 Materials per Size (1 Armor for (6/6) Size).
-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.
+0.5 Armor per Size. 4.00 Materials per Unit (3 Armor for (6/6) Size).
-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.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.25 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 (6/6) 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 (6/6) Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.20 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.85 Materials per (6/6) Unit.
Unique/Notable Assets
-Ashleaf Tea - +15 to Diplomacy
Elemental Feline Kitten - Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (12/60 Growth) - (4d4)
1x Black Root - (3d4+2)
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins - (2d4+1)
1x Inn - (Eye of the Beholder) - (2d4+4)
1x Iron Mine - (Mined) - (1d4+6)
1x Silver Mine - (Mined) - (3d4+11)
1x Jewel Deposit - (Mined) - (3d4+21)
Holdings
Temple Holding: 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 - Expanded
- 250 Pilgrims receive water in case of a drought. 2d4+1 Materials per turn.

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

Medical Wing

- Plagues roll a with mali to infect the Pilgrims, supports up to 900 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.
Village Holding: Norqod
Prosperity: Non-Existent

Mood: Average

Permanent Inhabitants: Virtually None
-Tendency: Stagnant

Security: Non-existent

Features:
-None

Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
Heroes
You, Lord Martyris Dall, The One That Suffers, Leader of The Pilgrims
Health: 4/6 (-2 permanent)
Armor: 3/3 Armor
Training: Trained (3/6)
Breakpoint: Unbreakable
Equipment:
-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.)

Noble By Marriage
Well, you have no idea how Lady Maranica managed to do it, but Selene's family is now technically nobility, which means you are nobility by marriage. Technically is the key-word here, as she is a Mutated, Selene cannot hold a noble-title, and she only has it until one of her children or descendants is a human. The title awarded her is that of "Lady," the title, not honorific, and she has been given the village of Norqod as a holding. That is the non-existent village of people living outside the Tree, trading, or visiting. Being commissioned by the Imperial Logistics Bureau, she, and by extension, you, have to build the village within the next five years. Luckily, various laws allow the appointing of a governor, so when she asked the Pilgrims Council, all agreed to govern in exchange for a 95% cut of future Income, all written down in a generational contract, of course. Selene, for her part, stopped dragging you away for stress-relief when her request had been approved, firmly of the opinion that she is not made for nobility.

Mutated Wife - Lady Selene Dall
She is... alive. Barely, but alive. Whether that will stay that way is still up in the air, but you can still hold her hand for now. Silvia is too young to understand what is happening, and you hope you will not have to raise her on your own. How could someone do this? Why would someone do this?

Child: Lady Silvia - Mutated Girl - 4-Month-Old
Your first child! She is in every aspect, perfect! Her legs and ears are like her mothers, even if her fur is completely obsidian. She has two horns growing above and swinging around her head in a tiny semi-circle, looking like a regal crown with the spikes atop (even if it makes putting a shirt on a pain), framing her golden hair. She does have a rather long tail, furred like a Sweden forest cat (the fur is obsidian again), which means you need to get a tailor for her pants. Her laughing and smiles just about melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. The only problem is her grey eyes, with which she cannot follow or perceive anything. By now, she should be able to see, right? Just late development, right?!
"Alright, Alastair, Kira, Nu, you are on three, Guica, Ori, Ölt, on four. Mar, Hifi, make sure that nothing will interrupt us. Asi and Bulk, guard duty. Let's play this by the book, and make sure that all will walk home with their legs. Alright?" Jisel ordered, looking into the group scrambling to follow his directions, securing ropes, anchors, and guarding the roof-access. Nodding in satisfaction once all teams signal readiness, he began to count. "Then. One, two, three," he counted up, pointing at Alastair and Kira, who started to hold onto the ropes securing Nu, while he began to climb head-first down the building, "four," he continued, prompting Guica and Ori to do the same with Ölt. Slowly, both Nu and Ölt descended, holding onto the ropes and signaling 'slower' or 'faster' at uneven intervals, before making the gesture for 'stop' as they reached the floor they were scouting out.

Nodding at each other, Ölt signaled for his descend as Nu patiently waited for either Ölt's death or survival. When the expected shot failed to materialize, Nu dipped and peered into the rooms, trying to get a look at what Machines lay within. Slowly, he etched the layout into his mind, as well as the routes the Machines took, motioning for his team to move him to the right, as Ölt's did to the left. Unhurried, they began to gesture what they saw upwards, occasionally taking breakes to allow the blood rushing into their heads to flow down and recover from the uneasiness. A crude map was assembled, along with a count over weeks of observation, not all due to their bold action, but a larger portion. Squinting through glasses only gets you so far, especially if you wish to remain in one piece.

But the most crucial piece of information uncovered came about when both teams almost completed their roundabout, with Nu and Ölt peeking into a large hallway, at the end of which glowed a multitude of panels. Their excitement almost made them overlook the only danger at the end of the said hallway, with only Ölt's swear and frantic signaling ensuring that Nu only had to shave the burnt hair off his head, and not the whole thing.

But in the end, the Pilgrims now knew what awaited them when they would storm TOP-03, along with the greatest enemy.

***​

Turi looked up from her notes, carefully studying the machine's numbers in front of her, before scribbling them down. Looking at the thermometer to her left, she recorded the decrease in temperature, continuing to do so for half an hour before an assistant came to relieve her from watch-duty. "How does it look with the other team," she asked, stretching her limbs and rubbing her arms to keep warm. "Oh, they have no complaints. The heat is shunted off to the sauna as expected, no leaks have been detected inside the circuits; the only issue is the loss of heat. Considering that we want that, that is not an issue. How's the cold treating you?" the man said, sitting down and waiting for the hourglass to empty.

"Eh, it could be better, but quite a novel feeling, isn't it? To feel cold, of all things, in the middle of the day? Anyways, have fun; I still have to look at what the idiots over at the Lock-Project are doing now before they create a Clockwork-Golem out of boredom," she said, causing the man to laugh, leaving the pantry with a last critical look at the contraption within.

"'Thermoelectric Refrigeration,'" she mumbled, "how novel. And how wasteful. What could be changed?" she continued, mind ablaze with diagrams, metals, chemicals, and methods on how she could increase the efficiency and decrease the heat generated. How she could upscale the entire thing without making the power-consumption too great, and how the whole thing could be downscaled much more efficiently.

She almost entered the workshop on the third level, already drawing up a proposal for an entirely new system utilizing magnetics, but stopped at the door. More specifically, she tried to open the door but couldn't. Peering down, completely confused as she had been ripped out of deep thought, she looked at what could charitably be described as a small chest welded onto the door. Looking closer, she could see that it was, in fact, a locking-mechanisms, as the keyhole could attest. The strange thing, however, was the bulky appearance of it.

"Alright, what the hell is that thing, and why is it in front of my workshop?" Turi asked aloud, tapping on her arm with impatience before a 'klick-klick' resounded along with a short 'buzz.' Peering out of the door, the face of Marik appeared, shortly before he hastily opened the door as he recognized her. "Oh, Turi! Sorry, we were testing the new lock! Come, come, let me show you what we have created!" The boy continued excitedly, hobbling over to the table where the others in his team stood, assembling another 'lock' with care. Glancing down, Turi glared at the prosthetic the child, as sixteen was still too young to be called a man in her opinion, wore. She would have to make time to create a better one for him soon. "Look!" Marik spoke, ripping her out of her thoughts once more, gesturing at the blueprints with youthful excitement. "We incorporated the pieces which you gave us into the prototype out front, but refined them in this version! There should be a decrease in wear by almost 23% by the end of the week, and maybe we will be able to completely erase the need to wind up the whole thing once a day once we finish!" He continued to the team's gathered smiles, only to stop short at Turi's amused face. "Uh..." he intelligently said, only to be halted by her hand.

"I am not blind, boy. I can see that. Now, if you wouldn't mind, I wish to see just what abomination of technology you sweet-talked the others into creating," she spoke, much to the increasing nervousness of the assembled. She would spend the next hours pointing out flaws in the design, how the locks and gears could be streamlined, and how the door's locking could be harnessed to create a mechanism that would break lockpicks without compromising the actual key. 'All in all,' she thought, 'not shabby for a child.'

***

+Mirn+
+Spring Of Dignity+
+Pilgrim Poor-House+​

"I wanted to thank you. For what you are doing here, I mean. Not many would have helped in the way you are doing or the extent you do.

Many would have pointed to a cot, given us a place in a factory, and taken all our money for the 'privilege' of living here. You didn't.

Many would have beaten us when we would have tried to leave while we were still paying off 'debts.' You haven't.

Many would wring us out for every coin we have, selling us beds, food, water, and all things we would need to live.

You, again, did not.

When I asked for food, you gave me more than I had in years.

When I asked for medicine, you gave freely, quickly, and even treated me without charging anything.

When I asked for help finding work, you arranged for a carpenter to give me a chance.

Where so many others would have used my plight to take all I had to give, you gave all you had to offer.

No matter who asked.

No matter how many times they asked.

For that, and for so much more:

Thank you.

From the bottom of my heart, thank you."

***​

Marianna stared at the thing in front of her, one eye twitching. Slowly, she moved her head to the man standing to her left, smiling brightly, not noticing the growing aura of violence emanating from the woman standing two head over him, with arms bulging with muscles from a lifetime of hard work. Extending a finger to the small model on her table, which puffed out small amounts of steam at uneven intervals, she spoke in an even tone: "Please explain to me again, what you want me to do, slowly."

"Happily," the man replied, gesturing at the model. "As you can see, we have created a model of a steam-engine, and while there are problems with its construction and the methods we use within its building, we wish to make an upscaled usable model of it. We hope that we can point out more and more mistakes we made during construction, letting us start over with practical experience."

Marianna's left eye stopped twitching. "So, to put it into simpler terms, you wish to create a prototype so you can iron out the kinks within your gadget? Not that you want me to create something you will trash because you knew that it was flawed from the start? Am I right in that assessment?" The man nodded, "Yes, theorizing will only get us so far, as will making tiny models. We need to create a functional prototype to see what we have done wrong."

"Okay, I can do that," Marianna said, exhaling and relaxing imperceptibly. "For a moment, I thought you wanted me to create trash on purpose, you know." At this, the man laughed, "Oh, no! don't worry about that! We would never ask that of you," he continued, before stopping in thought. "Well, we might; some plans are floating around for how to create better steel out of shoddy one, particularly by using magnets to melt it down."

Marianna's eye began to twitch again.

***

+07.04.1106+
+In Front Of The Tree Of Knowledge+​

A Knight had walked into the unofficial plaza in front of the Tree, where people would meet, celebrate, trade, and eat when they felt like it, enjoying the occasional shade from the Ashtree when on break. Now, none were relaxing, owed to the banner the Knight held aloft.

A banner feared and revered in equal measure, as it held the official symbol of the Imperial Logistics Bureau. Three crates stacked into a pyramid, one holding ingots, one holding swords, one holding plows, ringed by a laurel wreath in gold. It was a banner promising vast riches, or the harshest of punishments, as the Bureau had the powers to give vast swathes of lands to those that deserved it, take titles away from nobility abusing their power, nationalize resources which were deemed critical, and award the loyal with titles of their own.

The entire thing was worsened by the Knight-Pilots refusal to speak of why he, or the Bureau, was even here in the first place. All of which lead to over 300 people standing around, murmuring, and exchanging ideas about what was happening. At the front, the assembled Council of the Pilgrims stood, along with a very confused Martyris carrying a sleeping Silvia, while whispering to Selene if she had any idea about what was happening or any noble who could have arranged this. "Hey look!" someone shouted, pointing to the road on which a carriage came into view, pulled by a work-lizard. Behind the carriage, two additional Knights walked in tandem, arms displayed, and banners of the Bureau attached to their backs, fluttering in the wind.

Slowly, the carriage came to a stop in front of the assembled Pilgrims before the door opened, and a figure well known by everyone stepped out with a massive grin on her face. She opened her mouth but was interrupted by a disappointed Pilgrim walking away. "Oh, just Maranica. Alright, back to work, people," causing a good chunk of the assembled to start filtering back to whatever tasks they had been doing beforehand, much to Maranicas annoyance and amusement of the driver.

Huffing, she started walking towards the Council with a pout. "What? Just because you all know me, you think I couldn't be here on official business?" she asked, arms crossed before the Council, Martyris, and Selene, with dignity and gravitas. That was a second before she caught sight of a now yawning Silvia and rushed over with a barely suppressed squeal. "OH MY GOD," she began, before deliberately lowering her voice while near the small child. "How adorable! I knew you would have a cute one, but she is just so cutesy!" she continued with a giant grin filled with memories of her children. "She looks so much like you, Deer! Even if she has some extras, she's like a mini-you!" Maranica continued, much to the silent pride of Selene, who unconsciously had puffed out her chest. "You should hear her laugh; she sounds like an angel when she does," Martyris answered, carefully handing over his child to Maranica, who took Silvia with the utmost care, gleaming eyes, and a grin which threatened to split her face in half. Then Silvia yawned again, laying her head against Maranica's shoulder, and began to sleep once more, much to a silent 'aww' of the assembled.

"If I may interrupt," Selene quietly asked, "while we were aware of your visit, we expected you to arrive with maybe a few bodyguards, not one of the most influential organizations under the Emperor. Pardon my language, but the heck?" Nodding in agreement, Maranica looked up and spoke, "Oh, that's because I managed to browbeat the idiots into making you a noble."

With that single sentence, everybody stopped making sound immediately.

"What," came Selene's intelligent remark, causing Maranica to grin. "Well, not really since, you know," she gestured at Selene's legs, "Mutated and such, but! I wrote to the Emperor." The silence had been of the type of confused silence before; now, it was one of shock. "And he agreed that since your hubby lead the effort of killing a Dreadnought and a Behemoth, your family should be awarded. Well, once I pestered him enough," she continued, as people's faces turned white, and an older Pilgrims had to sit down.

"You did what," came Martyris's shocked whisper as his brain worked overtime, trying to figure out what was happening. "Then I only had to use some blackmail, and voilà! You are now officially a Lady and Lord of the Empire." Someone keeled over in shock. "The only downside to the whole thing is that you now have to develop a village in the name of the Empire. Which luckily is the newly minted village of Norqod, which we are standing in right now," she continued, unaware that over three hundred people stared at her in open shock while being delighted about the small child she was currently holding.

Selene looked at Martyris in something approaching terror. "Do you think I can still run?" Martyris swallowed, looking at the three Knights directly facing him and Selene, "No. No, I don't think so."

***​

The Crystalgarden counted among the three most disliked areas for scavengers to loot. Not because it was dangerous like the Untowed Orchard, not because it was so inaccessible like the Dreamer's Respite, but because it had nothing worth within, yet beckoned with secrets untold.

What secrets did the Crystals hide? What horrors remain trapped within their embrace, what salvation could be gleamed by those daring enough to venture to the hearth within? What made it grow, propagating through the ages, slowly consuming the Rusting Necropolis, turning stone, concrete, glass, and even the very air itself into lifeless crystal?

Why caused the animals to run from those returning from within, Machines back away in fear, Mutants cower in terror? Why do the Tribes tell nothing of what lay within, even when bribed, tortured, or observed?

All these questions nagged at the mind of all those who entered the Necropolis. And always, the Garden existed, beckoning with sweet mysteries, soft lies, and grand revelations. And still, it returns the curiosity of man with death and disappointment. Nothing of value remains within, not even the crystal, as time took its due and the harsh laws of nature bar any who take probes.

Until six daring people entered, under cover of day, equipped with supplies for months, and the collective experience of decades behind them, they scoured the towers, delved the ravines, walked among titanic shards, and hopped over those dwarfed by their brethren Crystals. Slowly, their steps took them into the heart, the origin of the Garden, the center of it all. And there, they searched, they looked, and failed. Nothing could be gained; not-one could gleam a purpose, and the mystery remained.

Not all was lost, as one had carried a battery, purchased for how much charge it could hold. A tiny shard had been carved with care, carefully supplied with electricity like instructed, and kept supplied while hidden by cloth and stored away in a secured container. Which was lighter than the one carrying it remembered, but attributed to fatigue.

So the six rested atop a crystal jutting out, hundreds of meters above the ground, resting between spikes and coves, sheltered from predators, and secured by arms. And five slept, while the sixth kept watching for anything that may harm them.

For four, the sleep was uneventful. The fifth had nightmares.

Walls were closing in, constricting his breath, humming in the air from a moon coated in gaping faces, bleeding lungs as crystals bit deep. And always the feeling of warmth, like a blanket thrown over him by his mother, like it was mocking his terror, his fear.

Then, he awoke with a start, as something licked his cheek, irritating his skin, and he blicked into the eyes of an animal.

The kitten barely dodged the punch thrown at it, while the man whistled the signal for attack, causing six spears to be leveled at the small feline, grumpily looking at their chosen pillows movement. Regal, it cleaned itself, uncaring about the slowly sinking panic which had soared to new heights a moment before, and looked up once it finished.

"Crick," it meowed, like a noble commenting about upset commoners, before meowing again, "Ccrrk," and began strutting towards a free blanket, lying down to bask in the warmth slowly seeping out of the fabric. And six people stood confused, wondering how a Fractal could have snuck its way into camp when the only entrance had been watched.

Carefully, they broke camp, intent on leaving the blanket behind, knowing that the mother could not have been far, and unwilling to tempt fate. That they had to drop four blankets before they realized that the cat was set on accompanying them would be laughed about for weeks.

***​

"Okay, slowly, slowly," Turi's voice ringed out into the busy hangar, directing the decoupling of another piece of the armor from the Knight. The big chest piece gradually drifted away from the Knights front, being lowered gently down to the ground, where a team already stood ready to carry it out to clean and inspect the surprisingly intact armor. Naturally, they stood to the side, well away from the dangling piece of metal, yet very much anxious to get their hands on it. Once the armor had been secured and carted away, another team started climbing the scaffolding, boards, and papers at the ready, quickly copying the newly revealed innards underneath.

Turi yawned, rubbing her face, before looking at Martyris to her left, accepting the cup with Ashleaf-Tea he offered. "How does it go?" he asked, sipping from his beverage with a content smile. "Eh, very much touch and go. Some things are done within minutes; others take entire days or weeks. We had to clean the right leg for over a month before being sure that nothing damaged remained. Add in that we have to create literal tomes filled with pictures to ensure that once we put the whole thing back together, and, well, you get the idea. But we did find some exciting things while rooting around."

"Oh, like what?" "Well," Turi said, gesturing at the Torso and pointing at the bulging hodgepodge of machinery within, "we have no idea how it happened, but that is a Core. A very cannibalized, put together, slaughtered, and reassembled Core, but one nonetheless. The critical piece is there; the shell hasn't been cracked, thankfully, but whoever made the Knight decided to add destroyed Core-Pieces to it until they were physically unable to cram in more. No idea how they did it, why the whole thing hasn't caught fire halfway through assembly, or how the Knight even functions with that inside, but it does."

Sipping from his cup, Martyris hummed in thought, "Well, we do have a window into the Knights soul, do we not? Has that revealed anything of notice, or is it still reading 'Booting Up'?" Turi only grunted in response, laying her head back onto the cold surface of the stone behind her, before being poked by Martyris, looking unusually severe. "You should take a break."

"What, why?" she asked, confused. "Well, you just about started sleeping. That is not ideal when heavy pieces are being moved around. When was the last time you slept?" Blinking in realization and feeling the heat rush up to her neck, Turi looked away. "I think yesterday? It is kinda muddled."

Martyris clicked his tongue in admonishment, "That is not something you should have to think about, much less have no straight answer. No more overtime, unless the Council asks you to do so, understood? We can't have you keel over when you do something dangerous."

"Well, I-" she tried to reply but was interrupted as someone came running into the hangar, shouting: "WHERE IS MARTYRIS," startling everyone, before being pointed to the back of the hall. Running over, the man did not even try to reach him before screaming at the top of his lungs: "SOMEONE STABBED SELENE!"

Martyris was halfway across the hall before his cup shattered on the floor.

***​

Lord Dorn Maranica was a man of few words, less foolishness, and even scarcer nonsense. He was the type of man that would race across a province in the middle of a sandstorm to tell the father of his beloved how serious he was in marrying her and what he was willing to do to secure her hand. The type that would be seen as a cold father, but brimmed with love and pride for his children, who would stab everyone disagreeing on that. When a battle was lost, the kind who knew when to run for his life, especially when his wife found out about the wine he had drunk with his friends over cards.

Currently, he peeked over the newspaper discussing his wife's newest shenanigans, forcing nobility upon that poor Selene. The girl truly couldn't catch a break from his wife, even married, and as a new mother. He should send a gift basket with a card. 'What flowers tell someone: "Sorry for making you the centerpiece of the gossip of the region"?' He had to think about that one.

"Is something the matter?" He asked, concerned about the increasing anger in Silvias features. She slowly turned to him, barely restraining herself from tearing the letter in her hands apart, and spoke in a tone of pure hatred and very clipped, "Somone tried to kill Selene."

'Ah.'

"Should I get my sword?" Dorn asked, already annoyed at the idiot ordering that assassination.

"Not. Yet." His wife answered, turning and walking out of the room with measured step, turning the corner. Dorn waited for one second, two, thr- BOOM! Ah, there it was. Hopefully, they still had plaster to fill the hole in the wall.

***​

You are Needle.

Not the name you have been born with.

But the name with which you will die.

The number of people that knew your real one, you could count on one hand, with two fingers missing—the number of people willing to tell others on a stump.

Today... you felt anger. It was a comforting presence, an old one. The cold seeping fury, which came after boiling rage, had not burned but refined itself, reaching for a higher existence—the anger which could topple nations, the anger which you used to murder dozens.

Torture three to death.

Burn down a district.

Avenged your family.

It is old anger, one you had hoped would be behind you. One you hoped would never revisit you, with a cause that would feed its flames.

'But here we are, are we not?' you think, staring at the door—the door behind which a man had been put and bound.

A man who had tried to kill one of your only friends, which even under the constant care of your local doctor, hangs at the balance of life and death. You saw the blood, the blade, and heard her screams of pain growing weaker.

You saw Martyris rushing to her side, near panic and terrified, crying his eyes out, staying near the room in which she was being stabilized.

You had never seen him so devastated. Nor so truly afraid.

It was not something you wished to see again.

You reach for the handle as memories begin to flood your mind.

How Selene beamed when near Martyris, how happy she was when she married, the truly scandalous things she admitted to doing to and with Martyris when she got drunk that one night. Her happiness when she held her child, how proud she was of young Silvias fast growth, and how much she enjoyed playing with her.

You see her bloodsoaked hand weakly reach out for her child before collapsing.

You open the door.

You stare at the man within, his tattoos and scars marking him, as do the wounds he received when pulled from Selene.

He dares to smile.

"Ah, I was wondering when I would be visited, ghershk. Now, what will you do to me?" He mocks, causing your blood to run colder once more.

Crisis Of Faith - Who We Are

[ ] You Growl.
"You will be brought to the Guards. You will be interrogated. You will be judged. You will die." You leave the room, followed by laughter.
(Effect: No Prisoner, followed the law, unlocks Dig For Information.)

[ ] You Smile.
The door closes. You unfurl the leather-pack at your side, revealing saws, knives, pliers, and so much more. You take out your favorite skinning-knife. You begin to work once more, his screams music to your ears.
(Effect: Force A Confession will be force-locked until completion.)

***​

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

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

[ ] The Pilgrims Need You!
Your missionaries can walk much further and stay out for much longer with the 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 between feeding starving, hungry people, and ensuring that all 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, COE loses 4d100 Influence)

[ ] Establish A Soup-Kitchen - (Choose City) - (Not Mirn)
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, COE loses 1d50 Influence)

[ ] Establish A Poor-House - (Choose City) - (Not Mirn)
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, COE loses 1d100 Influence)

[ ] Expand You Poor Houses - (Choose City)
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. Get to expanding what you have built; the work is not done.
(Turns: 3
Chance: 42%
Cost: 15 Materials, Upkeep: +5 Materials
Reward: Poorhouse - (Expanded), +1 Permanent Recruitment, +0.15 Goodwill per Turn.)

[ ] 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: 0.75 Material
Reward: +0.01 Goodwill per Turn, 1d5-1 Goodwill, unlocks further actions, COE loses 1d20 Influence)

[ ] 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: +0.85 Material per Hospice
Reward: +0.05 Goodwill per Turn per Hospice, 1d5+1 Goodwill, COE loses 1d30 Influence)

[ ] 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, COE loses 1d40 Influence.)

[ ]A Home away from Home - (Location)
While the Tree of Knowledge is the center and Home of the Pilgrims, many projects and actions to help others 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, COE loses 1d20 Influence.)

[X] Build A School - (Big) - (Mirn)
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, COE loses 1/3/6/ d 20/40/60 Influence.)

[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City)
Many will question you building this and 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, COE loses 1/3/6/ d 20/40/60 Influence.)

[ ] 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, COE loses 1d20 Influence.)

[ ] Let There Be Lightbulbs
You can put a lightbulb in every single one of your buildings, power it with locally generated electricity, and show just how far you came in a mere 7 Years. That it will cost you is expected, but the sight of light at night, steady and clean, will prove that your ambitions can be realized. Do it so.
(Cost: 96.75 Materials, +0.40 Materials Upkeep to all buildings
Turns: 3
Reward: 2d20 Followers, +3% Piety, -2 to Piety rolls. COE loses 2d25 Influence.)

[ ] Build The Brothel 'Consensual'
While this option had been proposed a few years ago, it had been sidelined for various reasons. With the Pilgrims recognized, it would be viable to discuss this option again. You would only charge an entry fee from patrons while leaving the workers alone to make their deals themselves. Creating a safe place for people to ply this trade, offering medicine, sanitary facilities, and guards would help out those who chose this path or make use of it. People sell their labor and time for money, so punishing those whose labor is sex is crazy.
(Turns: 2
Cost: 6 Materials
Reward: 'Consensual,' 2d40 COE damage,+0.01 Goodwill, 2d4-3 Materials income by charging entry from patrons, unlocks an upgrade.)

[ ] 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)

[ ] Dig For Information
Someone tried to kill Selene. Why? Was it just the act of one man or the beginning of something much darker? You need to find out what happened, preferably now.
(Warning: Cannot be used if You Smile is chosen.
Cost: 2.4 Materials in bribes
Chance: 05%
Reward: Information)

[ ] Force A Confession
You have someone that tried to kill Selene without a clear motive; you have Needle willing to talk to them. They will speak if they want to or not.
(Warning: cannot be used if You Growl is chosen, Pilgrims Code Article 10, b. and c. will be erased.
Cost: 30% Piety, 5% for every consequent use.
Chance: 20% (+10% every time this action is used.)
Reward: Information, the Pilgrims gain trait: Antiethical Action Allowed: Torture (Effect: -8 Piety, Torture can be employed for Piety and Goodwill cost.))

[ ] Kick 'Em While They're Down! - (3 Turns Remaining)
While the Church Of Eden is busy putting out fires, calming their congregations, and calming down, you will start fires, rile up the congregations, and make them panic. Covertly.
(Chance: 45% (-15% For every use)
Reward: COE loses 2d100 Influence)

[ ] 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, 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.)

[ ] 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.)

[ ] Attack TOP-03 - (Choose Unit/s) - (Choose Enemies you will try to draw into fighting)
Now that you know what you will be attacking, you have to strike.
(Chance: 55%
Reward: Combat Round Initiated.)

[ ] Train The Militia
The world is not safe; even within sturdy walls and behind soldiers' shields, 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, 1 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.)

[ ] Guards! Guards! - (Specify Building)
While the Tree of Knowledge has some security, it doesn't have a dedicated guard. Start training a few Pilgrims as guards so that you don't have to worry about thieves or even worse saboteurs.
(Cost: 6.5 Materials, Upkeep: 0.55 Materials
Turns: 1
Reward: Pilgrim Guards are assigned to the building, sharply increased DC for malicious actions against it.)

[ ] Make A Man Out Of You! - (Specify Trainer Unit) - (Specify Training Unit)
Now that the Unbroken returned from the Crusade, you can access an experienced and highly trained Unit. See if they can't share some of that experience with your other teams and teach them a thing or two.
(Needed Unit Training: (3/6)
Turns: 3
Reward: +1 Training Level, up to the training Units level, -1.)

[ ] Build An Armory - (Expanded)
Having a building for your arms and armor, where people can swiftly outfit themselves and be ready for defensive or offensive action against attackers, is just plain common sense. You feel that this is the maximum of a militia you could operate without raising suspicion.
(Turns: 3
Cost: 9 Materials
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 both 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 for training people for the worst-case scenarios.
(Turns: 4
Cost: 18 Materials, 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 at a moment's notice. See to establishing proper ways to do so.
(Turns: 2
Cost: 5 Materials
Reward: Lowers malus when switching from ranged to -10.)

[ ] Complete Some Contracts - (Specify Unit)
When you have no use for your Units, you could send them to the adventurer guild to gather both experience and money. You would have to pay an entry fee to the guild first, but buying one for the Pilgrims, in general, would simplify the whole process, instead of buying one for every Unit.
(One-Time Cost: 4 Materials
Chance: 10/50/90%
Reward: 2/4/8d4 Materials.)

[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but instead, take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize them in a military unit.
(Cost: X(Equipment) Materials, 0.5 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. (2 Actions Locked)(Artifacts can be attached to one learning action to provide the inherent bonus but are consumed unless unique buildings are present)(Scientists must now be assigned to an action to provide their bonus, similar to Faithful, abbreviated to SC.)

[ ] Crystal Shard Unlocked - (???/???/???)
Well, you have a shard of the crystal which floats when electricity hits it, electricity, and a bunch of people brimming at the seams to figure out how to harness that weird effect. Not choosing this could result in a horrific revolt by your scholars... they would mostly write complaints every day. Nagging complaints.
(Needed: Unusual Crystal Shard (Small)
Chance: 40/00/-40 for 1/2/3 Successes, Successes needed: 3
Reward: Resource "???" can now be utilized, updated Archeology Action.)

[ ] Secret Of The Circuit Pt.2 - (Electronics/Advanced Electronics)
Now that you have the absolute basics of electronics and how to generate them, it is time to look into much more advanced forms. Maybe even in producing your first usable computer!
(Chance: 19/-15/-50% for 1/2/3 Successes, Successes needed: 13
Reward: Unlocks/Upgrades Base Action, Unlocks Learning Action, +20% Piety.)

[X] Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics) - (6/8 Successes)
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: 47/33/06% 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.)

[X] Building up Steam - (Advanced Metallurgy/Advanced Alloys/Advanced Mechanics/Mechanics/Advanced Hydraulics/Hydraulics/Advanced Machinery/Machinery) - (3/8 Successes)
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.

[ ] Ailments Of The Mind
As your returned volunteers settle into their lives once more, it has become apparent that something is wrong. Some dislike the close nature of crowds; others are frightened by loud noises or have frequent nightmares. The answer to these changes in behavior may be due to combat stress, but none of the Pilgrims have any idea of what to do to help them. Maybe some inquiries in various libraries and some inspiration from the past may help?
(Cost: One Psychology Artifact
Chance: 25/15/05% for 1/2/3 Successes, Successes Needed: 6
Reward: +1 replenishment per Turn)

[ ] Electric Lances
Now that you have electricity, you should do something more destructive with it. Figure out how to electrify your weaponry!
(Cost: 4 Materials
Chance: 35/25/15% for 1/2/3 Successes, Successes Needed: 2
Reward: Electric Spear/Maul/Bolt(Crossbow Ammunition))

[ ] Combat Stimms Round 1 - (Medicine/Biology/Chemicals)
The idea and usage of drugs to increase the combat-efficiency of soldiers is not a new idea. The book you found promises to negate many of the inherent risks in drug-usage, meaning that you could start using them for your units. Well, once you can produce them, at least.
(Chance: 30/25/20% for 1/2/3 Successes, Successes Needed: 5
Reward: Basic Combat Drugs, Unlocks Round 2)

[ ] Suger, Spice, And Everything Nice - (Biology/Chemicals)
During the Fall, Humanity lost much knowledge, some important like medical or technological knowledge, and some less obvious. Food preservation was the second type. While there are methods known even now, they come nowhere near the months or years of conservation possible before the Fall or aren't usable for every food type. Analyzing the preservatives found could be the first step towards fixing this.
(Needed Artifact: Food Preservatives
Chance: 45/25/05% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[ ] Learning: To Melt and Pour - (Metallurgy)
Another Artefact that, while not directly useful, can still teach much. In this case, how to make better molds to create tools and weapons. Things built like this won't be as detailed or of high quality as when made by a blacksmith but could help develop simpler parts or mass-produce items.
(Needed Artifact: Molds Of Binoculars
Chance: 75/65/55% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep of the Blacksmiths Abode, Reduced costs for equipment.)

[ ] 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.)

[ ] 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 (Weapons/Mechanics)
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 Iced - (Electrical/Mechanical)
Now that you have a way to keep your food fresh, without the need for massive quantities of salt, you should see if you cannot miniaturize the technology and better ways to achieve the same result. Or see if there are any other applications, like within your Knight.
(Cost: 10 Materials
Chance: 10/-35/-85% for 1/2/3 Successes, Successes Needed: 5
Reward: Reduced Upkeep of the Storerooms, further Knight Action unlocked.)

[ ] 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-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-03 - [Locked - Security Systems Active - 6 Caretakers, 4 Sentinels, 1 Minor Bright-Lance Turret identified.]
-TW-01 - Est Artifact-grade: Rare+ [Weapons/Armor] - 3d2 per turn, Max. Yield: 5 Turns. No Danger

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

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

[ ] Scout The 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 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.)

[ ] Open The Bunker
The Bunker beneath a section of the Wall has never been opened, and whatever is inside is worth all efforts to open it, without a doubt! Now you only need to find a way to open it without being swarmed by a thousand Mutants and dozens of Machines.
(Chance: 1%, +1%per try
Reward: The Bunker may be scavenged.
Warning: No Boni applies for any reason.)

Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (2 Actions Locked)

[ ] Create The Crystal-Path
While you have no idea how to replicate the Crystals' strange properties, it would be a good idea to create a safe-ish way to gather more without having to spend months actively preparing. Safe-houses would be a good start.
(Turns: 3
Cost: 6 Materials, 4 Faithful
Chance: 40%
Reward: +2 Tiny Shards each Turn.)

[ ] 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 too 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 long-term 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 - Expanded
Expanding your Medical facilities will someday be required, but for now, it would be massive overkill. Still, it never hurts to have the option in the back of your mind.
(Cost: 40 Materials, Upkeep: 8 Material
Turns: 4
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 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.)

[ ] 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.)

[X] Light It Up! - (1/4 Turns Complete)
With basic electronics and the generation of electricity now researched, you can build and install lights everywhere! Along with the necessary power grid. Being able to light up the whole Tree will take some time and money, but it will be a statement of how far you have come!
(Cost: 30.40 Materials, +0.14 Upkeep to all Tree Of Knowledge buildings.
Turns: 4
Reward: -3 to Piety Rolls, Raised DC for thieves, 5% Piety.)

[X] Salt Refinement - Deep Pumps - (1/3 Turns Complete)
One of the problems you are running into is that you have to rely on water-caravans more and more as more Pilgrims join. Digging a deep well into the earth and pumping water above-ground would allow you to ensure that you won't die within a week if you are besieged.
(Cost: 20 Materials
Turns: 3
Reward: +2 Materials through salt sales per Turn, 800 Pilgrims receive water in case of a drought.)

[ ] Electronics Workshop
Now that you can produce electronics, you want to have as many as you possibly can. The problem is that you have to create those by hand, which is a long and complicated process, requiring oversight, expensive materials, and a clean environment. Excavating a space for a Workshop should help you in alleviating many of those problems.
(Cost: 30 Materials, 1 Scientist, 8 Faithful, Upkeep: 8 Materials
Turns: 6
Reward: +20 to all Electronics Research, 4d4 Materials Income (Electronic Sale), increased Chances for Secret Of The Circuit Pt.2.)

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

Holdings: Norqod practically does not exist, and even then does so barely on paper. A lot of work will be needed if you want to make sure that your commission is fulfilled. While labor-intensive for now, you will be able to 'automate' the village unless you want to create unique buildings. (Choose 1 Action)

[ ] Dig Out A Marketplace
You do not have the space to create a full marketplace while still having it within walls to protect it from the wildlife. Digging into the ground would allow you to circumvent many such problems! Excavated in a '+' shape, three stories deep would enable merchants to purchase stalls and create enough space for civilians and services such as guards or sewers from the start. That the Tree will be the focal point of local commerce is better left unsaid.
(Turns: 4
Cost: 5.50 Materials
Reward: Marketplace, 1/4 requirements built, cheaper/better Merchant Guild actions, +1.5 Materials in Taxes.)

[ ] Build A Wall
Being put into the unique position of building a village has created the need for a wall enveloping its whole. Better start building; this could take a while, especially if you want to have sound construction.
(Turns: 8
Cost: 11.50 Materials
Reward: A Wall, increased DC for attacking the Tree, 1/4 requirements built.)

[ ] Prepare Quarters
People will need somewhere to live, and while you have more than enough space inside the Tree, you were made to understand that that is not an option, as the Tree is a Temple Holding, not a village. Well, better get to the construction.
(Turns: 4
Cost: 6.40 Materials
Reward: Non-Pilgrims will be able to live outside the Tree, +4 Materials due to Taxes, cheaper Adventurer Guild actions, 1/4 requirements built.)

[ ] Build Service-Buildings
The village will need a guard station, at least two guildhalls, a tavern, a well, sewers, an armory, a cemetery, an 'all-faiths'-shrine...
(Turns: 4
Cost: 4.35 Materials
Reward: The village will function without any problems, +2 Materials from Taxes, 1/4 requirements built.)

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

(0-30 Materials loaned for four turns at 17% interest)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum non-illegal, non-military rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.15 Materials, can only be taken once a turn.)

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

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

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

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

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

(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[ ] Study Sessions - (Locked For 1(one) Turn)
(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.)

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

(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[X] Suffer Their Arrogance - (2/4 Turns Complete)
(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)

[ ] Forge Clan Vanar-Feer - (1 Action)
- [ ] Made To Order

(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples of this.)
-[ ] Commission The Sandcrete Mixer
(Cost: 20 Materials
Turns: 2)

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. (Choose 1 Action, 1 Action Locked)

[X] Be With Selene
She was injured badly, leaving her being bound to the bed for at least two months. Whether she will walk is still in the air, as is the possibility of her dying to an infection. Whatever happens, you will be beside her, nursing her in every way. She will not be alone.
(Reward: Selene will not be alone while recovering; Martyris will not feel immense guilt.)

[ ] 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, 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: The maximum amount of Faithful is created, according to the available Followers.)

[ ] 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.

Hey, new mechanic! This one will be the test-bed for when you will expand and will serve as a catch for the faulty ideas and allow me to streamline the whole thing for when you grow out of Tessen. Do not worry; you will mostly automate the entire thing with "increase population," "generate wealth," and other Modus Operandi once you have built the whole thing. Let me know if you have any ideas on how to improve it!

A moratorium will be until 15.11.20 at 17:00 CET.
Voting will be closed on 17.11.20 at 17:00 CET.
Boni can be assigned until 17.11.20 at 20:00 CET.
I will roll on the 18.11.20 at 17:00 CET if no one has rolled yet.
Updates will be online four days after rolls.
 
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So for reference just how many materials do Fractal and Celestial felines cost?

Also what would the reactions of a Forge Clan be if they saw the Core of the Knight we have?

I will vote for this option: [ ] You Growl.

I for one do not want to go down the route of taking legal matters into our own hands, no matter the case.

Laws and order are there for a reason and when ever a cult or religion begins to ignore the laws and customs they begin to slide down into ever deeper fanaticism, and an Us VS Them mindset. If our goal is to help the world return to its older form, then we can't allow ourselves to become plagued with such a philosophy.
 
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[ ] Force A Confession
You have someone that tried to kill Selene without a clear motive; you have Needle willing to talk to them. They will speak if they want to or not.
(Warning: cannot be used if You Growl is chosen, Pilgrims Code Article 10, b. and c. will be erased.
Cost: 30% Piety, 5% for every consequent use.
Chance: 20% (+10% every time this action is used.)
Reward: Information, the Pilgrims gain trait: Antiethical Action Allowed: Torture (Effect: -8 Piety, Torture can be employed for Piety and Goodwill cost.))

10.) These crimes (but not excluding others) are immediate ground for exile without 8.a.1. coming into effect.
-b.) Psychological Torture
-c.) Physical Torture

I... I want to choose You Smile. I know it's the wrong action to take, not only would it irreparably damage the Pilgrims, torture isn't even a good source of information, the victim tells you what you want to hear so the pain will stop, regardless if it's the truth or not. All lines of logic and morals point to giving up the assassin to the authorities. But still... If I were to put myself in Needle's shoes, or even Martyris' shoes, to know that the man who stabbed Selene has the gall to smile about his situation...

But of course, I'm not Needle, or Martyris. This is all fictional, (incredibly well written fiction, but fiction nonetheless) and we're removed enough from the situation to make the choice to make the correct decision.
 
[ ] Salt Refinement - Deep Pumps
This shouldn't be finished already.
From the looks of it the inn was automatically upgraded. Are we selling iceboxes already?
[ ] 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: The maximum amount of Faithful is created, according to the available Followers.)
This action changed! It's a lot better now.
Those clockwork locks sound cool.
The cat isn't in the sheet.

occasionally taking brakes
Breaks
 
We actually now have something worth a moderate favor from the noble in charge of the city, if we really want to get help for this. We should be able to make a deal where the city guards/investigators will aid us in this search for a vastly reduced fee, in exchange for us giving the Lord of the city the Fractal kitten we found.
 
1. So for reference just how many materials do Fractal and Celestial felines cost?

2. Also what would the reactions of a Forge Clan be if they saw the Core of the Knight we have?
1. There is no price. If one is captured, those willing to sell set up an auction, and invite everybody with money to it. If you do the same, you could get between 150 to 800 materials.

The question is if you want to sell the giant status symbol, which can be attached to a Hero. And will do more damage than your literal veterans.

2. The average Forge-Claner: *Visible Confusion*
Those who have worked on Cores: *Confused Screaming*
@HeroCooky, can we apply bonuses to Dig for Information?
Yes. Unless I specifically state it, you can apply Boni to actions.
1. This shouldn't be finished already.
2. From the looks of it the inn was automatically upgraded.
3. Are we selling iceboxes already?

4. This action changed! It's a lot better now.
5. Those clockwork locks sound cool.
6. The cat isn't in the sheet.


7. Breaks
1. Fixed.
2. Yup, the change was small enough to not be worth an action.
3. I summed up your technology-sales in "Miscellaneous Sales" under Income.
4. Yeah, was pretty worthless after turn 10 or so...
5. Thanks!
6. Fixed.
7. Fixed.
Dear, when Macarina saw Silvia and is gushing over her
Thats a deliberate pun. She has been calling Selene Deer pretty much in every scene both interacted. Maranica started doing so when Selene sarcasticaly answered "bleet" to one of her questions.
 
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can you write their reaction a bit more because I feel that this Core flies in the face of everything they know
Imagine that you are a programmer. You write code for your living, debug it to make it work, and all that jazz.

Then you see Jimmy. You do not like Jimmy, but you do not dislike him either, he just is. Then, as you are writing code as you do, he comes over to your desk, and asks you to help him with some code. You agree, even as you are annoyed at being interrupted, but, hey, you feel a bit of pride that Jimmy asked you first for advice. So, you go over, and stare at his desk.

Jimmy begins to talk about his problem, what he thinks is the solution, but wants a second opnion on it.

You continue staring at his desk.

Jimmy continues talking, not seeing you stare, and slowly gets the answer to his problem by himself. He turns to you with a smile and thanks you for your time.

You look him in the eyes and ask with all the gravitas you can muster:

"Why the fuck is your pc three potatoes linked to a Etch-A-Sketch, a lemon, and five paperclips? And why does it function?"

TLDR; by all logic, your Core should be aflame, exploding, and not functional. The Core, however, says fuck that, and continues existence in spite of mere mortals opinions. The genius who decided to study Cores and went nuts is probably the only person in a Forge-Clan that would have any idea why the thing functions at all.
 
TLDR; by all logic, your Core should be aflame, exploding, and not functional. The Core, however, says fuck that, and continues existence in spite of mere mortals opinions. The genius who decided to study Cores and went nuts is probably the only person in a Forge-Clan that would have any idea why the thing functions at all.
Should we ask our Forge Clan contact to have a Core expert take a look? :V
 
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