Rumor Mill Turn 63
Rumors:

Declaration From The Imperial Palace And Emperor Elianus - The Tessen Speaker
It has been years since the discovery of Suspendium and a little less than a decade after the first airships have taken to traversing the skies of Tessen, delivering goods, people, missives, and more across and within the Region and Minds of the people. Years in which deliveries of Suspendium were carried from the Forest of Rust in the North to the Capital in the East, guarded by Royal Soldiers and Knightly Orders. Though not unusual for being the tribute given by Prevter Houses, those deliveries have been given more weight within the last week by Emperor Elianus, as he issued a Declaration. You can read the entire Declaration on the second page, but, in short, the Emperor has proclaimed to his citizens, vassals, allied nations, subjects, tributaries, and enemies that the skies of Calynth are the Skies of the Empire. Anyone who wishes to soar across the heavens will find that it is not their sky across which they fly but that of the Empire, to which we have now laid claim like the Eversun has laid claim upon the sea. As grand as it sounds, the Emperor admitted this proclamation to possess no teeth or substance if the Empire did not own the means to enforce such supremacy. He declared that two new branches of the Imperial Army would be formed; The Royal Airforce and Imperial Airnavy. And as their first act, the Royal Airforce would take up the defense of the Capital onboard Five Newly Restored Ancient Warships, with the Imperial Airnavy tasked with patrolling the width and breadth of the Empire by using Twenty Line ships and five Patrol Cutters.
(Read more on pages 1-7)

Pilgrims Seen As Unreliable Turncoats By Previously Supportive Mutated Population - The Truthful Observers
Often seen as rabble-rousers by the respectable and a way out of poverty and work by the Mutated, the Pilgrims have managed to stab themselves in the foot by their recent turn-around and support of the Mutated Villages. Though still claiming that the Mutated Villages are "Pits of Misery and Despair" and "Direly in need of Reformation and Reconstruction Region-Wide," they have opened the season by buying around four percent of all shares, further negotiating for a transfer of ten percent from House Ulatarn by exchanging an Ancient Personal Cutter to serve the House. Despite this turn to reason and logic, most Mutated are of a different view, denouncing the Pilgrims as turncoats and traitors to their people. Several stores of theirs have already been vandalized by the disreputable and angered, alongside reports of attacks and violence against those subscribing to the Pilgrimage and its views. Furthermore, we have uncovered information about [...]
(Read more on page 4)

After Days Long Session, Pilgrim Council Agrees To Support Black Hole Villages, Despite Injuries Sustained During Debate - Rags, Rumors, And Rants
Though known as both a haven for Mutated and a religion advocating for equality in law and society for the same, the Pilgrim Council has recently made waves within the Mutated Communities. These waves are both of shock and betrayal, as they have, despite the expectations of nearly everyone, decided to buy into the construction of the Black Hole Villages announced by House Ulatarn. Though details surrounding the decision are still sketchy, some have been disclosed to the public by Councillors and medics, creating further controversy and discussion. Despite what one may think, most of those voting to buy into the BHVs were Mutated themselves, pushing forward the arguments that taking control and removing the BHVs underlying problems will be far more effective than going against a House. Most of those voting against support were Non-Mutated, arguing back that any help, no matter how well-intentioned, will create suffering for those pushed into the BHVs and the descendants once inertia ensures that all positive influences are ground underneath centuries of association. After several hours, this discussion turned heated and physical, though it wasn't stopped by those injured, demanding that the Council make a decision, no matter how long their meeting may last. In that, some of the heat has been taken off of them, though debate, disappointment, and paranoia by the Mutated have barely been reduced.
(Read more on pages 1-9)

***

Region Report/s

"We have received several dozen letters and communications at once, most within the last months delayed due to a Bandit Clan raiding several trade lanes before being beaten back into the Wastes. After reading and analyzing the reports, we have determined that no falsification or forgery of the sigils and encryptions sent and exchanged has taken place. However, caution should still be advised until we can send new ciphers via trusted couriers under guard to Bone Valley."
-Security Councillor Needle

"The foundation of a Sanctuary has been completed without any conflict with locals, authorities, or structural issues. Additionally, we uncovered a small vein of untapped iron in our excavations, which will be tapped to gain a steady income stream in the coming season. The vein has been rated rather poorly, though, so the money gained that way won't be able to sustain any greater efforts of ours within the future."
-Bone Valley Adjudicator Omar

"Cultivation of medicinal herbs, sandwheat, selected luxury goods like cocoa beans and jalapenos have borne fruit within the last week. Unfortunately, the planted orchard and fruit bushes are still maturing. However, the latter will bear fruit within a year, and the latter should provide enough supplementary vitamins to avoid scurvy for good within the city. Whether that will apply to those outside the Pilgrimage will solely depend on how quickly we can expand our operations here. Interestingly, discussions have started popping up if turning into the primary or secondary food producer within the city would be a viable way to cement our soft power."
-Bone Valley Adjudicator Omar

"Further reports pertain primarily to the difficulties encountered in recruitment efforts and the recovering state of the city. However, Omar of Iron notes that several local cults have started approaching the Chapter for trade, theological debate, and possible aid that one could give another. While the current details are sparse, he identified four different Cults due to the recent approaches. These are, in no particular order:"

-The Dutybound, an old militia-turned-holy-order covenant of soldiers. Dissatisfied with the defense against internal threats and the power of corporations and merchants, the ancient city-militia turned against the then ruling House, only to be shattered and hunted down over the following years. Centuries later, the survivors and their children slowly turned to armed insurgency and resistance against the Nobles and Forge-Clans, striking with lightning-quick raids against armories and storage vaults, distributing their gains amongst the people before vanishing again. Notably, they make use of both Power-Armor and bikes.

-The Verdant Children, made up of those living in the zone between City and Necropoli, seeking salvation from past sins and mortal coil. Those sins are nebulous to outsiders, as most Children are born within the faith, though they are seldom seen without full-body covering. When without, most report either seeing plants, or colorful lights, alongside unnervingly precise motions.

-The Church of her Nightly Lady, a cast-out once-dominant faith now subsiding on the edges of society, preaching a doctrine of pacifism and sanctification of Old Night (The Collapse) as purification of evil from the physical world.

-The Covenant of the Lightning Stone, declaring their holy mission to be granted to them and theirs by a physical object given to them from the Divine. They preach the sanctity of healing the injured, ill, and sick, taking most of their remaining doctrine from primarily Christian sources in most other aspects.

***

Spy-Network:

The Marquis of Tessen continues the expansion of the roadways.

House Ulatarn is continuing with its plans for the creation of the BHVs.

The Military has begun seeking new targets while reading quick-reaction forces throughout the Region due to several strikes against caravans.

The Followers of Light are administering to their flocks in the Region.

The Lost continue with integrating with the local Mutated Communities, seeking to gain connections and ties. Incidentally, their creed has started to gain both favor and sympathy from those Mutated at the end of hope, joining their ranks in more significant numbers.

Dirty Daggers continue with their plans to expand into the smuggling of humans and Mutated.

The Purified continue with their recruitment efforts, feeling incredibly vindicated with their opposition to the Pilgrims after we announced our buying of shares of the planned BHVs.

The Common People are debating the merits of Mutated Villages, with most responding positively to the news.

The Mutated feel betrayed by our actions, confused by them, and suspicious about our motives. Rumors and hearsay have seeped and tainted any hope of gaining control of the narrative. Only the large number of Mutated Followers, Faithful, and Councillors has stopped significant bleeding of Mutated Pilgrims.
 
Turn 63; Year 15; Month 3; Only Two Were Within
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 valuable technologies and machines to advance civilization
-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 discussions 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

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
-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, water, and electricity
--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 and repairs
-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.) It 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, for 8(eight) weeks a year without stating a reason.
-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/engineers 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.) It 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
-h.) Production

10.) These crimes (but not excluding others) are immediate grounds 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; every human is good, and every person has the capacity to create greatness; you just have to show it to them.
(Wait, are we the good guys? There is a 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.)

Second Tenet: Children Of The Universe
It does not matter if the body is one of flesh, blood, and bone, or metal, oil, and circuitry; the truth remains the same: they are as deserving of life and respect as any being in existence. Who are we to judge and condemn a being, to declare them as non-sapient and non-sentient, for the crime of not being born a human? Who are we to point at a Core which enjoys art, an Animal in the wild which learned to read and write in high-prose, and declare them as less than us? Our mind makes us human, with the ability to reason and understand, feel the suffering of those around us, and reach our hand out to help. Every single Machine-Mind and Animal capable of thought deserves our respect and a chance for peace unless they attack first.
(All non-hostile sapient beings (excluding Humans and Mutated) in the world receive, when engaged in Diplomacy, a relationship bonus, hostile ones are less likely to engage in antagonistic ways and can be persuaded to leave in peace or recant their ways. Pilgrims will not view any sapient being not of human origin as something less or false and will automatically advocate for and defend their rights. AI research is massively more manageable. +1 relationship to all Forge-Clans. Piety loss now 1 per 100 Followers.)

Doctrine of the Second Life
How can we call ourselves Humanists? How can we look at ourselves with pride if we disdain those we once shared our misery with? How can we teach acceptance and banish racism if we do not act upon our words with deeds? Do these men, women, and others not deserve the chance we once had, to be lifted by their hands, grasping ours?
(Unlocks additional Actions to target the underbelly of society for conversion, recruitment, and uplift.
Piety loss now 1 per 50 Followers.)

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. In His belief, the Pilgrims have taken after the First Leader, Martyris. 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. In addition, all Pilgrims may rename themselves in honor or shame. -1 to Piety rolls.)

Hidden Tenet: Fail Better
Falling is not a sin. However, falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)

Hidden Tenet: Kindle Alight The Beacons
Humanity has long since struggled against the darkness. At first, that dark was the night, ever creeping, ever hindering. But then, with a single spark, night turned day as a fire was lit by our most distant ancestors, taming something primal, beautiful, and deadly, turning it towards their cause. And with that single act of lighting a spark, they gave birth to something precious: knowledge, which they passed down to us today. It was not profit, greed, power, or any selfish instinct which drove them to do so, but the simple act of creating something better, even for a moment, so that their children could revel in warmth on the coldest night. So too, do we today follow that example haltingly, hesitantly, with unsure steps down a road so long untrodden. But we walk that road once more, unashamed of the failures we will commit, the stumbles and setbacks, and when we will lose sight of the road. However, we will walk, discover, and share all we find with our children so that they may stand upon our shoulders as we stand upon the shoulders of giants.
(When completing a Theory, you have a 10% Chance to gain another.)

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

I tell you: this is not how we should see death. 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 end, but their actions live on within our own.
(All casualties only inflict 1% Piety loss, -2 to Piety Rolls.)
Member/Resource Statistics
Members Total: 1.969
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 1.728
-Faithful: 33/58
--3/5 General Scientists - +12 (per) to assigned research
--2/3 General Doctors - +6 (per) against diseases and to Medical/Biological research
--1/1 Surgeon - +12 against diseases and to Medical/Biological research
--3/3 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research

-Followers: 1.670 (190 (7 Faithful) unoccupied)
--Recruitment: (+34 per Turn)
---(13 Due to The Codex Mk.1)
---(6 Due to Expanded Daycare)
---(14 Due to Poor-House - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))
---(6 Due to Expanded Poor Houses)
Adjudicator: Omar of Iron (Human)
Members: 241
-Faithful: 9/9
--1/1 General Doctors

-Followers: 232
--Recruitment: (+8 per Turn)
---(13 Due to The Codex Mk.1)
---(-5 Due to Cultural Pushbacks)

Projects:
-Tap the Iron Vein (1/2) (Income)
-Investigate Irinism (6/8) (Safety/Culture)
-Construct Hydroponics (5/7) (Food Production (Begins at (3/7) and increases per Turn after))
Total: 58
-Suzuki - Combat - Infection
-Annika - Exiled For 10.b. and other crimes - Execution
-Abhina Havaldar - Murder - Beaten To Death
-Roland - Murder - Stabbed To Death
-Sree Merdad - Murder - Bled Out
-Somphone - Murder - Brain Trauma
-Tano - Murder - Shattered Ribcage Leading To Asphyxiation
-Tawni Ifri - Murder - Infection Due To Burn Wounds
-Musto - Murder - Perforated Heart
-Nina - Murder - Physical Trauma
-Ahli - Murder - Extended Torture
-Minera Warden - Murder - Extended Torture
-Mahal - Murder - Burning
-Gera Min - Murder - Burning
-Su-Jiu Min - Murder - Burning
-Dianella - Murder - Stabbed to Death
-Nachshol ben Yael - Murder - Beaten to Death
-Devi Kalawat - Murder - Perforated Stomach
-Daax Moltendust - Murder - Sliced Jugular
-Varia Moltendust - Murder - Sliced Jugular
-Papaver - Murder - Sliced Jugular
-Yetek - Murder - Sliced Jugular
-Budiono - Murder - Sliced Jugular
-Bot - Murder - Sliced Jugular
-Erysimum Kalahan - Murder - Severed Limbs
-Brumisia Kalahan - Murder - Sliced Jugular
-Zizen - Murder - Crossbow Bolt through brain and chest
-Siscuss - Murder - Sliced Jugular
-Cincia Cinnius - Murder - Sliced Jugular
-Pyrole - Murder - Sliced Jugular
-Purshottam Goenka - Murder - Beaten to Death
-Rishab Saraff - Murder - Stabbed to Death
-Suripto - Murder - Beaten to Death
-Suminten - Murder - Beaten to Death
-Tri - Murder - Shattered Ribcage Leading To Asphyxiation
-Batyradz Tseboev - Murder - Stabbed to Death
-Carya - Murder - Shattered Ribcage Leading To Asphyxiation
-Abelus Galenus - Murder - Stabbed to Death
-Ricruil Holahice - Murder - Extended Torture
-Dany Olivier - Murder - Beaten to Death
-Pittaha - Murder - Beaten to Death
-Abi bat Alfons - Murder - Extended Torture
-Isviel Xyrstina - Murder - Stabbed to Death
-Emrath Xyrstina - Murder - Extended Torture
-Xizhakesh - Murder - Stabbed to Death
-Pernelle Chauvert - Murder - Physical Trauma
-Xose - Murder - Beaten to Death
-Aleen ben Zehavi - Murder - Stabbed to Death
-Isar - Murder - Physical Trauma
-Marina Bastarache - Murder - Physical Trauma
-Li-Chen ben Oram - Murder - Beaten to Death
-Taghi - Murder - Physical Trauma
-Shiva - Murder - Crossbow Bolt Through Chest
-Guli Azizi - Murder - Crossbow Bolts Into The Skull
-Erkin Azizi - Murder - Severed Arteries
-Deir - Murder - Suffocated
-Tamara Silaen - Murder - Physical Trauma
-Rozbeh - Murder - Physical Trauma

Materials: 642.01 (min. +24.00, max. +1.156.70 per Turn)

Income = 694.42-1.827.12 Materials:
33.40 = Followers
7.00 = Miscellaneous Sales
34.00-218.00 = Technology Sales
61.00-995.00 = Trade Routes
127.02 = Airship Sales (First Son)
61.50 = Taxes From Norqod
8.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
7.00-40.00 = Brothel 'Consensual' - (Mirn, Jokvi, Tessen)
3.00-12.00 = Print Shop - Smut
11.50 = Iron Mine
51.00 = Silver Mine
72.00 = Jewel Mine
117.00 = Ashleaf-Nursery
16.70 = Black Root

Upkeep = 670.42 Materials:
15.00 = Aid to The Lost
9.00 = Contractual Expansion (Norqod - Adequate Housing)
3.51 = Simple Hospital (Norqod) (-0.50 Due to Backroom Deals)
6.73 = Small Quarantine Area (Norqod) (-0.50 Due to Backroom Deals)
10.41 = Engine Assembly (-0.50 Due to Backroom Deals)
24.52 = 2x Computer (-15.00 Due to Merchant Guild Donations, -0.50 Due to Backroom Deals)
3.65 = Black Box - (-0.50 Due to Backroom Deals)
3.51 = Local Headquarters (Mirn) - (-0.50 Due to Backroom Deals)
10.07 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk, +0.55 due to Guards! Guards!, -0.75 Due to Local Headquarters)
16.81 = Grand Kitchen - (Mirn) - (+1.30 Due to Guardians For Hire, -0.50 Due to Backroom Deals)
24.99 = Asylum - (Mirn/Zulmni/Tessen/Strul) - (-0.75 Due to Local Headquarters, +0.55 Due to Guards! Guards!, -0.50 Due to Backroom Deals, +1.10 Due to Guardians For Hire)
3.02 = 7 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen (Normal), 1x Strul (Normal)) - (-0.95 Due to Buying Goods In Bulk, -2.25 Due to Local Headquarters, +0.55 due to Guards! Guards!)
18.71 = Minor Hospice Network - (-0.50 Due to Backroom Deals)
1.94 = 3 Expanded Hospices - (-0.15 Due to Buying Goods In Bulk, -2.40 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!, -0.75 Due to Local Headquarters)
39.36 = 6 Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.55 due to Guards! Guards! (Strul))
6.44 = 4x Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni) - (+1.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.55 due to Guards! Guards! - (Zulmni))
2.01 = Print Shop - Smut - (-0.50 Due to Backroom Deals)
1.61 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk, -0.50 Due to Backroom Deals)
8.30 = Daycare - (-0.15 Due to Buying Goods In Bulk)
8.95 = Medical Wing - Expanded - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade)
8.02 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
3.03 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
2.01 = Training Field - (Expanded)
22.70 = Laboratories - Grand - (-0.65 Due to Backroom Deals)
4.02 = Metalsmiths Abode - (Expanded) - (-0.15 Due to Buying Goods In Bulk)
7.71 = Berth - (Tiny) - (-0.50 Due to Backroom Deals)
8.12 = Anchorage (Tiny) - (Jokvi, Strul) - (-0.50 Due to Backroom Deals, +1.10 Due to Guardians For Hire (Strul))
11.95 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk)
2.06 = Ashleaf Nursery - (+1.50 Due to Steam Engine, +0.55 due to Guards! Guards!)
6.16 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +2.55 Due to Steam Engine, +0.55 due to Guards! Guards!)
4.46 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine, +0.55 due to Guards! Guards!)
1.91 = Iron Mine - (-0.15 Due to Buying Goods In Bulk, +0.55 due to Guards! Guards!)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
7.51 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk)
17.16 = Central Region Security - Private Security - (-0.50 Due to Backroom Deals)
5.35 = Communal Festivals - (-0.50 Due to Backroom Deals)
16.78 = Unit Upkeep
56.48 = Airship Line (First Son) - (-0.50 Due to Backroom Deals)
266.00 = Taxes

Goodwill: 199.80 (+2.19 per Turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+0.72 = Minor Hospice Network
+0.16 = 3 Expanded Hospices
+1.10 = Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul)
+0.05 = School - (Big) - (Mirn)
+0.50 = Grand Kitchen - (Mirn)
+0.06 = Asylum - (Mirn/Zulmni/Tessen/Strul)
+0.06 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni)
-0.02 = Print Shop - Smut

Piety: 75% (+25 to all rolls for Heroes with the Adjudicator Trait)
Rolls (+10):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-2 (Expanded Daycare)
-1 (Expanded Poor Houses)
-1 (Beautification)
-7 (Electric Lights)
-2 (Communal Festivals)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
-6 (Grand Kitchen - (Mirn))
-1 (Primitive Asylum/s)
+39 (Followers, +1 every 50)

Suspendium: 4 Medium, 6 Small, and 1 Tiny Suspendium Shards (1 Large needed in 1 (One) Turn - Paid)
Income: +3 Medium, 19 Small, 22 Tiny Suspendium Shards
+4 Medium Shards (Crystal-Path)
-2 Tiny Suspendium Shards (First Son Line)
Conversion:
24 (Tiny) - 1 (Small)
20 (Small) - 1 (Medium)
16 (Medium) - 1 (Large)
12 (Large) - 1 (Big)
8 (Big) - 1 (Gigantic)
4 (Gigantic) - 1 (Titanic)
(These are not to be seen as indicative of the actual size, merely their mechanical representation and conversion therein.)

Size (Mainly for visualization, do not see it as absolute law):
Tiny = Index Finger
Small = Human Head
Medium = Large Chest
Large = Car
Big = HGV (Truck/Heavy Goods Vehicle)
Gigantic = House
Titanic = High-Rise
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Politicking
Boni: +15 on all Diplomatic rolls

Marquis of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Politicking/Continues the expansion of the roadways.

House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Continuing with its plans for the creation of the BHVs.

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

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Friendly (1)
Plans: Suspendium/Daughter of Dawn

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Begun seeking new targets while preparing quick-reaction forces throughout the Region due to several strikes against caravans.
Information Network: Rank 2.
Factions:
- Knight-Chapters:
-- Blue Lance (Chapter-Master: Alson Dulhne|Friendly (1)|7 Hel's (175 Knights Total)|Defense-Chapter|Friends To The People)
-- Umbra Skulls (Chapter Master: Phagorim|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|5 Hel's (125 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|15 Hel's (375 Knights Total)|Assault-Chapter|Illuminate Them)

The Bureau For Imperial Civilian Logistics
Contact: High Archivar Mahan
Opinion: Neutral (0)
Local Plans: Getting Suspendium.
National Plans: Cheap Mass-Producible Transistors (1 Turn) - 220 (1st), 115 (2nd), 45 (3rd) Materials as Reward.

The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Administering to their flocks in the Region.

Miscellaneous Nobles
-Lady Maranica (Ally (3)|Not Good, NOT GOOD!!!)
-Baron Esker (Friend (2)|Penance - Will try to help if asked, within reason)

General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen:
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~13%
Mood: Debating the merits of Mutated Villages, with most responding positively to the news.

The Merchant Guild:
Contact: Abraham Lin
Opinion: Friends (2)
Plans: Highly Valued Customers and Suppliers

The Union of Herbalists:
Opinion: Friendly (1)
Plans: Advance/Make Cheaper Medicine.
Factions:
- Fundamentalists (Neutral (0)|30% Control|Quicker Doctors)
- Progressivists (Neutral (0)|37% Control|Cheaper Actions)
- Healers (Ally (3)|33% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friends (2)
Plans: Scientific Exchanges

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/77 Members/Reliable Mercenary Company)
Plans: Recruiting
-The Scavenger Organizations (Leader: None Formally
Crews: Old Eye Joe/49 Members
Plans: Recruiting)
-The Bad Batch (Leader: Simone Simona/Friends (2)/19 Members/Infiltration Experts)
Plans: ???

Criminal Gangs:
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: Continue with their plans to expand into the smuggling of humans and Mutated.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood.
-Gang: Daughters Of Rashomon
--Leader: Gislau Gutlover
--Territory: Ularn
--Opinion: Rivals (-2)(???)
--Plans: ???
--Uncovered Secrets:
---Associate Lists: Found several correspondences between the DOR and various prominent figures, which can be revealed to the Guard/Press to remove a lever for the DOR.
(Reveal to the Guard (Success: Yes. Cost: 17.38 Goodwill)/Press (Success: 16%, Cost: 1.03 Goodwill))
---Budget Ledgers: Money, Lists, Extortions, Bribes, etc. Get the tax collectors on their hides for the forgeries they practice, and you'll hit the coin pouch where it hurts.
(Reveal to the Guard (Success: Yes. Cost: 7.44 Goodwill)/Press (Success: 53%, Cost: 0.81 Goodwill))
--The Bad Batch Note: Lead by an ex-madam. Are eyeing your Consensuals with sheathed weapons. Willing to compromise, but on their terms only.
--Warning: All actions involving the DOR rolls with a malus of -80.
-Gang: The Purified
--Leader: Nir Saven
--Territory: Strul
--Opinion: Rivals (-2)
--Information Network: Rank 1
--Plans: Continue with their recruitment efforts, feeling incredibly vindicated with their opposition to the Pilgrims after we announced our buying of shares of the planned BHVs.
--The Bad Batch Note: A radical Mutated self-defense force that sees your pro-mutated rhetoric as dangerous subversion. They follow a general anti-human dogma.
-Gang: The Family
--Leader: Bloom
--Territory: Jokvi
--Opinion: Friendly (+1)
--Plans: ???
--The Bad Batch Note: A weird fusion of organized crime syndicate and forward-thinking business. They see calm waters as good waters. Waters being a crime, in case you missed that.

Terrorist Organizations
Neighborhood Watchers

-Leader: Mania?
-Territory: Strul?
-Opinion: Enemies (-3)
-Plans: We are somewhat convinced they are splintering into self-sufficient cells and spreading themselves around Strul. Most likely to avoid being effectively targeted by the law and adventurers.
--The Bad Batch Note: Hardcore Human Supremacists seeking to drive out or kill all Mutated within Tessen. (???)
--Known Cells:
---Primary Cell: Unknown (Strul??? ~50??? Members???)
---Secondary Cells: Unknown (Surrounding Strul??? ~200-500??? Members???)
---Tertiary Cells: Unknown (Between Strul and other cities??? Unknown Members???)

Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 1/8
-501 Members
-Tenets
--If You Cannot Help Yourself, Help Others
--Last Refuge Of The Damned
--None Are Islands, None Are Alone
--Plans: Continue integrating with the local Mutated Communities, seeking to gain connections and ties. Incidentally, their creed has started to gain both favor and sympathy from those Mutated at the end of hope, joining their ranks in more significant numbers.

-Conclave of Faya
--Contact: Elder Spirit
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Spirit Worship
---Artistic Focused
---Non-Violent
-Meira's Hidden
--Contact: Singe
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Forge-Clan Offshoot
---Pro-Mutated
---Isolationists

The Mutated:
Opinion: Friendly (1)
Plans: Live.
Information Network: Rank 1.
Mood: Feel betrayed by our actions, confused by them, and suspicious about our motives. Rumors and gossip have seeped and tainted any hope of gaining control of the narrative.

Sapients:
Forgotten

Opinion: Friendly (1)
Plans: Orchestra

General Opinion on Mutated: Semi-Open Racism (1)
Artefacts
Common
Chocolate Recipe - 1.03 - +5 to Common Chemicals
3x Chainswords - 1.24 - +5 to Common Mechanical
Food Preservatives - 1.15 - +5 to Common Chemicals
7x Elaborate Costume - 0.63
4x Ancient Torahs - 0.44
Beer Recipe - 1.41 - +5 to Common Chemicals
Well Kept Clothes - 0.97
Destroyed Sentinel Remains - 1.31 - +20 to Machinery/Armor/Programming/Electronics
Flexible Window - 1.21 - +5 to Common Armor
2x Tattered Book - 2.67 - +5 to ???
Thick, Faded Tome - 3.49 - +5 to ???
Bugged Collision Avoidance System - 1.93 - +5 to Programming
Lever-operated Pump - 2.19 - +5 to Mechanics
Tasteful Dress - 0.36
2x Decorative Armor Pieces - 0.93
Galant Men's Wear - 0.46
12x Miscellaneous Artifacts - 1.02 +5 to Everything
5x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
Beta Blockers - 1.12 - +5 to Chemicals
Recipe Fragments - 1.26 - +5 to Chemicals
Frontal Cortex Scan - 1.12 - +5 to Biology
Preserved Neuron - 1.20 - +5 to Biology
2x Neuroscopic Chemical Fragments - 1.41 - +5 to Chemicals
Jeweled Brooch - 0.71
2x Comercial Pump - 1.35 - +5 to Hydraulics
Intact Glasses - 0.51
Rusted Baton - 1.38 - +5 to Weapons
Interesting Toy - 1.22 - +5 to Physics
Flayed White Dress - 0.18
Discarded Atlatl - 1.12 - +5 to Weapons
Uninspired School Science Project - 1.21 - +5 to Physics
2x "Discipline And Kids" - 1.04 - +5 to Psychology
Golden Filigree - 0.94
Gold Alloy - 1.46 - +5 to Metallurgy
Rare
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Tactical Hud Frame - 6.49 - +20 to Advanced Armor/Programming
7x Cracked Bright-Lance Lense - 7.21 - +20 to Advanced Weapons/Physics
Intact Civilian Flamethrower - 6.75 - +20 to Advanced Weapons/Chemicals
4x Damaged Sentinel Remains - 7.31 - +20 to Advanced Machinery/Armor/Programming/Electronics
2x Damaged Caretaker Remains – 7.04 - +20 to Advanced Machinery/Armor/Programming/Electronics
8x Malicious Scrap Code - 6.17 - +20 to Advanced Programming
3x Destroyed Bright-Pistol - 7.23 - +20 to Advanced Weapons/Metallurgy/Physics
3x Foldable Electro Lance - 6.33 - +20 to Advanced Weapons
2x Flexible Armor Jacket - 6.90 - +20 to Advanced Armor
Calibration-Matrix - 6.30 - +20 to Advanced Weapon/Programming
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
Code Scraps - 5.99 - +20 to Advanced Programming
Laboratory Equipment - 5.44 - +20 to Advanced Medicine
Black Tome With Golden Letters - 11.76 - +20 to ???
A Book With Legacy - 9.13 - +20 to ???
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watchsystems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Automated Bloodbag - 6.82 - +20 to Advanced Hydraulics/Medicine
Autonomous Preservative Injector - 6.44 - +20 to Advanced Hydraulics/Chemicals
Crossbow Loader - 5.46 - +20 to Advanced Weapons
Scale Vest - 6.25 - +20 to Advanced Armor/Electronics
Scale Helmet - 6.50 - +20 to Advanced Armor/Electronics
Scale Gauntlets - 6.09 - +20 to Advanced Armor/Electronics
Scale Boots - 5.53 - +20 to Advanced Armor/Electronics
6x Mono Titanium Blade- 5.01 - +20 to Advanced Weapons/Metallurgy
2x Crane Pumps - 5.78 - +20 to Advanced Hydraulics
2x Adaptive Interface Prototype - 6.94 - +20 to Advanced Programming
Hydrochloric Halucinogenic Acid - 6.45 - +20 to Advanced Weapons/Psychology/Chemicals
5x Missile Propellant Samples - 5.05 - +20 to Advanced Weapons/Chemicals
2x Targeting Platform - 7.15 - +20 to Advanced Weapons/Machinery
Acid-Warhead - 5.15 - +20 to Advanced Weapons/Chemicals/Armor
5x Painmaker-Warheads - 7.25 - +20 to Advanced Weapons/Psychology
Rotten Swarm Missile - 6.79 - +20 to Advanced Weapons/Biology
2x Destroyed Missile Loading Mechanism - 5.14 - +20 to Advanced Weapons/Mechanics
3x Refueling Nozzles - 6.07 - +20 to Advanced Weapons/Hydraulics
2x Rusted Swarm Seeker Warheads - 7.42 - +20 to Advanced Weapons/Hydraulics/Electronics
3x Half-Rusted Fuel Pumping Station - 5.30 - +20 to Advanced Weapons/Hydraulics
6x Reactive Micro-Lance - 5.75 - +20 to Advanced Weapons/Armor
Scarlet Fever Warhead - 5.13 - +20 to Advanced Weapons/Psychology
5x Painmaker Vats - 6.66 - +20 to Advanced Weapons/Psychology/Hydraulics
3x Seeker-Shells - 7.38 - +20 to Advanced Weapons/Electronics
Rotting Warheads - 5.64 - +20 to Advanced Weapons/Biology
7x Busted Swarm Missile Constructors - 7.46 - +20 to Advanced Weapons/Machinery/Chemicals
5x Acidic Globules - 6.41 - +20 to Advanced Weapons/Chemicals
4x Goo-Cages - 6.68 - +20 to Advanced Weapons/Mechanicals
2x Unusable Legionary-Warheads - 6.34 - +20 to Advanced Weapons/Programming/Biology
Flight Paths - 7.26 - +20 to Advanced Weapons/Physics
5x Loading Tubes - 5.52 - +20 to Advanced Weapons/Mechanicals
3x Feeding Stations - 5.50 - +20 to Advanced Weapons/Chemicals
Burnt Pacifiers - 5.86 - +20 to Advanced Weapons/Machinery/Chemicals
5x Saint-And-Hallow Warhead - 5.60 - +20 to Advanced Weapons/Medicine
3x Thoroughly Trashed Micro-Lance - 5.43 - +20 to Advanced Weapons
2x Micro-Lance Coolers - 7.23 - +20 to Advanced Weapons/Hydraulics
4x Ablative Scales - 5.65 - +20 to Advanced Armor
Sewage-Regulators - 5.14 - +20 to Advanced Hydraulics
"Neurological Diseases" Leaflet - 6.17 - +20 to Advanced Psychology
2x Thermobaric Landmines - 5.23 - +20 to Advanced Weapons/Electronics/Chemicals/Machines
5x Burnt Thermoplastic Reloaders - 6.83 - +20 to Advanced Weapons/Mechanics
3x Advanced IFF Algorithms - 5.93 - +20 to Advanced Weapons/Programming
Self-Defense Spray - 5.08 - +20 to Advanced Weapons/Chemicals
Automatic Door Motor - 5.99 - +20 to Advanced Mechanics/Machines
"Autism Isn't Real, Here's Why!" - 5.35 - +20 to Advanced Psychology
2x Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
9x Eversun Psychology Works - 5.31 - +20 to Advanced Psychology
7x Rusted Constructor Component - 5.91 - +20 to Advanced Electronics/Metallurgy
Forge-Clan Morgenstern Mk.3 Leg Prosthetic - 6.36 - +20 to Advanced Electronics
Retinal Implantation Guide - 5.46 - +20 to Advanced Biology
Neuionum Samples - 5.28 - +20 to Advanced Metallurgy
Folding Security Measures - 6.94 - +20 to Advanced Mechanics
Sterilization Station - 6.69 - +20 to Advanced Chemicals/Machinery
Destroyed Autonomous Turret - 6.18 - +20 to Advanced Weapons/Machinery
3x Caustic Metals - 10.54 - +20 to Advanced Chemicals/Armor
Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Overgrown Guardian Machine - 5.21 - +20 to Advanced Machinery/Weapons
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
2x Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
Auto-Adjusting Bodyarmor - 6.68 - +20 to Advanced Armor/Machinery
Coolant Feed System - 6.87 - +20 to Advanced Hydraulics
Overgrown And Shattered Micro-Lance - 7.08 - +20 to Advanced Weapons
3x Rudimentary VI - 5.49 - +20 to Advanced Machinery/Programming
2x Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
2x Self-Sealing Bandages - 5.95 - +20 to Advanced Hydraulics/Programming/Medicine
2x Larva Vivisection Reports - 7.46 - +20 to Advanced Biology
Acid-Sprayer - 5.76 - +20 to Advanced Weapons/Chemicals
Lost Tech
Gutted Core - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma Torch - 18.40- +50 to Advanced Physics
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Shield - 18.49 - +50 to Pioneer Armor
2x Hololithic Cube - 20.00 - +50 to All Physics/Machinery/Hydraulics/Engineering/Programming/Metallurgy/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
3x Bone Mending Kits - 16.12 - +50 to Advanced Biology/Machinery
Äther-Battery - 15.90 - +50 to Pioneer - Electronics/Physics/Chemicals/Engineering/Metallurgy
Fire-Suppressant Systems - 15.41 - +50 to Pioneer Hydraulics/Chemicals
Auto-Pilot - 19.66 - +50 to Pioneer Programming
Prototype Fuel Refiner - 19.45 - +50 to Pioneer Hydraulics/Chemicals/Engineering
Miniature Bright Lance - 18.33 - +50 to Pioneer Weapons/Electronics/Metallurgy/Machinery
Flesh Mending Syringe - 16.71 - +50 to Pioneer Biology
2x Bright-Lance Compartments - 18.76 - +50 to Pioneer Hydraulics/Weapons
4x Target Seeking Explosives - 18.74 - +50 to Pioneer Weapons/Electronics/Programming
Hostile Virus - 17.38 - +50 to Pioneer Programming
Fluid Exchanger - 15.02 - +50 to Pioneer Hydraulics
3d Metal Printer - 15.78 - +50 to Pioneer Machinery/Electronics/Programming/Chemicals/Metallurgy
Gas Liquifiers - 15.43 - +50 to Pioneer Hydraulics
Theorem On Celestial Movements - 15.97 - +50 to Pioneer Physics
Sleep-Gas Bombs - 18.56 - +50 to Pioneer Chemicals/Biology/Weapons
Spider Drones - 16.55 - +50 to Pioneer Weapons/Electronics/Programming
Self-Adapting Virus - 16.53 - +50 to Pioneer Programming
Smart Fluid Nano-Drone Swarm - 16.36 - +50 to Pioneer Hydraulics/Medicine/Programming
Self-Deploying Jackhammer - 16.90 - +50 to Pioneer Mechanics/Programming
Assisting Synthetic Intelligence - 17.44 - +50 to Pioneer Programming
5x Implant Equipment - 16.79 - +50 to Pioneer Medicine/Electronics
Eye-Hud - 16.78 - +50 to Pioneer Electronics/Biology/Medicine
Body Diagnostic-Drone - 17.19 - +50 to Pioneer Biology/Medicine
4x "Chemical Alterations Of The Mindscape" - 31.44 - +50 to Pioneer Chemicals/Psychology - [Library]
Revelations Of Eden (Penned By Prophet Mahami-Du-Ojasi - Holy Book - Church of Eden) - 43.20 - [Untranslated]
Neuionum Theorem - 19.13 - +50 to Pioneer Metallurgy
Thermal-Exchanger - 19.05 - +50 to Pioneer Machinery
8x Self-Implanting Exo Skeleton - 15.04 - +50 to Pioneer Machinery/Medicine/Biology
2x "The Death Of A Moon" - 16.23 - +50 to Pioneer Physics
3x Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
9x "Eternium" - 18.60 - +50 to Pioneer Medicine/Chemicals/Biology/Psychology
12x Plasma Tools - 16.97 - +50 to Pioneer Physics/Metallurgy
11x Walker Maintenance Kits - 15.39 - +50 to Pioneer Physics/Metallurgy/Armor/Electronics/Programming/Weapons/Machinery
3x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
5x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
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 the Ancients 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 12.5 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. There are 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 inscribed in the middle of the blade. PD connected to the sword and immediately exclaimed ownership over the zweihänder. Her explanation was: "Every woman needs a fun toy, and this thing is one!"
(2d40+30 Damage, cannot equip a shield.)

CORE-^Ä^
PD found this Core within the bowels of the Daughter of Dawn, even months after the latter was used as quarters for a veritable legion of engineers and soldiers. He seems to be an old friend, and one can hear both chatting quite often when maintenance calls, but ^Ä^'s speech is unintelligible for any human, Mutated or otherwise. Seriously, how can you hear [T]7 in speech? Otherwise, he seems perfectly fine with only being a Core, though he would like to be put into a Knight in the next century or two.
(Gain +1 Automatic Success for Learning Actions if applied, 5% chance to suffer permanent damage.)
Traits:
Old, Forgotten, Lost, Yet Never Beaten (+4 to all Morale Rolls for nearby enemies), Ancient Machine, Obsolete Mind, Bygone Soul (Unaffected by any psychological or ??? attacks), Scorched Mind (Cannot communicate in any manner accessible to organic minds not altered for mind-machine interfacing), ??? (???)

Leputa-Pattern Knight Frame
An ancient Knight Frame of unknown make and producer seemingly bashed together out of various parts in desperation. Yet, surprisingly, they seem to have little in the way of issues when working together, and what few pieces need to be replaced can be done without much hassle by ringing up Forge-Clan Vanar-Feer for some special orders. But, looking closer, the Frames internals appear to be configured to be piloted by a Core alone? Why would they have done so, or how could the creators of this Frame have done so?
(Leputa-Pattern Knight.)

Soaring Wrenches
An unburnable book containing the collected knowledge of an engineer who had worked for nearly a century on airships, detailing everything they knew. Everything is addressed and described here, from the want of a chip leading to a ship's destruction to other tiny details.
(+50 to All Mechanics, +10% to all Airship Desing Income)

Auroran Cylinder - (Equip to Hero)
A cylinder about the size of a human forearm and with an equivalent thickness that shines with a kaleidoscope of colors, bringing warmth to the body and calm to the mind of its wearer. Aria noticed a tingling all over her body when she got it from a room within the Daughter of Dawn.
(+1 Health if equipped, +20%???)

Banner of Lumination - (Equip to Hero)
(Auxiliary Knight Equipment) (+/-4 to/against Morale Rolls to all friendly/enemy Units if engaged with Eversun Units.)

2x Phoenix Suits
Heavy Mechanized Armor - +50 to Pioneer Armor/Hydraulics/Chemicals/Metallurgy - (18/18 Armor for 1/1 Unit, -20 Thermal Damage)

2x Enlighteners
Flamethrowers - +50 to Pioneer Weapons/Hydraulics/Chemicals/Metallurgy- (+5d6 Thermal Damage, Inflicts Radiant Scorching (2d6 damage) for two rounds, has 8 Fuel.)

NOVA MACHINA - (Equip to Hero)
A 10x10x10cm translucent box with a swirling spot of black and white in the middle. It cannot be opened, smashed, or taken apart by any means. All Humans that touch the box feel intense nausea, abdominal pain, and loss of self-preservation, with Mutated reporting headaches, static within their ears, the feeling of falling, and extreme paranoia. Better we lock it in the back of our Vault; less someone injures themselves or others by touching this object.
It wants to be used. You will use it. We shall be the ones to set it free. The Forest Shall Bow Once More.
(+1 to (3\²]SN@'+ßz_ )
Military
Units (5/18)
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: 8/8
Damage: 1d6 (+2 damage ignores armor and 2 AP when melee, 4 AP when ranged.)
Training: Trained (3/6)
Breakpoint: 2/6 size remaining in Combat

Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-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.
-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.
-Medical Kit (Silver): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells

Trait/s: Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Special Rule: Cannot take a scout action if this Unit is used for military purposes.

Upkeep: 0.69 Materials per Turn.

The Unbroken
Description: A large force of volunteers shipped 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: 16/16 (+20 on Stealth) (+10 to Initiative)
Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+4/-0+1d2 (Melee) (against Biologicals/Mechanoids) (3 AP)(Dread-Ghillie)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: Unbreakable

Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-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. 0.04 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. 0.05 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells

Trait/s:
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), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Upkeep: 1.86 Materials per Turn.

The Wall
Description: A group of six Pilgrims, armored and armed with the best that their religion can create and buy. They stand ready to defend their brothers and sisters in faith with their lives.
Health: 6/6 (Size 6)
Armor: 36/36
Damage: 1d6+1d4 (+3 against Machines, 2 AP)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: 5/6 size remaining in Combat

Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.80 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 1.00 Material Upkeep.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Firebomb (Lingering): It is used as a free action before the melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.03 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. 0.03 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells

Trait/s: Fiery Speeches (Morale is rolled with Advantage), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Bastion (Rolls all dice with Advantage when defending a location), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Upkeep: 1.00 Materials, max. of 0.61 Materials per Combat.

Incubi
Description: In a surprising event, the Incubi are six siblings, five women and one man. In another, the oldest is barely 23, and the youngest, their brother, 20, making them relatively young, even by Pilgrim standards. It is notable that, while having been elected their Leader, the five sisters constantly tease their younger brother while also trying to get him hooked up with virtually any girl willing to entertain them.
Health: 6/6 (Size 6)
Armor: 22/22 (-20 for Stealth)
Damage: 1d8+5 (3 Acid Damage, +1 Acid Damage for (one) Turn after attacking, tripled damage against Armor and Internal Structure)
Training: Trained (3/6)
Breakpoint: 2/6 size remaining in Combat

Equipment:
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals), 39.55 Materials per (6/6) Unit.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 9.05 Materials per (6/6) Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells

Trait/s: Lil' Bro! (Always one survivor. This trait will be deleted after being used), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), War Lessons (+5 to the first two rolls in the next Combat.), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Knight - Perpetual Defiance

Airship - Daughter Of Dawn
Equipment
Weapons
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: +1 Damage, can be combined with a shield or equipment. 0.02 Materials per (6/6) Unit.
-(Basic Ranged) Sling/Bow: +1 Damage per size, damage halved, cannot be combined with shields, -5 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.11 (6/6) Materials per Unit.
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.07 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.16 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns. 4.19 (6/6) Materials per Unit.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 9.03 Materials per (6/6) Unit.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores armor, 5.83 Materials per (6/6) Unit.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 9.05 Materials per (6/6) Unit.
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.14 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.80 Materials per (6/6) Unit.
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-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. 2.78 Materials per Unit (3 Armor for (6/6) Size).
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals), 39.55 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 64.70 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.80 Materials per (6/6) Unit.
Consumables
-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. 0.03 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. 0.03 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Combat Drug - Berserk: Increase all damage by two damage dice. (Warning! Use of this drug has a (projected) 14% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 3.24 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.
-Combat Drug - Last Stand: Reduce all damage by half, triple all Health. (Warning! Use of this drug has a (projected) 91% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 8.43 Materials per Unit.
-Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! Use of this drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 4.93 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
Upgrades
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor, 3.44 Materials per (6/6) Unit
-Mortar Upgrade: Acid Globules (Ammunition): +4d4/12d4 Acid Damage against Biological/Machine Enemies, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
-Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells
-Mortar Upgrade: Choking Gas (Ammunition): 2d2 Health Damage per Turn, Yellow Fog (Affects 1d6 Units, randomly chosen in the target area, until it diffuses), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 12.96 Materials for (1/1) Shells
-Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
-Mortar Upgrade: Explosive Warheads (Ammunition): 12d4 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HEALO Rounds (Cannot be used indoors, 1/2 Damage against Machines), 6.53 Materials for (2/2) Shells
-Mortar Upgrade: Seeker Shells (Ammunition): +8 Fire Damage, Born To Die (+50% Accuracy), 22.10 Materials for (1/1) Shells
-Mortar Upgrade: Flaming Ordnance (Ammunition): 2d12, Burning Comets (Hits every Unit present on the battlefield, cannot be used indoors), 12.39 Materials for (5/5) Shells
Auxiliary
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
Unique/Notable Assets
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Elemental Feline Juvenile- Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (41/60 Growth) - (117 Materials (13d12))
1x Black Root - (13.50 Materials (3d4+6)
1x Bloodbark Field - (-1 to all casualty rolls, -0.80 upkeep to all medical buildings)
1x Desalination Basins - Deep Pumps - (8 Materials (2d4+3))
1x Inn - (Eye of the Beholder) - (2d4+4)
2x Brothels 'Consensual' - (7d4-2)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (11.50 Materials (1d4+9))
1x Silver Mine - (Mined, Engine) - (51 Materials (3d12+24))
1x Jewel Deposit - (Mined, Engine) - (72 Materials (3d12+45))
1x Electronics Workshop - (16d8)
1x Engine Assembly - (6d12)
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions) - (3d4+8)
1x Black Box - (Gutted Core)
1x Personal Cutter
1x Lineship
Waking Machine-Minds:
-INDOMITABLE BASTION
1x Common Suspendium Theory
2x Common Metallurgy Theory
1x Common Medicine Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
1x Common Electronics Theory
The Tree - Jokvi - (9d19)
The Tree - Strul - (7d18)
Strul - Mirn - (12d15)
Strul - Zulmni - (12d12)
Jokvi - Ularn - (6d19)
Ularn - Tessen (5d18)
Mirn - Ularn (5d20)
Strul - Ularn - (5d14)
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 - Deep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 Materials per turn.

Administration Center - Grand + 3 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Archeology-Action.
- +1 Faith Action.
- +1 Learning Action
- +1 Diplomacy Action
- +1 Holdings Action

Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.

Living Quarters - Continuous Expansion
- All Pilgrims can live within the Tree without any problems.

Expanded Daycare
--2 to Piety rolls, +6 permanent recruitment due to families.

Storerooms - Continuous Expansion
-All Pilgrims can survive for twelve months under siege conditions. (5 Materials per 250 re-stock cost.)

Metalsmiths Abode - (Expanded)
Lowered costs for all equipment, increased chances for all research, rolls with Advantage for all study of melee weapons/equipment made of metal.

Laboratory - Grand
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.

Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.

Electronics Workshop
+30 to all Electronics Research and 12d8 Materials Income (Technology Sale).

Anchorage For Airships
Unlocks DOD Actions.

Martial Range
Lowers malus when switching from ranged to -10.

Training Field - Expanded
Can recruit Units at (3/6 Trained) instead of (2/6 Militia)

Crystal Path
+4 Medium Suspendium Shards each Turn.

Black Box
5% not to use up an Artifact, can slot 1(one) Artifact to continuously provide 10% (rounded down) of the Artifacts bonus.

Library - (Basic)
Provides 1(one) slot for Literature Artifacts, continuously providing 10% (rounded down) of the Artifacts bonus.

Artistic Initiatives
Murals, engravings, paintings, and much more make the Tree a more desirable place to live inside.
(-1 to Piety rolls.)

Berth - Tiny
A tiny berth allows for repairs and refueling of Light Airships, allowing the crew to leave comfortably, modifying the ship, dismantling it, and whatever else one can think up.
(Can now modify Light Airships.)
Town Holding: Norqod
Prosperity: Passable (Growing)

Mood: Happy (Decline)

Permanent Inhabitants: ~3.100
-Tendency: Slight Uptick

Security: Yes.

Features:
-A Wall
-Basic Service-Buildings
-Population Focused Marketplace
-Simple Hospital
-Adequate Housing - (Subsidized)
-Engine Assembly
-(COMPANY NAME) Airship Manufactory - (First Son - 1 Line)
-Beverage Spoke
-Amphitheater Avenue
-House Dall Palace
-Tribal and Iwi Burrows
--???

Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
-Royal Guardian Barracks: Supplies the Royal Guardians onboard the DoD.
-Forge-Clan Enclave (Specialists): Investigates and Repairs the DoD.
-Cultural Settlement: This allows the Pilgrims to spread their faith further than ever by sheer cultural osmosis.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims
Health: 4/6 (-2 permanent)
Armor: 56/56 Armor
Training: Trained (3/6)
Breakpoint: Unbreakable

Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Obstacle (Prototype): Power Armor: +56 Armor, -50 on stealth rolls, 9.53 Upkeep.
-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. 0.05 Materials per Unit.
-Medical Kit (Silver): Roll 1d5 before survival roll to heal any wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.

Special Rules:
-Must be accompanied by one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds in 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

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

There are few things worse 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 more selfless actions. Your medicine's side effects 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: Criminal Organizations
This world is not a kind one. It will chew you up and spit you out when 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 various Criminal organizations will require much more effort, but harming them will be much easier.
(-10 to aiding Criminal Organizations, +5 to harmful actions against them.)

Sympathy: The Lost
Through action, conversation, morals, mind, or observation, this person has developed a deep sympathy for a faction or group of people, seeing helping them as a moral calling and ignoring them as a moral failure. They will, if able, extend a helping hand without hesitation, ready to lift those that grasp it and grasp those unable to hold onto themselves.
(+20 to all rolls involving: The Lost)

Prevter By Marriage
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 keyword 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," not honorific, and she has been given the village of Norqod as a holding. The town 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. For her part, Selene stopped dragging you away for stress relief when her request had been approved, firmly of the opinion that she is not made for nobility. And now you have to deal with the fact that both you and Selene have been elevated to Prevter.

Mutated Wife - Prevter Selene Dall
She is back to her usual self, if a bit more conscious about her surroundings, and participates in the militia's drills. But for all that, she is still marked by her experience, even if she doesn't want to be. Her sex drive has not suffered the slightest bit during all this, so at least she can relax that way? Or, during your night walks, the stars are much clearer above the Tree than in the city. She is currently dealing with the fact that four Royal Guards have taken up bodyguard duties for her and Silvia, citing orders from the Emperor.

Child: Lady Silvia Dall - Mutated Girl - 8-Year-Old
Your first child! She is, in every aspect, perfect! Her legs and ears are like her mother's, even if her fur is entirely 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 relatively long tail, furred like a Sweden forest cat (the fur is obsidian again, though white spots have started appearing), which means you need to get a tailor for her pants. Her first teeth recently started to fall out, some being replaced with a sharper version, like fangs. Her laughing and smiles melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. Unfortunately, she is blind, so teaching her to read and defend herself is challenging. You found a seller for braille books and a guide on how to read them, so you can confidently say that she will be able to read when she's grown up. But you still need to figure out how she could defend herself. Maybe grenades? Her first word had been 'Dada.' You'll never let Selene live that one down. Letting her go to School hurts more than you'd like to admit. Your move to Norqod has upset her, as she won't be able to meet and play with her friends as often as she wants to. However, she has made new friends, and with Crinkles letting her ride him everywhere, she has seemingly adjusted to her new normal.

Founder, And First Arbitrator
You founded the Pilgrims and were appointed as Arbitrator, the final voice in any argument, a watcher for those who would turn the Pilgrims against their ideals. Hopefully, you will prove the trust placed in you right.
(This Hero will add the Piety bonus/malus to all his rolls. Relax is not needed.)

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Aria
Aria, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance
Health: 7/7
Armor: 4/4 Armor
Training: Knight (4/6) (+5 to Initiative)
Breakpoint: 5/7

Equipment:
-Dagger: 1 Damage per size (1 total)
-Pilot-Suit - Pathane-Weaved: 6/6 Armor with +1 health and 31% chance to survive PD being destroyed. Pathane-Weaved (All physical damage is reduced by 20%)
-Medical Kit (Silver): Roll 1d5 before survival roll to heal any wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.

Special Rules:
-Uses the stats of PD in Combat until she is destroyed.

Trophies:
1x Banner of Lumination (Eversun)

Traits:
Mutated:

Strangely striated blue eyes with overly responsive irises. Metallic gray hair that moves about and generates mild electric shocks and vibrates to create simple tones, all of which mark this person as a Mutated. They will have a hard time getting people to like them.
(-20 to Diplomacy for any Locals/Elites they interact with, as long as the Opinion on Mutated is at (0/3). -20 to the malus for every point in the negative, +5 for every point in the positive.)

Mutation: Lamba Volondavenona (19/25):
Aria's Mutation originates in the city-state of Jahi, a once vassal of the Empire, before being absorbed into the greater nation due to unrest and rising violence. As the Gene-Smith explained, her hair is akin to a radio; both able to receive and transmit at will, when trained, of course. While this Mutation wouldn't be of much use, her brain has also been altered to decode and understand said transmissions. Further, she has finally figured out why she doesn't scar even with deep wounds! Her Mutation prevents her body from going "Good Enough" and stops healing, forcing it to repair all injuries perfectly. When Aria attempted to perceive the Regions transmissions, she said it was akin to a whisper within a hall. She also said that her head started to hurt when she looked at the second moon, though its odd ability to hinder or distort radiowaves is well known.
(+36 to all rolls made with PD.)

Bloodied Knight-Pilot:
You have joined the illustrious Elite of the world, one where the entry is life-long service, and the exit is at the end of a weapon. Yours will be a life of war, death, and struggles, bringing hope to despairing hearts, rallying flagging defenders, and protecting those in your shadow. Do not stumble, for the consequences are grave.
(+10 to all rolls after using a Knight in Combat.)

1st Generation Pilgrim:
This person has not been converted to the Pilgrim's belief but was brought up in it from a young age. Their faith has always been a part of their life, guiding their actions even when choosing to leave. People will find it hard to sway their devotion should they remain.
(Actions to subvert Aria roll with a malus.)

We Can Do It!:
Aria has been deeply empathetic, caring, and driven from a young age. Since joining the Pilgrims, she has grown into a relentlessly friendly and optimistic young woman, shaped by her adoptive family's experiences. With her determined personality, she's picked up "a little bit of everything" at a young age by enthusiastically volunteering to assist in any and everything. She picked the brains of anyone willing to let her, though the more curmudgeonly among the Pilgrims find her boundless enthusiasm tiresome. But she will give everything she has in all she does, unfortunately, sometimes beyond that.
(+20 to all actions this Hero is assigned to, -10 for every Turn Relax is not chosen. Currently: +10)

Trauma: Common People Purge Survivor (16/16):
It has been years since the Purge, and you no longer feel overwhelmed or trapped by the feelings of terror and hopelessness as you once did. Instead, you have used that horror you survived as a drive to see it never repeated, or minimized, for as long as you live. You may occasionally still dream about the screams, the hateful faces, and the smell of burning flesh, but it adds to your conviction to see it never repeated.
(-5 to all Actions this Hero is assigned to, can be chosen as a starting character should a Purge happen. +10 to all Actions done by this Hero within Purge Turns.)

To Fling A Light:
Sometimes? Sometimes being willing to help is not enough; doing all you can do will fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You would gladly fling a light into the future at the cost of your life.
(???)

Human Wife - Chiedi
The bliss of marriage with all of its novelties and joys.

??? - ??? - ??? - (2/?)
???
(???)
The worst thing was, Harl thought, awake at night next to his wife, that the room assigned to them and their two children was better than the one they still had while both were still working. There was some cruel irony, or whatever you'd call it, within that, he supposed. Being dependent on the charity of a religion, having to eat and drink from their provided storage, being subject to healing from their paid doctors and nurses when injured, and given both help and time to become accustomed to the prosthetics they both needed when they arrived.

He had forgotten how sandwheat tasted when mixed with fruit, nuts, and honey, that terrible taste overtaken by sweetness, bitterness, or earth. But, unfortunately, Shar's and his shifts in the clothing manufactury didn't pay enough for all four of them to eat with taste in mind, so they'd both given that up for their kids, hoping that they would find better work even as it never happened. As his father had said, they were workers from the moment Zulmni had been founded to the day their lines would end in the ever-growing sands of time. And workers didn't get paid enough to live in unearned luxury; every scrap of fruit and comfort came from hard work, longer hours, and the ever-present dread of injury and loss of income.

Of course, he had heard stories and seen it happen like all people who worked in the cities and towns. Workers being ripped apart by machinery, having their limbs ripped off by a moment of distraction, the shattered and broken limbs, torsos, and crippling when things went wrong. And like everyone else, he heard the stories, commiserated with the others over the poor idiot out of work, money, and saddled with the knowledge that they were a burden on their family, prayed that it would never happen to him, and went back for another shift. There was always a shift, no matter what happened.

And another shift was what nearly killed his entire family because, as he and Shar had finished maintenance on one of the old looms, its spindly arms and legs of sharp needles and thread gleaming with fresh oil and free of rust once more, the machine activated too soon. Or, as the forewoman told them, they had lingered too much, intending to slack off even a minute longer, so the incident and clean-up of his sliced arm, and her shattered legs, was their fault. Only her good mood, but most likely their poverty, prevented her from dragging both of them to the judges to be held accountable for the damage.

The worst thing was, when all was said and done, he had let slip why he thought she had acted such, never having been as harsh to them as after Mim had been born. He was a Mutated, with two long tongues, and they had been too happy about his birth before to smuggle him to an orphanage. People had known, as they weren't cheerful about their new child and too scared of what others may think if they dumped him now. So their lot got worse, and in a moment of pain-filled despair and anxiety, he had let it slip when he could hear. He and his brother, with how they had both acted around him since then, only slowly warming up once more, even as the shame still burned within his heart and soul. Only thanks to Mother Grassia did they evade the street whole, being assigned a single, two-bed room within a newly excavated section of a Poor House.

He still remembered walking to the front of that structure, the bright lights nearly burning into his eyes, long-used to the dim glow of a fire and flickering neons, but not the steady hum and shine of newly-made electrics. The banners hanging beside the entrance were as intimidating as they were simplistic, the vibrant blue broken only by a stark-white triangle, proudly announcing the building's affiliation and ownership by the Pilgrims. He could still vividly remember how the first Pilgrim he saw within was the single most heavily mutated Mutated he had ever seen, nine lashing tails, fur over their entire body, head more beast than man, legs bent and twisted, with a voice more akin to gravel than man.

And that they had given his family more sympathy and help than anyone else had ever done, without demanding compensation or payment. Jagu was a good person, if a little odd, laughing and smiling too much, with infectious happiness and not taking no for an answer when told that he should help others. Always making sure they had what they needed, invariably there to help Shar get used to her new legs, and more than happy to watch over the kids as the in-house teacher(!) taught them how to write and do numbers.

He only wished that he could find fault in the other Pilgrims, or him, beyond petty reasons or sarcastic snarks. Then, it would make it easier to remain outside of the Pilgrimage.

But as it stood, he thought, his still fleshy arm holding the blue and white band aloft in the room's dim light, he may just end up walking that path. If not for his family, then for Mim and his future.

"Samantha wants to go home; Samantha wishes that you hurry up; Samantha really does not want to die of atomic obliteration!" Samantha whisper-shouted at Greg within the stark-white hallways of the first floor, nervously looking around even as their team had taken position to secure against any potential ambush.

"I am already working as fast as I can!" Greg whispered back, feverishly tapping the 'download' button on his tablet as fast as possible for every data packet he came across while within the Bunker's secure data feed. "This shit isn't as easy as pushing a button once. I have to select stuff too, and do that over a hundred times!"

"Samantha still thinks that you should hurry up or that someone should have sprung for the faster version!" She whispered back, getting a sign from Oliver that, roughly translated, meant 'Get Fucked, We Agreed!' She signed back an insult that is too crude to be repeated here.

"Fucking finally!" Greg breathed with a sigh of relief, unplugging his tablet from the wall, and quickly wrapped the cord around the device before stuffing it into a pouch. "Got everything I can get before tripping an alarm. We're buggin' out; let's go, go, go!"

"Robots do not think as people do," Phan spoke, gently nudging the solder on her circuit board into a more desirable position while it was still hot.

"Except when they are Awakened Machine-Minds!" Veda cut in from his position behind her, the scattered guts of a drone splayed all over the table before him.

"Ah ah ah," Phan cut back, wagging one finger in the air while still looking at her work before her with a critical eye. "We both know even they act and think differently than we do, or as some proscribed Mutated do. Different brains prioritize differently. PD wouldn't care about a honeyed roast, but she'd go wild for a good sword or shield."

Silf waggled a free hand as he maneuvered around a slightly lost Wiljem with his other hand busy balancing a stack of scrolls and papers. "Even then," he spoke, nodding with thanks as Wiljem snatched a falling scroll from the air, handing it back. "Ascribing thought patterns to any machine without getting into their code and tugging Chain or Source would be futile in the extreme. We know PD wants weapons cause she can tell us why, Old Core likes to defend, and Angels Demise is happy watching over humanity from above until he is needed. But with others?" He continued, dumping his literature on a table before he grabbed one and began reading. "Then you are best left with going general and careful."

"True that," Veda replied, taking a dirty component of his drone and slowly beginning to clean it of grime and sand. "The best way to handle any Machine is to remain at a distance and observe."

"Unless they have ranged capabilities," Phan cut in, getting 'Right' and 'I guess' back from her colleagues. "Then you are just right fucked, no question."

"I don't agree," Silf spoke, shaking his head. "Even if rogue and corrupted, the machine will follow logic and routine, no matter what. There is always cause and reaction, closer for them than any other being on or around Calynth. Patterns and behavior are not random but follow arcane paths and thought according to long-forgotten and obsolete programming and objectives."

"And how does that help me kill them?" Wiljem carefully cut in, slightly confused by the near philosophical bent the answers to his question had taken. "I need to know how machines are more likely to react since we will, one way or another, go into the Bunker and fight. That could be the difference between life and death for many."

At that, all three engineers looked up and thought for a moment before turning around to look at each other. Finally, after three seconds, Phan looked at Wiljem, a critical look in her eyes. "And why didn't you start with that right off the bat? You're lucky we just finished looking at some Source and Chain code, both corrupted and broken; otherwise, you'd need to bother Bolt or some other Forge-Clan Data-Smith."

"Yeah," Silf said, nodding with Veda. "The first thing you need to realize is that they-"

"-will you marry?" Willow suddenly asked, looking over her tea at Tahmid as the man noted down her measurements.

"What?" Tahmid asked, his head snapping to Willow in surprise as he nearly dropped the measuring band he held. "What are you talking about?" In reply, Willow merely took another sip of her tea as she continued to stare at Tahmid, one eyebrow raised. "Oh, uh... I mean." He stuttered as he realized what she meant before looking away with a sheepish look. "I mean, it's not the right time, right now. What with me opening my store in a few months, the BHVs, his duties..."

"You're stalling," Willow declared, setting her cup down as she patted the space next to her on the couch, Tahmid hesitantly following her unspoken order. "You are stalling, and you know it. So yeah, you are opening a store soon, but we are talking about making what already exists official."

"But it's marriage!" Tahmid replied, looking at Willow with some small amount of offense. "This isn't some tiny thing that you can get over within a single afternoon, some talk, and be done! There's a whole dance and custom around that!" He spoke, gesturing with his hands as if to materialize images of big weddings and exuberant celebrations. "Just look at Aria and Chiedi! That wasn't easy, quick, or "just making official what already exists"!"

He received a thoroughly unimpressed look as a reward, with Willow slightly shaking her head. "There is a tiny difference," she said, gesturing with a hand for emphasis, "between a Mutated Knight-Pilot marrying a soldier and a tailor and a sergeant putting a weapon on their hips. One which one has already hidden from the other," she continued, putting a hand onto Tahmids shoulder. "Don't look so shocked; I found it within a minute of sitting in your kitchen. But, honestly, I am sure Wiljem hasn't found it because he is both blind and too distracted by your ass. I swear the man wouldn't see a forest for all the trees."

"Yeah," Tahmid replied, looking a bit proud and somewhat bashful at Willow's declaration. "But I can't just spring this one him out of the blue, what if...ugh," he groaned, collapsing with his head onto the table, taking in a deep breath as he received a few sympathy pats on his back from Willow. "This is what Chiedi felt like, isn't it? This sudden dread and indecision, the fear that things will change?"

"Probably," Willow spoke, shrugging her shoulders. "But you have a tremendous advantage over her, soon-to-be-brother-in-not-really-law." At that cheerful declaration, Tahmid looked up skeptically, eyes slightly narrowed.

"And what would that be," he said before thinking for a second. "Or mean?"

A grin spread over Willow's face as she patted herself on the chest. "Well, for one, it'd allow me to legally tear down the wall between our homes!" She declared with a massive grin as Tahmid suddenly remembered the plans of some new layout he had seen in her room. "For reason two! It would make my brother the happiest man alive, shortly before becoming the most embarrassed as I take my revenge for his pranks after I married," Willow said mischievously.

"And three?" Tahmid asked carefully, eying the exit to the room behind Willow.

She merely smiled with genuine happiness as she poked the slight baby bump already visible through her clothing. "I can bully you into adopting a cousin for my child!"

Kev didn't join up for this shit.

He had joined the Bad Batch to be the dashing spy infiltrating cults, rescuing innocent maidens from brutal sacrifices made by Raiders and Tribals to their deranged gods, uncovering dark secrets, and all the other stuff they sold in the novels!

'Instead,' he thought while stretching at his small desk within a factory's office wing, 'I am doing paperwork.' Granted, that paperwork needed to be done, the clothes had to be shipped to the markets, and the lines cleared for another production run of an earlier line, but that was not why he should be here!

Yes, yes. There was plenty of reason why Kev was doing the work he was doing, the first being to cover for any late-night or extra hours he spent copying ledgers and numbers. Heck, he even got a bonus from the boss for staying so late so consistently! But even that was not even in the slightest bit interesting. Yeah, the Syndicates were pretty excited about the BHVs, no shit, everyone with interest in cheap stuff was following the news closely. Where would they be made, what resources are nearby, how many people would live there permanently, all things his boss' boss' boss was very interested in. After all, that information could make the difference between a few more coins in their pockets!

...yippie. And for that, Kev was writing down information while the cute red-hair was being confusingly friendly with him. He'd been worried about his cover being blown, but they stopped after a week. Probably wanted to make a new friend.

Too bad that the mighty superspy Kev, investigator extraordinaire, was more interested in the finances than such base needs!

Sigh.

Oh, hey! Apparently, some magnates were purchasing heavy manufacturing equipment to process ore on-site in the BHVs. That'll help with the medical situation, no doubt.

Kaji's typical day had, for years, mostly been the same.

He would wake up before the sun even crested the walls around the small town he lived in and prepare himself for the day ahead. A quick meal, fresh clothes (if it had been the start of the week, dirty ones if not), and a long walk to the manufactorum he worked within, ensuring that massive amounts of fibers and plants were transformed into clothes or threads. That always depended on whether the foreman was gracious enough to transfer him to the one that made his lungs itch, eyes tear, muscles scream, or the worse-paying position. Said grace depended on whether Kaji paid him a third of his wage or let him "yank that fluffy fox tail!"

He had... not done the latter, despite the man's attempts, cajoling, and outright threats. Of course, being a day-taler was worse than the factory and paid less, but he had enough money saved to survive such days or a week of being forbidden by the foreman until he calmed down.

Anyways, once he finished his day's work and received the money for his twelve-hour shift (a few light coins), he would leave to spend whatever time and money he had on him (and didn't need) on three things.

The first was rent. That was always the first thing Kajis coin went to and, sometimes, the last.

The second was another portion of sandwheat and the water to make it into porridge, or 'bad-tasting mud' as he described the meal.

The last... that was the one thing that had changed for him. No, not a lover, not someone to hold in this indifferent world, someone to share the burden of life and shoulder the future together.

The last was buying some scrap from salvagers in the small market they had outside the walls and bringing it to a building that had nothing which would make it stand out. There were no colorful paints, no riches like wooden furniture, or influential people inside.

The only thing that made it stand out, for those who knew, was a little triangle etched above the doorframe, carefully painted white with a blue splotch around. A, perhaps The, symbol of the Pilgrims, denoting the structure as affiliated to the infant religion. Many knew their reach into the nobility well enough that the gangs would preferably work with them than against them. And why wouldn't they? The Pilgrims fed their people, gave them medical care, and distributed goods they didn't need from donations like clothes, toys, food, books, spices, and more. Most were even distributed from just such structures!

But what happened in this building was something else.

People learned here.

Reading and Writing. Sewing. Self-Defense. Fighting, all that, and more. There was always someone within the city that had a day to teach the interested in doing something, and many children (when not working) were happy and excited to attend any "classes." Kaji was no different, except that he occasionally brought salvage for one person he knew would be within the house, grumbling at the children and watching over them to prevent any injuries.

Said person taught him how to become a Medic, mending bones, flesh, and souls, putting things where they belong, and righting the body with a needle, knife, thread, and mind. A way out of the slums.

Though usually, when Kaji entered the house, he would have to wait for an hour or longer until his teacher was sure that the children wouldn't stab each other again before directing their attention his way. Usually, there was enough bustle within the house to bump into people everywhere.

The announcement that the Pilgrims would support the BHVs by House Ulatarn was two weeks ago.

Only two children, both orphans, were within the structure, aside from Kaji's teacher.

House Ulatarns Demands (Choose as many as you want):
[] Assorted Artifacts (Worth 50 Materials) for 1%
[] Four Airship Manufactories to be opened within 4 Years in their cities for 8%
[] Assistance in locating Neighborhood Watchers Outposts for 3%
[] Expand Free Healthcare Services into outer territories of House Ulatarn for 2%
[] House Dal takes in the son (Markus Ulatarn, Age 10) of Dubal Ulatarn (First and Third Cousin to Lord and Lady Ulatarn) as a Protegé
for 5%.

Available Bonuses:
55 Distributable Points from: Ambit.

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. (2 Actions Locked)
[X] Catalog BHV Problems - (1/3 Turns Complete)
The BHVs did not spring up from nothing, and they sure as hell weren't designed to cause such systemic and systematic suffering for the Mutated. Again, not hyperbole or wishful thinking, but reality, these villages were created to ease societal pressure, not to cause suffering.
(Cost: 78 Materials, 34 Goodwill
Turns: 3
Reward: Better insight into the problems and root causes of BHVs. Can start working against others within Tessen.)

[X] Communal Outreach - (Repeatable) - (1/2 Turns Complete)
A hand given to the downtrodden, shattered, destitute, and outcast is not always accepted. Sometimes, those same people who need help the most slap it away in rage at the sight of their "betters deigning to elevate the dirt beneath them," as some have said so eloquently.
(Cost: 20 Materials, 6 Goodwill
Turns: 2
Chance: 42%
Reward: +4% Piety, +1 Mutated Opinion (Once), +1 Random Stat Gain per success if you hold any stake over 1% within the BHVs.)

[ ] Collapse Their Gravity - (Repeatable)
Even with the best intentions, unfucking the BHVs, on any scale, will be a monumental task requiring many hands and more people to work with you. Although Baron Esker has found some skill in improving the BHVs, he has, in more than one letter to Lady Selene, remarked that it would be cheaper to burn the whole settlement down and build anew were it not for those that already lived within.
(Cost: 50 Materials, 14 Goodwill
Turns: 4
Chance: 13%
Reward: +2% Piety, +1 Mutated Opinion (Once), Slightly Improve QoL within some BHVs, allowing you to strangle the cause of many problems at the root.)

[ ] Blessed Journeys - (Repeatable)
You can say what you want, but sometimes the best option is to burn the bridge behind you and never look back. Contact whatever caravans you can to see if you can't bribe them to take on Mutated out of the BHVs they visit. Of course, while popular with the Mutated, people won't like that you are giving "criminals and scum" a free card to civilization.
(Cost: 45 Materials, 30 Goodwill
Reward: +3% Piety, +1 Mutated Opinion (Once), gives a safe way out of the BHVs for the Mutated.)
[ ] 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.
(Cost: 8.22 Materials
Turns: 1
Chance: 43%
Reward: 2d100+50 Recruits)

[ ] A Duty To Others Is Not Taken Lightly
As our numbers swell, so does our ability to reach out to many more people than before. With word, deed, and art, we can reach out to those on the edge of their decision and bring them into the fold for the good of all. Ours is a duty not taken lightly, but it is a duty one does not need to shoulder alone.
(Cost: 17.75 Materials
Turns: 3
Chance: 04%
Reward: 4d200+150 Recruits)

[ ] Low, Not Lowly
Some do not wish to remain there and fight for such with every fiber among the poor, desperate, and huddled masses. Those we do not seek out with this effort, but those who made pacts to sell their fellows for money or status. Their choice may be one they believe to be done consciously, but in reality, it is made from circumstance and hidden desperation. We cannot bring all who fell up, but we can start with some.
(Cost: 0.20 Materials
Turns: 1
Chance: 56%
Reward: +2% Piety, +2d6 Followers)

[ ] This Is Not Eternal, Even Stone Will Change
We know where to seek those who banded together into gangs and which members need to be targeted to shatter them into a thousand pieces. What we are doing may not be strictly legal, but infiltration and subversion of criminal elements is a long practiced tradition among growing religions. Even better, many of those who had found homes amongst the gangs can be brought into the fold.
(Cost: 2 Materials
Turns: 2
Chance: 45%
Reward: +5% Piety, +6d8 Followers, slowly erodes Tessens Gang-Culture)

[ ] Festival Of The Delta
With money comes the ability to sponsor festivals, with our numbers, the capability to fully take advantage of the festival for our ends in learning, conciliation, and creation. It will be costly, but it will be worth it.
(Cost: 100 Materials
Turns: 1
Chance: 66%
Reward: +6d8 Goodwill, +4d40 Recruits, +25 to all Actions this Turn if successful.)

[ ] A Small Donation - (Organization) - (Topic) - (Donation Sum)
As the wealth of the Pilgrim increases, so too does the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) who then work towards a goal we provide for them. Nothing that they would be against doing, but something they would be adverse to in normal circumstances.
(Cost: 50-Unlimited Materials/Goodwill
Turns: 1
Chance: 71%
Reward: PR)

[ ] Begin Preparations For New Region Conversion
We have grown far beyond what Martyris had ever envisioned in numbers, wealth, knowledge, connection, and faith. So much so that some among our numbers are seeking new horizons to establish a new chapter, satellite, or outpost of the Pilgrims. We should accommodate their wishes, as they will aid us back in time and turn.
(Turns: 2
Cost: 0-200 Pilgrims, 50-200 Materials, 10-35% Piety loss, -6-20 to Piety Rolls
Reward: A New Chapter Interlude Turns)
[ ] Seed Shadow Sanctums
We must be able to live amongst those who need help and hide from those who wish us harm. By creating tiny safe houses to stock up on materials, commodities, and information, alongside rest and food, we can increase the reach of our agents and followers within the underbelly of society.
(Cost: 7 Materials, Upkeep: 1 Material
Turns: 2
Reward: +2%Piety, Sanctums within the Region are slowly being created, increasing subversive attempts.)

[ ] Feed The Masses - (Choose City)
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.)

[ ] Establish Soup-Kitchens Within Major Cities
While being careful and methodical has helped before, you can now afford to perform these projects in a scattershot approach with your expanding numbers. So we should build 31 more Soup-Kitchens, as they will cover the Major Cities, allowing us to go towards the countryside.
(Turns: 4
Cost: 124 Materials, Upkeep: +31 Materials to soup-kitchens
Reward: 31d6 Recruits, +0.31 Goodwill per Turn, unlocks further actions.)

[ ] Improve Your Poor Houses
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. So get to expanding what you have built; the work is not done.
(Turns: 3
Chance: 44%
Cost: 70 Materials, Upkeep: +20 Materials
Reward: Improved Poorhouses, +0.10 Goodwill per Turn, -2 to Piety Rolls.)

[ ] Establish A Small Hospice Network
While a Hospice does cater to the dying, its primary purpose is to heal the sick who cannot afford to see a doctor. With your allies and growing knowledge, you are confident that you can establish over a dozen within Tessen at once.
(Chance: 29%
Cost: 12 Materials Upkeep: 9 Materials
Reward: +0.12 Goodwill per Turn, 8d6 Goodwill, unlocks further actions.)

[ ] Expand Your Hospice Network
While you have acceptable Hospices, you can improve capacity, treatments, etc. Better get to it!
(Cost: 40 Materials, Upkeep: +10.20 Materials
Reward: +0.60 Goodwill per Turn, 2d6 Goodwill, -1 to Piety Rolls.)

[ ] A Home away from Home
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 resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 20 Materials, Upkeep: 7.5 Materials
Reward: Local Base, Upkeep of all structure reduced everywhere by 0.10 Materials.)

[ ] Localized Headquarters
Having created a shelter, expanding the building to encompass several barracks, a canteen, storage rooms, a medical section, and an administrative body will improve your efficiency within the city!
(Required: Local Base (Action)
Cost: 100 Materials, Upkeep: 12.50 Materials
Reward: Local Headquarters, Upkeep of all cities reduced by 0.75 Materials.)

[ ] Administrative Center - (Mirn)
Organizing hundreds of works is no easy feat, requiring dedicated staff and learned minds in equal measure. However, with previous works having laid the groundwork, now is the time to compound the efforts of all those who helped. Like, assisting Pilgrims across Tessen perform their duties with the resources and hands they need.
(Required: Localized Headquarters
Turns: 6
Cost: 145 Materials, 12 Faithful, Upkeep: 10 Materials
Reward: Administrative Center, Upkeep across Tessen is reduced by 0.50 Materials.)

[ ] Build A School - (Big) - (Choose City)
A place of learning, growing, and change, where 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.
(Already built within Mirn.
Turns: 3/5/6
Cost: 15/27/39 Materials, 1/2/3 Faithful, Upkeep: 5/9/13 Materials
Chance: 50%
Reward: 0.1/0.3/0.5 Goodwill, -1/3/5 to Piety Rolls.)

[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City)
Many will question you building this 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.)

[ ] Build A Humane Primitive Asylum - (Location)
Nothing stands between the creation of an Asylum led by the Pilgrims now. Contact local builders, set Marxcim to design the structure, and call for volunteers to be trained and paid for taking care of the patients. Of course, some will see the giving over of the mentally ill to a religion-led institution as a terrible idea. Still, those voices will cease after some time has passed and, hopefully, recovered patients walk out of the Asylum. Your efforts in uncovering aspects of the human psyche have increased both costs and those you can now help.
(Cost: 30 Materials, 7 Materials Upkeep, 4 Goodwill
Reward: Humane Primitive Asylum, +0.2 Goodwill per Turn.)

[ ] Build Another 'Consensual' - (Location)
You would 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 those who chose this path or use it. People sell their labor and time for money, so punishing those whose work is sex is crazy.
(Turns: 2
Cost: 6 Materials
Reward: 'Consensual,' +0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)

[ ] Build Upon A 'Consensual' - (Choose City)
The brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Cost: 20 Materials, Upkeep: 6 Materials
Reward: Upgraded 'Consensual,' +0.02 Goodwill, +3d4 Income for the Consensual.)
[ ] 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 every doctor for the next three months.
(Cost: 73 Materials
Chance: 66%
Reward: Healers gain Influence, 10d5 Goodwill.)

[ ] A Helping Hand
Now that you can create prosthetics, merely creating and selling them isn't enough. Unfortunately, too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So to create a few hundred in bulk, ship them out to your hospices, where the doctors may gift them as required.
(Cost: 65 Materials
Chance: 95/55%
Reward: Gain 4/10d4 Goodwill.

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

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. At the wrong time, a report in the right ear has toppled many nations. (Choose 3 Actions)
[ ] Hello, My Name Is Money, Big Money.
Okay, deep and calm breaths. We can't afford to be panicky about this right now; we have the time to be smart. Instead of trying to shatter the project and go against a House that could cause us serious problems, why not become a part of the project? Pour money into the project, and we should be able to influence everything in a direction that won't be awful.
(Cost: [Write-In] Materials, 20 Goodwill, -2 Mutated Opinion (Once)
Reward: Increased Influence over the project.
Warning: Construction will start in 12 Turns.)
House Ulatarn - 20.000 Materials - 65.2% (-10% - Pilgrim Cutter Deal)
The Pilgrims - 900 Materials - 13.3% (+10% - Pilgrim Cutter Deal)
House Tessen - 2.600 Materials - 9.7%
House Mirn - 1.400 Materials - 5.2%
Merchant Guild (Manufactory Syndicates)- 750 Materials - 2.8%
Merchants Guild (Collective) - 625 Materials - 2.3%
Baron Seq - 300 Materials - 1.1%
Others - ??? Materials - 0.4%
Civilian Inf.: 0/10 - A Road
Medical Inf.: -3/10 - Less Than Nothing
Military Inf.: -2/10 - Not Even A Ditch
Guard Presence: 0/10 - Some Patrols A Month
Water: 4/10 - Enough To Survive
Resource Extraction: 4/10 - Enough To Feed Industry
Industry: 5/10 - Enough To Produce For The Caravans
Agriculture: -6/10 - Starvation And Malnutrition Even With Caravans

Total: 2/80 - Black Hole Village

Breakdown:
0-10 - Black Hole Village
11-20 - Destitute Village
21-50 - Poor Village
51-70 - Median Village
71-79 - Prosperous Village
80+ - Norqod

[ ] Influencing Black Holes - (Category)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 1% Shares
Cooldown: 3 Turns
Reward: +1% Piety, +1 to chosen category)

[-] Altering Black Holes - (Choose 2 Categories) - (Cooldown: 2 Turns)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 5% Shares
Cooldown: 2 Turns
Reward: +2% Piety, +2 to chosen categories)

[ ] Designing Black Holes - (Choose 4 Categories)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 15% Shares
Reward: +5% Piety, +2 to chosen categories)

[ ] Vacations For Free
It is challenging to leave or travel to another settlement within any settled Region on Calynth due to the omnipresent dangers of Mutant, Machine, and Bandit eager to attack and take your life. As such, fleeing Ulatarn and its surrounding towns is not an option for many Sex Workers oppressed by the Daughters, not without having the money to charter passage on a caravan leaving town. By connecting those wanting and willing, to go to those caravans that will take the Workers on, we can slowly begin sapping the economic and political strength of the Daughters.
(Cost: 1.30 Materials, 2 Goodwill
Chance: 50%
Reward: Sap a small amount of power from the Daughters due to freeing the Sex Workers underneath them.)

[ ] Hey, Pssst, You Want Some Justice?
You uncovered evidence of the corruption of dozens of officials within Ulatarn. Using that via the Guards will see those willing to work with/for the Daughter be slowly weeded out and will also increase the overall effectiveness of the city governmental apparatus! However, you'll need to hire the Bad Batch to do any actions after this one, which is more than willing to accommodate drafted contracts.
(Cost: 4 Materials
Chance: 56%
Reward: Expunge corruption willing to work with/for the Daughters, improve the Bad Batch's effectiveness over time and action usage.)

[ ] Is This All You Want From Life?
The Enforcers of the Daughters are the primary way of the higher echelons to subdue and lay down their law onto the lower levels, with violent behavior and tendencies rewarded and fostered. Yet, there are those among the Enforcers that don't do so because of any glee in doing harm or joy in seeing pain, but because they genuinely have no better, or see no, alternative to this line of work. By identifying those, we can slowly create a web of spies and turn-coats within the Daughters, ready to help us in any further infiltration operations.
(Cost: 15 Materials, 3 Goodwill
Reward: Agitations against the Daughters have their success chances raised.)

[ ] We Are Legion
For we are many, and yet none. Please find us at your peril, or salvation, for we offer both in equal abundance for any that dare to tread in shadows.
(Turns: 9
Reward: Create a Subversion Category, shifting Actions around, and unlocking more.)

[ ] From The Brink
Having obtained rudimentary knowledge and understanding of the human psyche beyond that which is commonly available, you now have the chance to slowly pull The Lost back into the fold, saving lives in the process, and preventing them from sliding into a darker mindset than self-punishment. Of course, a deeper understanding of psychology and deeper infiltration could make this process smoother, but you'll have to make do.
(Cost: 10 Materials, 2 Goodwill
Chance: 90/-55%
Reward: +1/3 Assimilation. The Lost become more aligned with the Pilgrims, eventually allowing you to absorb them.)

[ ] We Are One People! - (Choose Class)
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, bring the people together, and start on the road to reconciliation.
(Cost: 20 Materials
Chance: -20%/-20% for Locals/Elites (rolled each turn)
Successes Needed: 6/6
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Faction)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. You either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 40% +10
Reward: +15 to all rolls involving said faction.)

[ ] 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 Part 1 - (Choose Three Factions)
With spies now available to the Pilgrims, it may be the time to make sure they are in place to ply their trade. This step focuses on laying the groundwork for future expansions and won't get you any detailed information. It is also nothing more than paying some people to pass on rumors, which is pretty much standard practice within Slatnan and won't raise too many eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Cost: 8 Materials
Turns: 3
Chance: 73%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)

[ ] Infiltrate Part 2 - (Choose 3 Factions)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Cost: 30 Materials
Turns: 2
Chance: 50%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)

[ ] Infiltrate Part 3 - (Choose 3 Factions)
Your secrets are ours; nothing can be hidden from us. No lock, no gate, no barrier stands in our way, and nobody will shield you from our grasp. Because we already own them, from the lowliest maid to the highest Guard you trust.
(Needed: Information Network: Rank 2
Cost: 90 Materials
Turns: 5
Chance: 03%
Reward: Spies are planted, displays more information in the rumor mill, 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 Military.
Reward: 2d6-3 Materials + Chance for Secrets )

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

[ ] Create A Dossier On (Groups/Topics (Max 3))
Collate all known information, history, and rumors about a group or topic of interest to ensure that the Pilgrims' future actions are as well informed as they can be.
(Cost: 15 Materials
Chance: 55%
Reward: Lore and Information regarding Groups/Topics (Max 3).)

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

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action)
[ ] Menagerie - (Basic)
With the space in your armory expanded, you now have the needed area, blacksmiths, and tools to armor Lizards, ensure they are healthy, and keep them in shape. In addition, several other animals can be held here, though only the most commonly available.
(Cost: 66 Materials, 12 Materials Upkeep
Turns: 5
Reward: Can add [Common] Animals to Units.)

[ ] 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: 75%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)

[] Conquer The First Bunker Floor

(Cost: 17 Materials
Chance: 35/50% for Ambush and Prepared Battle; if failed by more than 20, your party is ambushed instead.
Reward: Conquered Room/s)
Enemy Forces:
8x Guardians

Possible Rewards:
Unknown Amount of Artifacts
Titanic Stores of Materials

Area Purpose:
Warehouse
Enemy Forces:
4x Minor Bright-Lance Turrets
2x Caretaker-Swarms

Possible Rewards:
Weapon Artifacts
Enemy Salvage

Area Purpose:
Defensive Position
Enemy Forces:
8x Guardians - Trooper
2x Guardians - Sniper
1x Guardian - Command
2x Minor Bright-Lance Turrets
1x Medium Bright-Lance Turrets
2x Plasmathrowers
4x Caretaker-Swarms
6x Omni-Gazers

Possible Rewards:
Large Amounts of Electronic, Machinery, and Programming Artifacts
Chance to deactivate defensive armaments
Possibility to unveil hidden areas

Area Purpose:
Command Center
Enemy Forces:
4x Guardians - Trooper

Possible Rewards:
A large amount of Materials
A small number of various Artifacts

Area Purpose:
Barracks
Enemy Forces:
4x Workers
2x Guardians - Trooper

Possible Rewards:
Titanic Amount of Rare/Lost-Tech Chemical, Medical, Psychology, Biology, and Machinery Artifacts

Area Purpose:
Hospital
Enemy Forces:
12x Workers
2x Guardians - Trooper

Possible Rewards:
Chance for Data-Crystals, highly-priced Artifacts often detailing terabytes of information and research.

Area Purpose:
Laboratory
Enemy Forces:
9x Caretaker-Swarms
2x Workers

Possible Rewards:
A large amount of Machinery, Mechanic, Metallurgy, Hydraulic, Programming, Electronic, and Physic Artifacts
A large amount of Materials

Area Purpose:
Manufacturing
Enemy Forces:
8x Caretaker-Swarms
6x Omni-Gazers

Possible Rewards:
Enemy Salvage

Area Purpose:
Robot Storage
Enemy Forces:
2x Caretaker-Swarms
2x Omni-Gazers
3x Guardians - Trooper
9x Guardians - Sniper
3x Guardians - Command

Possible Rewards:
A Titanic amount of low-level Biology, Medicine, and Machinery Artifacts
Some materials
Chance for Lost-Tech Seeds

Area Purpose:
Greenhouse
Enemy Forces:
6x Guardians - Trooper
4x Caretaker-Swarms
1x Medium Bright-Lance Turret

Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage

Area Purpose:
Armory
Enemy Forces:
20x Guardians - Trooper
4x Guardians - Sniper
1x Guardian - Command
8x Minor Bright-Lance Turrets
6x Medium Bright-Lance Turrets
2x Large Bright-Lance Turrets
1x Plasma-Lance
4x Plasmathrowers
12x Caretaker-Swarms
34x Omni-Gazers
4x Walkers

Possible Rewards:
Enemy Salvage

Area Purpose:
Bastion And Elevator
Enemy Forces:
6x Guardians - Trooper
4x Caretaker-Swarms
1x Medium Bright-Lance Turret

Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage

Area Purpose:
Armory

[ ] Guards! Guards! - (Specify up to 5 Buildings)
While the Tree of Knowledge has some security, it doesn't have a dedicated guard. So start training a few Pilgrims as guards so that you don't have to worry about thieves or, even worse, saboteurs.
(Cost: 32.5 Materials, Upkeep: +0.55 Materials per Building
Turns: 1
Reward: Pilgrim Guards are assigned to the building, sharply increased DC for malicious actions against it.)

[ ] Make A Man Out Of You! - (Choose Trainer Unit) - (Choose 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.)

[ ] Upgrade The CRPS To CREPS
With the CRPS established and securing our various facilities around Tessen, we can upgrade and expand its operations. Doing so would improve our security with more extended training for guards, intensified background checks, and qualitative improvements.
(Turns: 9
Cost: 101.35 Materials, 31.45 Materials Upkeep
Reward: CRS - Elite Private Security, which improves the security of all facilities and Pilgrims within Tessen.)

[ ] 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. 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/nothing, if re-training.
Reward: 1 New Unit (Size 6/6) at Trained (3/6) or Re-Trained Unit with Upgrades below.
6 Unit-Points - Overstrenght (Double Unit count)
2 Unit-Points - Stealth Training (+20 to all stealth rolls)
1 Unit-Points - Weapon Type Specialization - (Weapon) (+1 per Unit member to damage)
1 Unit-Points - Armor Weight Specialization - (Armor Class) (reduced penalties to Heavy and above Class Armor, +1 Armor per 2 Unit members for Medium and below.)
2 Unit-Points - Fanaticism (Unit cannot break, double damage against all enemies of your faith, half damage received from enemies of your faith, will refuse to retreat in an inverted chance to losses. (1/10 Dead = 90% refusal to withdraw, 9/10 Dead = 10% refusal to withdraw.))
1 Unit-Points - Pride (+1 to Breakpoint)
3 Unit-Points - Guardians (+2 Health per Unit member each time another Unit takes damage.)
1 Unit-Points - Reaction Training (+5 to Initiative.)
2 Unit-Points - Harsh Workouts (+1 Health per 3 Unit members.)
4 Unit-Points - Elite Training (+1 Training Level)

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

Learning: Knowledge is Power. (Choose 2 Actions, 1 Action 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 provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] or -[DoD] will add 1(one) Success to 1(one) active research.)
[ ] Aerodynamics 101 - (All Physics)
It turns out lifting something off the ground is only half the job. We have figured out that some shapes fly better than others, but we have no idea why—time to get one of your research teams to nail down the laws that govern aerodynamics.
(Cost: 5.00 Materials
Chance: 24/07/-18% for 1/2/3 Successes, Successes Needed: 3
Reward: Better Airship Propulsion, unlocks additional projects.)

[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engines globally, rivaled perhaps only by one Dreadnought. So figuring out how to reproduce those systems would be prudent in case of failure and offer a giant leap in native capabilities.
(Chance: 21/-57/-100 for 1/2/3 Successes, Successes needed: 15
Reward: Massive leap in engine know-how and airship speed.)

[ ] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
When an Elder Forge-Clan Engineer looked at how the Daughter stays afloat, his exact words were: "What in Myra's Holy Name is this abomination to sanity?" So figuring out how it works and reproducing these systems will likely be a pipe-dream for decades and centuries. Still, even a rough outline would show the original creators' principles.
(Chance: 24/-09/-47 for 1/2/3 Successes, Successes needed: 7
Reward: Reduction for all Suspendium Research.)

[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad of flaws, restrictions, and troubles that will plague all future attempts to create more. Above all, designing a ship around, under, or above upwards forces is problematic. However, the pull and subsequent stresses upon material and components are nothing to dismiss, so figuring out how to negate or minimize those forces will prove a godsend for future attempts.
(Cost: 57.25 Materials
Chance: 99/75/53 for 1/2/3 Successes, Successes needed: 7
Reward: Structural Integrity +1/2/3 for all modules in Light/Medium/Heavy Airships.)

[ ] Large Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Now that you have figured out how to keep suspendium charged even while in flight, the next step is to figure out how to increase suspendium to allow larger bags.
(Needed: 2 Suspendium Shards - Small
Cost: 12.67 Materials
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Gain Large Suspendium Bags, 2.500 Kg Lift, -4 Structure.)

[ ] Armored Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
It's one thing to be within a cart, on the ground, and another in the air held aloft by bags filled with crystals. Bags, which can, quite easily, be punctured and set aflame by a single well-placed shot or flying Mutant taking offense. While this will reduce the service-ceiling of the Airship, it will increase its survival chances in a fight.
(Cost: 6.43 Materials
Chance: 99/45/05 for 1/2/3 Successes, Successes needed: 1
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 750 Kg Lift)

[ ] Pressurized Suspendium Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than getting more Suspendium inside a flammable bag that can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding. But that didn't stop you the first time, so get cracking on building bigger and smaller!
(Needed: Suspendium Shard - Small
Cost: 17 Materials per try
Chance: 54/-16/-60 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium - Small, Medium, Large. 10-50.000kg Lift.)

[ ] Propulsion In The Air Continued - (Pioneer Hydraulic/Machinery/Metallurgy)
The early prototypes of your newly developed propulsion methods are promising and powerful, especially the propellers. Redirect some more funding to continue this line of research so your Airships will be even faster!
(Cost: 48.00 Materials per try.
Chance: 01/-54/-103 for 1/2/3 Successes, Successes needed: 9
Reward: Airship Modules: Big Vuur-Engine Room, Medium and Big Fuel Storage, Standard Airscrew, Primitive Propellers.)

[ ] Catalogue Everything 2: Airship Boogaloo - (Ship) - (Condition) - (Security Forces) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics)
A second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact and how they can be repaired or powered up enough to get back to the Tree.
-[ ] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[ ] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[ ] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance of being attacked by unknown forces, 2d8 Airship Artifacts.
(Cost: 41/28/20/6 Materials
Chance: 82/28/03 for 1/2/3 Successes, Successes needed: 25/13/7/1
Bonus: +50 due to Soaring Wrenches
Reward: Can recover (Ship Type+Damage).)
Warships (Armed 500 ton): 3 Intact (<80%), 1 Damaged (<60%)
Cargo Crafts (Unarmed 1000 ton): 10 Intact (<80%), 2 Damaged (<60%)
Line Vessels (Armed 200 ton): 13 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unnarmed 20 ton): 50 Intact (<80%), 2 Damaged (<60%), 16 Destroyed (<20%)

[ ] Prototype Unique Component
One Pilgrim has developed a new and novel application of known or old technology for Airships. We could look into its efficacy.
(Cost: ??? Materials, ??? Suspendium
Chance: ???/???/??? for 1/2/3 Successes, Successes needed: ???
Reward: Requested Module. Describe what you want, and I'll tell you what it will cost/require.)

[ ] Prototype Unique Designs - (Link To/List Of Proposed Design) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
Now that you have developed standardized modules building a specific airship around or with those components would be safe.
(Cost: 25 Materials + (Design Costs)
Chance:
Light (0-2.000 Kg Lift): 90/40/-20 for 1/2/3 Successes, Successes Needed: 2
Medium (2.001-200.000 Kg Lift): -80/-180/-180 for 1/2/3 Successes, Successes Needed: 14
Heavy (200.001+ Kg Lift): -400/-600/-1.000 for 1/2/3 Successes, Successes Needed: 200
Reward: Airship Desing is being manufactured and sold. The Price is pre-rolled and applied to all subsequently assembled airships of the same line.
Warning: Insufficient institutional knowledge makes designing Medium+ Airships unpractical.
Warning: Airships incur Material and Suspendium costs in their production.
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
The Empire covets very few things as good steel. Many have desired it, from Knights to armor and weapons, construction materials, or base components, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning to make quality steel independently would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise, after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: 47/-09/-116% for 1/2/3 Successes, Successes Needed: 5
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)

[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, but why stop at what you have? There is always room for improvements, even incremental ones! So see what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: 34/-11/-86 for 1/2/3 Successes, Successes needed: 14
Reward: Improved Steam Engine resulting in D20s instead of D12s.)

[ ] The Movement Of Things - Part 2 - (Hydraulic/Machinery/Metallurgy)
It is possible, if difficult, to minimize the size of the Vuur to incorporate it into moving carriages, not unlike motorcycles. Yet, the energy efficiency is atrocious; the resources needed to keep them moving are so vast that they nearly cannot transport them themselves, not to mention the costs! So, improve efficiency to allow you to create economically viable engines. Luckily, you have already found a few tricks and snags, which Turi estimates shaved off at least a year of effort.
(Cost: 16 Materials
Chance: -08/-64/-120 for 1/2/3 Successes, Successes needed: 7
Reward: Can incorporate the Vuur-Engine into large carriages for either transportation or agriculture.)
[ ] Cutting Edge Technology - (All Weaponry)
When the time comes to face your enemies up close and personal, you can never go wrong with a good blade in your hand. Now, what makes a knife great comes down to the skill of the smith and the quality of the metal used. While we can't do much for the former, there is much to improve on the latter. Using samples taken from the Necropolis, we can determine which alloys work best for each blade type. They will be too expensive for everyday life, but our military forces will be glad to have them.
(Needed Artifact: Mono Titanium Blade
Cost: 8 Materials
Chance: -44/-76/-132 for 1/2/3 Successes, Successes needed: 7
Reward: +1 Damage for all bladed weapons per 3 Size of a Unit)

[ ] Coilgun Mystery - (Advanced Electronics/Weaponry)
It is a well-known fact that the Forge-Clans have access to the best weaponry a mere mortal can hold: Coilguns. These weapons shoot pieces of metal in a way you can't quite fathom, its mysteries too well guarded, in devastating ways, turning people into nothing more than bloody chunks. It will take a long time to figure out the principle behind these weapons, but who knows what paths will open?
(Cost: 20 Materials per try.
Chance: -70/-168/-298 for 1/2/3 Successes, Successes needed: 29
Reward: Uncover the underlying principle of Coilgun Weaponry)

[ ] Gasses Long Forgotten - (Advanced Weaponry/Chemicals)
These tiny capsules hold the promise of ending a fight before it even begins, saving valuable lives in the process. But, of course, building your own can only help you in the long run.
(Cost: Sleep-Gas Bombs
Chance: -18/-49/-156 for 1/2/3 Successes, Successes needed: 14
Reward: Primitive Gas Grenades)

[ ] Burning Fire, Raging Ire - (Advanced Weaponry/Chemicals)
It is one thing to light a rag connected to alcohol and throw it, another to have a reliable fire grenade. There have to be chemicals and ancient mentionings about how the Pilgrims could create those.
(Chance: -43/-113/-201 for 1/2/3 Successes, Successes needed: 9
Reward: Primitive Fire Grenade)

[ ] Fuck That Guy And Everything Around Him - Part 2 - (Physics/All Chemicals/Advanced Weapons)
You figured out a viable mortar you could use. But that is all this weapon is, viable. Something like that cannot stand, not while you have the chance to end threats without risking lives! Figure out how to incorporate the advancements within the mortar's development into a new version. Improving range, accuracy, payload size, reliability, cost of production, and moveability will be critical to ensure that this weapon can be used and distributed widely among our forces.
(Cost: 56 Materials
Chance: 47/02/-43 for 1/2/3 Successes, Successes needed: 18
Reward: Static Mortar - Standardized, a powerful weapon with limited range yet good accuracy, deployed before the battle.)

[ ] BURN IN HOLY FIRE! - Part 1 - (Physics/All Chemicals/Advanced Weapons)
Recently, your expedition acquired a surprisingly intact flamethrower from the Necropolis. The weapon may not be as good as those produced by the Forge-Clans today, but seeing as this version was intended for civilian use, you can excuse that. No pre-collapse government wanted potent weapons in the hands of their slaves, you see. Nonetheless, with this Artifact, you will start down the path of creating Pilgrim-designed flamethrowers and all their uses in warfare and pest removal.
(Needed Artifact: Intact Civilian Flamethrower
Chance: 65/40/25 for 1/2/3 Successes, Successes needed: 4
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)

[ ] 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 give your Knight 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: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)
[ ] A Shield For Rangers - (Armor)
After researching a shield your Militia and troops could use, one of your scholars came forth with designs for one that your ranged troops could use. It wouldn't be a short endeavor and costly in terms of materials, but it could provide a leg up in armor.
(Cost: 12.65 Materials
Chance: 99/75/40% for 1/2/3 Successes, Successes Needed: 6
Reward: Spiked Pavise.)

[ ] Power Armor - Primitive - (Advanced Electronics/Advanced Hydraulics/Advanced Armor)
Somehow, without even meaning to, the combination of ancient schematics, PD, the 4S, and your efforts, have resulted in actual, if primitive, Power Armor worn by Elite Forge-Clan Troops and the Royal Army. It represents the height of what you can currently create; the costs are too prohibitive, though the maintenance is luckily easy and, notably, cheap due to several inventive and robust components. The single suit you have created has been used to develop cheaper ones to be worn by your Units. Figuring out a way to mass-produce, or at least not so costly, produce them would massively help contend sites within the Forest Of Rust.
(Cost: 19.53 Materials, 1 Advanced Electronic, and 1 Advanced Hydraulics/Armor Artifact
Chance: 05/-39/-81 for 1/2/3 Successes, Successes needed: 13
Reward: Power Armor - Primitive, Reduced Upkeep for all industrial buildings, further Learning Action.)

[ ] 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 be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
There is always a need for good armor.
(Chance: 99/99/92% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)
[] That's A Wrap - Pt.1 - (Advanced Medicine/Pioneer Machinery/Programming)
Among our recent finds are several bandages with different properties ranging from self-disinfection to self-applying sutures. We don't know how many aspects can be replicated, but just achieving one would be much better than what we currently have.
(Cost: Self-Sterilizing Bandages, Autonomous Suture-Bandage, Self-Sealing Bandages
Chance: -72/-138/-186% for 1/2/3 Successes, Successes Needed: 22
Reward: Auto-Bandage - (Prototype))

[ ] Medication For Psychological Problems - (Pioneer Psychology/Chemicals/Medicine)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. One of the ways such things happen is due to chemical imbalances in the brain, causing misfires and shifts within the neurons, like a faulty computer glitching out due to a bug. Several recipes and mentionings of further have been found in an ancient book, allowing you to progress towards re-creating those medications. Or your versions of them.
(Cost: 11.25 Materials per try.
Chance: -44/-88/-132% for 1/2/3 Successes, Successes Needed: 19
Reward: Boost to your ability to help those who have psychological disorders. Unlocks Pharmaceutical Industry in Norqod.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)

[ ] Seizing The Means Of Reproduction - (All Pioneer Chemicals/Medicine/Biology)
Having spent a considerable amount of time researching the topic has yielded far-reaching insights into all manner of contraceptives, allowing you to state that you have the best that everyone can currently create with confidence. Not an answer you wanted but the answer you got. Therefore, the next step will be to find out what is needed to produce and alter the contraceptives you now know exist to be viable.
(Cost: 7.14 Materials per try.
Chance: 13/-43/-101 for 1/2/3 Successes, Successes Needed: 48
Reward: You can make cheaper and better Contraceptives. +8d20 Goodwill, +4d10% Piety, +4 Followers from (ironically enough) births per Turn.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)

[ ] Lend A Hand, Arm, And Leg - Part 2 - (All Mechanics/All Electronics)
Unfortunately, many lose a limb to either accident, disease, or injury. Regrettably, only those with wealth and connections can go to the Forge-Clans to get a replacement. But, primitive as our first attempts may have been, they were the first step in easing many people's suffering. Now you need to focus on simplifying the construction of the limbs so that people do not need to sell a literal arm or leg to replace lost ones.
(Cost: 41 Materials
Chance: 41/-12/-58% for 1/2/3 Successes, Successes Needed: 14
Reward: Simple Prosthetics are now crafted and sold (+12 Materials), +10% Piety)

[ ] Sticks And Stones - (All Machinery/Electronics/Metallurgy/Common Biology)
Until recently, all the knowledge about the human body's interior eventually traced back to horrific sources. But discovered in an ancient Bone-Mending Kit was a mysterious box that seems to see inside a person. Those images are better than anything modern medicine can produce by a massive margin. There's no overstating how much such an ability could help treatment - if only we could unlock the secret.
(Cost: Bone Mending Kits
Chance: 03/-42/-138% for 1/2/3 Successes, Successes Needed: 16
Reward: Vast Radiological improvements, reduction in Upkeep for all medicinal buildings, +8% Piety, +2d3 Goodwill)

[ ] Combat Stimms Round 3 - (Pioneer Medicine/Biology/Chemicals)
Where natural talent fails, chemical talent can step in, but not always, and never permanently. Or could it? Is there such a thing as chemicals and drugs that aren't inherently harmful to the body in the long run, or are there ways to minimize the danger to almost nothing? Something worth investigating.
(Chance: -93/-144/-224% for 1/2/3 Successes, Successes Needed: 19
Reward: Advanced Combat Drugs, Unlocks Round 4)

[ ] Pain-B-Gone Part 1 - (Advanced Medicine/Chemicals)
It was a surprise to find a missile warhead used by the Ancients not meant to cause a horrible death to your enemies. As we stand right now, we have no way or need to launch massive amounts of aerosolized painkillers over a battlefield. However, if we could replicate the compound, it should create a very effective and easy-to-use pain killer. Just spray over the hurt area and feel the pain go away.
(Needed Artifact: Saint-And-Hallow Warhead
Chance: -21/-76-134% for 1/2/3 Successes, Successes Needed: 9
Reward: Medi-Aid Chemicals, Pain-B-Gone Part 2)
[ ] Chemicals For Future! - (Biology/Chemicals)
It is well known that specific techniques enable food to last longer, like salting and drying meat. If one goes at that from another angle, then the use of particular chemicals can dramatically expand the shelf-life of food.
(Chance: 58/-13/-74% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[ ] Boiling Liquids Last Longer - (Biology/Chemicals)
Turi flash boiled some milk on accident. It has yet to go bad, making her wonder why. Also, no, I will not drink two-month-old dairy, no matter how much you boil it!
(Chance: 66/37/-04% for 1/2/3 Successes, Successes Needed: 8
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[X] Pesticides Re-Discovered - (Biology/Advanced Chemicals) - (4/10 Successes)
Pesticides were once the ultimate weapon against any insects plaguing your fields. Yet, the little bastards evolved resistances against nearly all chemicals that people used aside from the specialized Forge-Clan ones. Yet, not every insect could have created resistance against everything you can wield. So, you only need to figure out which ones are applicable.
(Cost: 12 Materials per try.
Chance: 71/58/29% for 1/2/3 Successes, Successes Needed: 10
Reward: Pesticides, improving the yield of your fields and that of others.)

[ ] Fertile Fields
A few learned people say that using certain soils, chemicals, and other things can help improve soil quality, giving more nutrients to the plants that grow on it, thus giving us more food. Unfortunately, while some Regions use the most basic techniques, most have lost their institutional knowledge due to the ever-growing reliance on sandwheat. So a good first step would be to search for mentionings of those techniques and compare what they say. After that, experimentation is in order.
(Chance: 81/56/28% for 1/2/3 Successes, Successes Needed: 20
Reward: Improved yields of all fields.)
[ ] Illness Of The Mind - (Advanced Psychology)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. Having collated a rudimentary overview of what is known, you realize that what is unknown far outweighs anything discovered or re-discovered by your efforts. Looking deeper into the mystery of the human brain will require extensive research and preparations, but this will be worth it for every life saved.
(Cost: One Psychology Artifact
Chance: -61/-171/-186% for 1/2/3 Successes, Successes Needed: 18
Reward: Can construct humane Basic and Expanded Asylums.)

[ ] The Mind - Combat Specters - (Psychology)
In your effort to understand the human mind, some things stood out to you. One of those is that some do not seem to leave combat, their bodies reacting as if they were still in mortal danger in even harmless situations. Specific actions, phrases, and noises make them panic, while nightmares and paranoia grasp their minds. But, unfortunately, you do not know how to help them. Yet.
(Chance: -32/-110/-176% for 1/2/3 Successes, Successes Needed: 9
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)

[ ] The Mind - Compulsive Behaviour - (Psychology)
In your effort to understand the human mind, some things stood out to you. Some cannot help but perform specific actions under compulsion as if forced to move or act a certain way, like organizing objects in particular patterns or washing until they nearly bleed. What is causing that? And how can you stop it?
(Chance: 32/-43/-105% for 1/2/3 Successes, Successes Needed: 7
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)

[ ] The Mind - The Black Pit - (Advanced Psychology)
It is... difficult to understand the workings of the human mind, as many of those you interviewed and treated tried to explain how they felt, thought, and what happened in their lives, with you not understanding or coming closer to identifying anything but parts of what could be happening within them. Yet, there are common themes among them:
  • The growing ideation of death.
  • Their belief in their worthlessness.
  • And many other things, of which we have not a large enough pool to say for sure if the Black Pit causes them.
(Chance: -77/-134/-184% for 1/2/3 Successes, Successes Needed: 22
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people.)
[ ] The Code Which Lives - (Pioneer Programming/Electronics)
PD, ^Ä^, and Angel's Demise are living beings, sapient and sentient in every way one may measure. But how? How is that possible? What mechanisms allowed them to grow beyond the limitations and Chains placed upon them? And could you retread their paths?
(Chance: -106/-768/-1549% for 1/2/3 Successes, Successes needed: 43
Reward: ???)

[ ] Secret Of The Circuit Pt.4 - (Pioneer Electronics)
With your manufacture of electronic components now as cheap and streamlined as you can make them without producing them in a factory, it is time to start the heavy-hitter research: producing electronics as near to that of the Ancients as you can manage. They may be nothing more than showpieces for this effort, but knowing the route is all you'll need to find better and cheaper paths to attain electronics of the forgotten ages.
(Cost per try: 195 Materials
Chance: -101/-267/-433% for 1/2/3 Successes, Successes needed: 80
Reward: Massive reduction in DC and Cost to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Notice: Breakthrough Research! Every 10 Successes, the chances are raised by 30%!)

[ ] Rugged Radios - (Electronics/Advanced Electronics)
Your scholars and engineers are vibrating in excitement due to the primitive radios built within your workshop. All other Pilgrims are nearly storming and assaulting the Council with proposals for using the table-sized radios, from creating Pilgrim-operated channels and news to using them for a network connecting all of the Pilgrim Operations within Tessen. However, if you wish to do so without paying through clenched teeth and a face that sucked lemons beforehand, then a ruggedization and modernization effort are unavoidable.
(Chance: 24/-07/-36% for 1/2/3 Successes, Successes needed: 7
Reward: Radio-Beacons, Radio-Network, Radio-Channel unlocked, raised Income for the Electronics Workshop, Unlocks Norqod Actions.)

[ ] Electric Guardians - (Advanced Weapons/Programming/Machinery/Electronics)
While nowadays, most security systems consist of locks and guards (human and otherwise), things were a bit more complicated before the Collapse. We are unlikely to reach that level anytime soon, but research into this Artefact should improve our security.
(Cost: Anti-Thief Watch Systems
Chance: 70/26/4 for 1/2/3 Successes, Successes Needed: 2
Reward: Improved infiltration DC of the Tree of Knowledge, Reduced upkeep costs for Guards! Guards!/Guardians For Hire.)
[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD's way of keeping cool is via a blue-red liquid, which also contains vital components needed for her internal and external self-repair capabilities. During a cooling cycle, the fluid passes through several devices meant to siphon off and reduce temperature. With a firm(er) grasp on how such a thing works mechanically, it is now possible to attempt a peek into what makes PD's coolant systems tick and maybe see if there are any ways to improve the same.
(Chance: -34/-114/-184 for 1/2/3 Successes, Successes needed: 14
Reward: +5 to all rolls made by PD.)
[ ] Learning To Take Census Pt.2 - (All Psychology)
You figured out a way to streamline the collection and dissemination of academic papers of all kinds, vastly advancing your capabilities to do such. But this is the hard part; your Theorists can still implement massive improvements in every aspect of your efforts. It will take a very long time to do so, though, and will likely not be a priority for the next decade or three.
(Chance: -30/-91/-237 for 1/2/3 Successes, Successes Needed: 32
Reward: Increased Chances For Assemble, The Theorists!)

[ ] Assemble The Theorists! - (Common/Advanced/Pioneer/Specific Quester Requested Theory)
Stagnation. Complacency. Fear. Those are the three things that have hampered the progress of science the most, bar none. No longer, you say! Instead, you will see to it that you will examine, nail down, and figure out the right way the universe works, allowing you to reverse-engineer the wonders of past glories and build your very own! Make it so.
(Information: Choose an example below or add a previously discussed theory with the QM's approval.
Machinery | Weapons | Armor | Mechanics | Chemicals | Medicine | Psychology | Metallurgy | Programming | Electronics | Biology | Hydraulics | Physics | Suspendium
Chance: 70/40/10% for 1/2/3 Successes, Successes needed: 2/5/20/???
Reward: Theory of chosen subject, improved chances for research.)

[ ] 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 Ancients' technology; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and get back to the past's style!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 99/95/92% 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 bad luck had them written in a language none of the Pilgrims could understand. Time to hit the local libraries and linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 80/75/70% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

[ ] Detective Courses For Beginners - (Unknown Artifact)
Well, you found something. Something you have no idea what it is or does. It is time to call up some experts and figure out what that thing is for, even if it takes some time.
(Cost: Unknown Artifact.
Chance: 76/43/08% for 1/2/3 Successes, Successes needed: 2
[ ] Eureka! (Write-In)
(Write in something you want to research and how you came upon that idea. Better success chances to the Action if you mark a relevant artifact for this research.)

Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (1 Action Locked)
[ ] Prepare an Expedition - (Location) - (Turn Preperation) - (House Mirn support: Y/N)
Sometimes you need to dig into one location for months 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-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.
-EO-01: Est. Artifact-grade: Rare++, Dice:1d2 per turn, Max. Yield: 6 Turns, Machines nearby.
-TOP-01: Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 4 Turns. Machines nearby.
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns. Mutants nearby.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns. [4 Minor Bright-Lance Turrets, 5 Sentinels Units (6/6), 9 Caretaker-Swarm Units (12/12), 13 Omni-Gazers identified.]
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger.
-GY-02: Est. Artifact-grade: General Rare, Dice: 2d4 per turn, Max. Yield: 6 Turns, Machines nearby.
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby.
-RC-01: Est. Artifact-grade: Lost Tech++, Dice: 3d2 per turn, Max. Yield: 8 Turns. No danger.
-RC-02: Est. Artifact-grade: General Mundane, Dice: 3d4 per turn, Max. Yield: 2 Turns. No danger.
-RC-03: Est. Artifact-grade: General Mundane, Dice: 2d4 per turn, Max. Yield: 2 Turns. No danger.

[X] Prepare an Expedition - (RC-01) - (House Mirn support: N) - (3/4 Turns Complete)

[ ] Recover Airship - Intact - (Units)
It is done! After much sweat, blood, and tears have flowed, you finally figured out how to restore these ancient ships from their slumber! It will only take some muscle, some Suspendium, and luck to escape notice, and they will travel across the sky once more!
(Personal Cutter Cost: 6 Materials, 5 Small Suspendium Shards
Line Vessel Cost: 23 Materials, 1 Medium Suspendium Shard
Chance: 43%
Reward: 1 Intact Airship Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Reduce Upkeep by 65%)
-[ ] Establish A Trade Route From (Location) To (Location)
(Cost: 17.13 Materials, Upkeep: 3.75 Materials
Reward: Anchorage (Tiny) in target Location, Income dependant on the route.)
-[ ] Guard The Skies - (Loaction)
(Cost: Line Vessel
Reward: Aerial Dominance)
The Tree - Mirn - (9d5)
The Tree - Tessen - (2d18)
The Tree - Zulmni - (9d3)
The Tree - Ularn - (10d7)
Jokvi - Mirn - (8d9)
Jokvi - Tessen - (1d20)
Jokvi - Zulmni - (3d2)
Jokvi - Strul - (3d10)
Strul - Tessen - (3d3)
Strul - Jokvi - (1d16)
Mirn - Tessen (12d6)
Mirn - Zulmni (6d7)
Mirn - Jokvi (2d3)
Ularn - Zulmni (1d6)

[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions to either use it to feed your research or airship production or gather a buffer of Suspendium should you be cut off for one reason or another.
(Cost: 15 Materials
Chance: 35%
Reward: 1 Large Suspendium Shard.
Warning: If this Action fails, 2d60 Pilgrims will die. Boni, Traits, and Tenets apply.)

[ ] Send Out The Scavengers (Choose A Location)
Sometimes, it is not worth sending an expedition to a location due to its low yield or quality.
(Chance: 85%
Reward: 1 turn in the specified location.
Warning! If the Action fails, there is a 4% chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Search For Shelter Lost
The Stranger said things; he gave assurances, evidence, and was taken away to prevent what was told from spreading beyond. Yet... the call of forgotten wonders is mightier than reason. Set out to re-discover what has been buried for so long, and see what remains.
(Chance: -14%
Reward: Find the Shelter of the Ancients.)

[ ] Scout The Graveyard Of Spears
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody could loot! A battle took place here, where Knights and Walkers armed with known and unknown weaponry took to the field, supported by thousands of men, women, and children. The bodies have long since rotten away or been eaten, but spears, lances, halberds, and other weaponry remain here, jutting out of the ground like markers for graves. What wonders could lay here?
(Chance: 73%
Reward: Sites in The Graveyard Of Spearsare located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] Scout The Eternal Gazers
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody could loot! This area is infamous for the massive number of high-tech equipment, even for Pre-Collapse standards, as scientists studied the stars here.
(Chance: 33%
Reward: Sites in The Eternal Gazers are located and mapped.
Warning! If the Action fails, there is a 7% Chance that the Scouting Unit will take 2d6 casualties 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 emits black smoke. What surprises await you once past the guardians? What greatness lies locked away? A metric shit-ton of angry Machines, that's what! PD has warned you against going there, as your scouts would have to contend with over a thousand drones!
(Chance: 71%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the Action fails, the Scouting Unit will die from 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: -49%
Reward: Sites in The Pit are located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one must wonder what would necessitate such a large flat area. Or what could be beneath it? PD informed you that massive machines lie beneath, purpose unknown.
(Chance: 28%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the Action fails, there is a 54% Chance that the Scouting Unit will die due to being detected and subsequently attacked)

[ ] Scout The Bonetunnels
PD informed you of a series of tunnels that run deep beneath the surface, filled with dead beings' bones and corpses. Animals, Mutants, and even Machines descend into their depths to die, leaving behind mountains of bones. What could be found here?
(Chance: 34%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the Action fails, there is a 15% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Tenebris Library
PD informed you of the location of an ancient library called the Tenebris by the RI. It is wholly encapsulated, and no window or light fixture illuminates the inside. Why would you build a library without lights?
(Chance: 65%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the Action fails, there is a 68% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Verdant Oasis
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody could loot! The Verdant Oasis consists of a hydroponics factory that collapsed due to the Collapse but somehow remained functioning. The Oasis provides abundant plant life, and the resulting draw on herbivores, omnivores, and carnivores from all corners of the animal kingdom. It also offers a prime opportunity to get pristine agricultural secrets from forgotten ruins.
(Chance: 14%
Reward: Sites in The Verdant Oasis are located and mapped.
Warning! If the Action fails, there is a 57% Chance that the Scouting Unit will die.)

[ ] 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 unearth treasures beyond imagination or prove a giant disappointment. PD's maps are pretty heavily corrupted, but she has provided some landmarks which may still exist.
(Chance: 14%
Turns: 4
Reward: The Zone can be scavenged.)

Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (Choose 1 Action)
[ ] Berth - Small
Expanding the Anchorage to fit three Light vessels comfortably would allow us to equip and use them for exploration purposes and start trading in small quantities.
(Turns: 4
Cost: 65 Materials, Upkeep: 10.50 Materials
Reward: Can modify three Light Airships for exploration or trading without special projects, will generate Income once airships become more widespread, which rises with their availability, can be upgraded into Berth - Medium)

[ ] Laboratory Complex - Rudimentary
Some call thee plans of expansion ambitious, while others call them ridiculous. Whatever the case may be, digging deeper and farther than ever before will allow the Pilgrims to stuff so many scientists and equipment into the Tree that they will significantly accelerate any future research. Bolt has already hinted at discounts if computers and laboratory equipment are bought in bulk from her Clan. Unfortunately, keeping all those things in order without calling for Forge-Clan help requires specialists.
(Cost: 240 Materials, +110.75 Materials Upkeep, 6 General Scientists, 2 Common Engineers
Turns: 14
Reward: Massively improved success chances)

[ ] Medical Wing - Grand
Expanding your Medical facilities will someday be required, but it would be massive overkill for now. Still, it never hurts to have the option in your mind.
(Cost: 200 Materials, Upkeep: 24 Material
Turns: 5
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 10000 Pilgrims/People before it becomes useless.)

[ ] Artisanal Quarters - Grand
Glassblowers, Jewelers, And Goldsmiths are the next logical step in expanding the Trees' industrial capabilities. They will enable you to do much more fine work and help create delicate industries. If only such artisans weren't so pricey.
(Cost: 76 Materials, Upkeep: 13.64 Materials
Turns: 3
Reward: Lowered costs for all equipment, increased chances for all research, can be upgraded.)

[ ] Black Box - (Expanded)
There can never be such a thing as too much care and too much information gleaned from studying. Therefore, ensure that your Black Box is expanded and equipped with more tools to better study Artifacts.
(Cost: 40 Materials, 2 Scientists, 1 Engineer, Upkeep: 16.70 Materials
Turns: 6
Reward: 10% not to use up an Artifact, can slot 1(one) Artifact to provide 15% (rounded down) of the Artifacts bonus continuously.)

[ ] Electronics Manufacture
Now that you can produce electronics, you want to have as many as possible. 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. So increasing the manufacturing space already available and automation will, in turn, increase your profits. Easy math!
(Cost: 44 Materials, 2 Scientist, 40 Faithful, Upkeep: 55.00 Materials
Turns: 6
Reward: +80 to all Electronics Research, 14d20 Materials Income (Technology Sale).)

[ ] Artisinal Robotics Creation
By creating robotics to work for you within your manufactories and various institutions, you can produce more with less while also showing off the work and prowess the Pilgrims have made within the last decade and a half.
(Cost: 175 Materials, 1 Scientist, 20 Faithful, Upkeep: 77.00 Materials
Turns: 3
Reward: +20 to all Electronics Research, Unlocked Action (Automatisation).)

[ ] Library - (Expanded)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Expand the available space to fit four additional floors of equal area, with more books and secluded study rooms for those wishing to research in peace. You also need dedicated librarians and helpers to ensure that people can find what they need and then return it to where they found their books. A section for cartography would also be an excellent addition!
(Cost: 101.01 Materials, Upkeep: 24.66 Materials
Turns: 13
Reward: Provides 3 (three) slots for Literature Artifacts, providing a 15% Boost to their bonus.)

[ ] Assemble An Engine - (Location)
Now that you have developed a Steam Engine, you should see building them for your mines or farms. Whatever you think is more pressing or profitable.
(Turns: 2
Cost: 25 Materials Upkeep: 1.50 Materials
Reward: Turns all D4s into D12s, increasing static Income by 50%, rounded down.)

[ ] Armor The Daughter
Alright, you have a giant airship, it represents the biggest and most obvious target in any hostile area, and there are currently gaps in her armor. You need to either fix that asap, hope that nobody will attack the Empire in the next three decades, or be attacked by you. Let's get her fixed up as we live in reality; why don't we?
(Cost: 1.6 Materials per 3 Armor.
Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)

[ ] NR.9 LIVES!
After finishing her education, your Engineer asked if she could be given a workshop to ply her trade more effectively. While pricy, the ability to create disposable Units for Combat would preserve lives. Additionally, nobility and wealthy merchants have always been known to buy drones for prestige purposes.
(Turns: 4
Cost: 1 Common Engineer, 30.00 Materials, Upkeep: 2.00
Reward: Tiny Drone-Manufacture, allowing you to create Combat Drones for your Units/Heroes and Civilian Drones for selling (+15 to Technology Sales), unlocks a Learning Action.)

[ ] Assemble A Logic Bank - (Category)
Now that you have unlocked the secrets to building computers, you should take advantage of doing so, even if it will cost a pretty crown. And the one already created is already lightly straining your electronic supply in maintenance.
(Turns: 3
Cost: 40.00 Materials, Upkeep: 10.00 Materials
Reward: +1 Action
Warning: If all six are taken, the Electronics Workshop operates at a half profit.)

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

Holdings: Norqod is starting to look more like an actual village at the rate you are building. The only thing missing is a market and some basic infrastructures, then you will be able to declare the founding over! (Choose 1 Action, 1 Action Locked)
[ ] Radio Station - (Focus)
Radio Stations require specialized equipment and trained personnel to staff and operate. That is if one would commission the machines from the Forge-Clans, which you now no longer need to do. With Pilgrim-Created Radios slowly assembled within the workshop, you can create a Radio Station purely for your needs and wants. Expanding the station will also be in the cards later down the line!
(Turns: 3
Cost: 137.25 Materials, Upkeep: 30.55 Materials
Reward: Radio Station, allowing you to project your Influence across the Region to all that own radios and all that listen outside the Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Expanded Hospital
Commissioning several medicinal machines from the Forge-Clans will increase the survival chance of people undergoing surgery, needing oxygen, blood, or other fluids/gasses to be kept healthy and detect and treat injuries. Additionally to these (rather expensive) purchases, a general increase in capacity and staff will allow up to 300 people to be treated under normal strain, with a total maximum of nearly 1.000.
(Turns: 9
Cost: 71.12 Materials, Upkeep: 26.33 Materials
Reward: Norqod is more resistant to plague and gains more self-sufficiency. Also, you help more people at once, as they don't have to walk to the Tree's medical wing to get proper treatment.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Distributed Clinics
While a singular location where people can receive treatment allows for a concentration of expertise and expensive machinery, not everyone has the time to walk for, potentially, an hour to be treated. By creating several smaller clinics within Norqod, we can improve medical coverage with minimal effort to maximize effect, allowing severe cases to be quickly transferred.
(Turns: 5
Cost: 31.15 Materials, Upkeep: 9 Materials
Reward: More people can receive treatment for their illnesses and injuries, reducing mortality.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Small Medicinal School - (Pilgrim Doctors/Herbalists)
Treating wounds is a fundamental skill most people have, but things like surgery, identifying diseases, warding against plague, comforting patients, and more are not. By building a medical school, Norqod can train specialists and generalists in-house, though we either need to provide the expertise ourselves or buy it at a considerable expense.
(Turns: 11
Cost: 45 Materials, 6 General Doctors/+88 Materials Upkeep: 13.91 Materials/+23.98 Materials
Reward: More medical practitioners equals fewer dead people.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Medium Quarantine Area
Plague is a constant across much of Calynth, with few ever having known a year where some disease didn't kill thousands in some Region or country. To prevent the spread of such plagues, the Imperial Family has long since ordered dozens of precautions whenever a suspected "hotspot" of disease is found. One of the most effective precautions is the quarantine of suspected carriers and those they had contact with away from the settlements. (And situated in plain view of a fortification.)
(Turns: 6
Cost: 45 Materials, Upkeep: 13.80 Materials
Reward: Norqod is further resistant to plague.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Industrial Subsidies
When one looks at the ruins of the old world, one cannot miss the titanic forges of industry, the vast halls of robotic workers, and massive production centers. However, compared to today, even the least of those ancient places towers above what the best Forge-Clans can produce, with mountains of goods being produced in days where we would struggle to do so in years. Therefore, planning out where backers can build what industries, entice their creation, and supply them will be vital for taking back that piece of history.
(Turns: 6
Cost: 49 Materials
Reward: Norqod gains an Industrial District, allowing for the creation of manufactories, industrial hubs, early factories, steel mills, and all manner of industrial production lines. Doing so will allow the Pilgrims to create vast machine wonders and industrial products.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Schooling Incentives
Change is the result of learning. By turning Norqod into a bastion of both academia, where legions of students are churned out under the watchful eyes of educated teachers, a repository of knowledge, in whose venerable halls and vaults within libraries overshadow all or a place for the refinement of the spirit and soul within temples and sanctuaries. We will ensure that future generations will live in the shadows of trees planted today.
(Turns: 9
Cost: 60 Materials
Reward: Norqod gains an Academic District, creating schools, academies, universities, libraries, research complexes, and all that one can imagine. To be a bastion of knowledge, a light of understanding within the dark is no easy task, nor a short one. But a seed planted today can grow into a towering behemoth tomorrow. Moreover, doing so will speed up the dissemination of technologies researched by the Pilgrims.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[X] Fashion Street - (2/4 Turns Complete)
One of the most sought-after goods within the Empire is clothing, right next to steel, jewel, electricity, and water. The ability to trade large quantities of clothing has seen many merchants' fortunes rise into the sky and produced quite a few corpses as bandits hit those shipments with abandon whenever they are spotted. Yet, with sufficient quality and being modeled in the latest fashion or tailored for Mutated physiology, Norqods tailors can turn a pretty crown at a relatively low cost.
(Turns: 4
Cost: 21.89 Materials
Reward: +7 Materials in Taxes (will be raised by Fashion Revival Actions), ~Narrative Effects~.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Cat Alley
Nobody knows why streets with bordellos are named the way they are, but seeing as some "cats," as the local prostitutes are known, seem to like this spoke, they shall get it. Luckily, several have already asked for spots and permits, both for prostitution and gambling, with several others already making plans for outdoor decorations and attractions. Guards need to patrol here almost constantly, so you must build a small barrack.
(Turns: 4
Cost: 30 Materials
Reward: +16 Materials in Taxes)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Sin Run
Gambling in all its myriad forms will be found here, ready to entice travelers and locals to ease their purses for the chance to the big strike. From cards to boxing and gladiator fights, all the way over to racing and betting on events. But remember: the House always wins.
(Turns: 3
Cost: 46 Materials
Reward: +24 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Paper Mile - (Tone)
Large Printshops will be situated here, churning out books, leaflets, pamphlets, novellas, posters, and newspapers, supplying the population's ravenous hunger for cheap entertainment and news.
(Turns: 6
Cost: 50 Materials
Reward: +8 Materials in Taxes. Unlocks Norqod Rumor Mill. (Tone indicates the focus of the paper. Examples: sensationalism, facts, satire, investigative, etc.))
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Artist Alley
What is life without some art, some spectacle, something to nourish one's soul and mind? How can you honestly say to be alive if all you ever see are grey walls, drab colors, and tedious tasks? See the sights within a spoke dedicated to paintings and music, athletes and acrobats, the dancers and the performers. Forget your worries here, and be awed.
(Turns: 7
Cost: 24 Materials
Reward: +7 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Airship Trade Anchor And Depot
With the advent of the nascent Airships, creating the needed infrastructure to harbor, supply, repair, upgrade, modify, and unload trade goods or passengers will prove prudent and vital. While other places may take that particular place in the sun, staking our claim early will enable us to dominate the whole.
(Turns: 5
Cost: 50 Materials
Reward: Norqod gains a Trade District, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and a lot more, only limited by our imagination. Money is in the air, boys, girls, and others! We only need to grasp it with our hands!)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] House Dall Barracks
As a Prevter house, house Dall will be required to outfit both troops in defense of the Empire and secure the resource for which they have been installed. Creating barracks for foot soldiers is the first step, allowing the nascent House Dall Retinue to discover promising recruits and commanders from the local populace. Which, by necessity, includes Mutated, requiring more Materials to accommodate the same's different physiology and dietary requirements.
(Turns: 7
Cost: 24 Materials, Upkeep: 7.00 Materials
Reward: Norqod gains a Military District, allowing the recruitment of more sophisticated and specialized troops, expands the defensive and offensive capabilities of House Dall, and opens the path for a potential Knight Retinue. Following this path can generate safe routes into the Forest Of Rust, allowing Suspendium harvesting operations and the search for Artifacts to be expanded considerably.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] House Dall Palace Expansion
Overseeing the harvesting of a resource located within the Forest of Rust, a Necropolis, is no small thing. It requires administrators, bureaucrats, and many skills to maintain ties with scavengers. An expansion of the Dall Palace will increase the amount we can harvest without smuggling developing in any serious quantity.
(Turns: 5
Cost: 50 Materials
Reward: A larger palace will bring more prestige to House Dall, and it allows for the increase of Suspendium Harvesting Operations.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] The Trail Of Rust
With the slowly increasing knowledge on how to create Airships natively, an industry will soon need to be developed to take advantage of the vast sums of money such an enterprise will create. Therefore, increasing the total number of Suspendium crystals harvested will need to happen, or House Dall will fail its Emperor Given Duty. I shouldn't remind you that, is not good. Do so by increasing the space of the safe-houses, hiring more adventurers and willing workers, and placing another order for the harvesting equipment.
(Turns: 19
Cost: 175 Materials
Reward: +10 Medium Shards of Suspendium)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Organized Airship Manufactory - 1 Line - (Airship Line)) - (0-2.000 Kg)
Forget making a few little ships! Mass-producing components and available designs and fitting them in a specialized hangar are the way! Of course, you need to provide the required Suspendium and Materials, but then? Then you can get rich!
(Turns: 5
Cost: 35 Materials, Upkeep: Airship Line Dependent
Reward: Organized Airship Manufactory, allowing you to build and sell Airships to your specifications. House Dall gets rich.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Write-In.
Adding House Dall will lessen the Pilgrim's gain but increase House Dall's.

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)
-[ ] Take Out A Flat Loan
(0-450 Materials loaned for four turns at 5% interest)
-[ ] Take Out A Continuous Loan
(0-500 Materials loaned with 12% interest per Turn)
-[ ] Sell Businesses Norqod Location Privileges
(Gain 8d20 Materials (-3d every use, +1d every Turn not used))
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Backroom Deals - (Once Per Turn)
(Reduce Upkeep of one (1) structure by 0.50 Materials, can only be taken once a turn.)

[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Cost: +1.3 Materials to Upkeep
Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 6 Materials
Reward: Chosen targets' plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 3 Materials
Reward: Chosen targets' plans for the next two turns are revealed.)

[ ] The Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 3.75 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (1/8 Turns Complete)
(Cost: 1 Faithful, 2.50 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%, double for rare artifacts, worsen relations to other sub-factions, decrease cost for Union of Herbalists actions, unlocks more moves at certain control thresholds.)

[ ] Stupendously Scholastic Scholars of Science - (1 Action)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] Suffer Their Arrogance
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)
[ ] The Imperial Family - (1 Action)
-[ ] Petition For (Topic)
(Turns: 10/1
Cost: 30 Materials and 10 Goodwill/1 Major Favor owed by an Elite Faction
Reward: Interlude regarding (Topic))

[ ] The Military - (1 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 Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 40 Materials, 5 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors
(Cost: 10 Goodwill
Reward: 4d20 Materials for 2(two) Turns)
-[ ] Grease The Wheels - (Action)
(Cost: 15 Materials, 15 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)
[X] Forge Clan Vanar-Feer - (1 Action Locked)
-[ ] 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.)
-[X] Engineers Galore - (3/6 Turns Complete)
After the arriving Forge-Clan Elders saw that you had the same appreciation for technology as they did, and with the support of both DoD and PD, they decided to impart some knowledge about the world to some of you 'who knew what they are doing.'
(Cost: 1 Faithful, 15 Material per Turn, for 6(six) turns
Reward: 1 Engineer)
-[ ] Commission A Knight-Frame For ^Ä^
--[ ] Malachial-Pattern
(Turns: 4, Cost: 150 Materials, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 300 Materials, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 700 Materials, Armor: 650/650, Structure: 80/80)
--[ ] Commission An Unique-Pattern
(Turns: 8, Cost: 200 Materials, Armor: 10 points for 2 Materials, Structure: 2 points for 5 Materials)

[ ] The Followers Of Light - (1 Action)
-[ ] For The Nation - (Action)
(Cost: 15 Materials, 3 Goodwill
Reward: Buildings/Tasks which improve/help the broader population have their success % permanently improved by 2d10 until taken.)
-[ ] We Work As One - (Action/Building)
(Cost: Narrative
Reward: The Followers Of Light will help the Pilgrims.)

[X] Conclave Of Fraya - (1 Action Locked)
-[X] Eternal Arts - (Action) - (13/45)
(Cost: 5 Materials, for 15 Turns (+3 per Norqod Building)
Reward: Norqod is decorated with expertly made art, turning it into a true Tessen Settlement.)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: The Conclave will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)

[ ] Meira's Hidden - (1 Action)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: Meira's Hidden will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)
[ ] Nine Tribes Council - (1 Action)
-[ ] Sell Artifact/s (Artifact/s)
(Sell the specified Artifact/s with an additional (3d100/250/750 for Common/Rare/Lost Tech grades. (3.00/7.50/22.50 max Materials.))
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly. Bought at +2d20% Price-up.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 15 Materials
Reward: +2d10 to a specific Action for one Turn.)
-[ ] Rare Findings
(Ask, And Ye Shall Know (Any specific thing you wish to buy/sell/do to/with/against the Nine Tribes Council?))
[ ] Bone Valley Chapter - (All Are Free Actions)
-[ ] Send Support
(Materials)
-[ ] Investigate For Heresy
(25 Materials)
-[ ] Ask For Help
(What, How)

Heroes: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (Martyris: Choose 2 Actions, Aria: Choose 1 Action)
[] Pathene Weaving - (Equipment Description)
One of the things your mother told and taught you was the ability to weave your hair into tough and awesome equipment. These range from vests hardening in response to physical trauma to spears capable of shooting lightning guided by plasma trails. Too bad you need to cut your hair for such things to become a reality.
(Cost: Arias Hair
Turns: 4
Reward: Pathene Equipment)

[ ] Search For The Grave Of The Shattered Eye
A crazed man gave Martyris instructions and directions towards a grave where he "could find a crack through the lies, safely." It is evident that the man was dangerous, having been dragged off by InSec, but whatever he wanted to show off could be valuable. Maybe.
(Notice: If Martyris takes this Action, it takes two actions. This is because a hero may not stop taking this Action once it starts.
Turns: 4
Reward: ???, +1 to (3\²]SN@'+ßz _
WARNING: DO NOT TAKE; WARNING_ DO NOooT Taaaaaa-aKE; WAGIIN; DO OT KET²³@}43t }
)

[ ] Shift Your Bureaucracy From (Category) To (Category)
Sometimes the need arises when efforts have to be reduced in one area and expanded in another when no additional resources are available otherwise. Today is one of those times where a shift in attention is required.
(Cost: 1 Material
Reward: 1 Action is shifted from the first to the second category, active next Turn.)

[ ] 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 an official religion, and as such, you are allowed to condemn them. Do so.
(Trait Needed: Arbitrator
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. 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: +30 to 1 Action)

[ ] 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 world's end.
(Cost: 10/45/100 Materials
Reward: +1/2/3% Piety every 5/4/3 points above 0.
Information: 2(Two) Turns cooldown.)

[ ] Guiding Hand
Some Pilgrims stand at the edge of fully committing themselves to the Pilgrim faith. 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.)

[ ] Relax - (Can Specify What Activity)
All work and no play makes hairs grey and is quite unpleasant.
(Reward: The chosen Hero relaxes, avoiding burnout and bad traits.)

[ ] Write In
AN: Not happy in the slightest with the story section. I hate both writer's block and drawing complete blanks on the story. Ecxept the last bit. I am rather happy with that.

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

A moratorium will be until 29.04.22 at 17:00 CET.
Voting will be closed on 02.05.22 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 03.05.22 at 17:00 CET if no one has rolled yet.
Updates will be online on 10.05.22 at 17:00 CET.
 
Last edited:
Rumor Mill Turn 64
Rumors:

Streetfighting Erupts After Ularn-Guards Arrest Corrupt Elements, Local Gang Leaders, And Suspected Terrorists - The Tessen Speaker
In the early morning hours of the 7th in the 5th month of High Summer, information received by anonymous sources two weeks prior was acted upon by Ularn-Guard junior ranks at the sergeant-level and below, with only a few captains being notified of the contents of the received information. Arrests all over the City followed as squads of heavily armed and armored Guards surrounded, breached, and fought to arrest and detain over 300 individuals proven to have engaged in illegal activities.

These contain, but are not limited to; general corruption, accepting of bribes, usage of positions to further an agenda, use of position to aid in exchange for monetary or political capital, general criminal activity, smuggling, enforcing sexual work, stealing, slavery, human trafficking, Mutated trafficking, conspiracy against the nobility, conspiracy against the state, conspiracy against Tessen, conspiracy against the Empire, conspiracy against the Imperial Family, conspiracy to conspire, terrorist activity, creation of illegal substances, illegal creation of weaponry, distribution and creation of proscribed literature, distribution and creation of proscribed religious texts, distribution, and creation of proscribed icons, distribution, and creation of proscribed religious icons, distribution, and creation of proscribed ideologies, distribution, and creation of proscribed art, distribution, and creation of proscribed art forms, and more.

However, during these arrests, resistance was mounted by an unknown terrorist organization, local rogue militias, loyal troops of the to-be-arrested criminals, and individual actors trying to take advantage of the chaos. At the time of the writing, the fighting has ravaged Undertown, Ghostfair, and Grey Barrow, with a death toll suspected to exceed 1.500 people, with more expected to die due to the ongoing fires within the City. This unprecedented amount of corruption within a city's Guard has resulted in Region-Wide examinations and investigations into the Guard as ordered by the local nobility, headed by House Tessen.
(Read more on pages 1-20)

VIOLENT MUTATED CLASH OPENLY IN ULARN!!! ONLY COURAGEOUS CITIZEN MILITIA PREVENT WIDESPREAD DEVASTATION!!! - The Truthful Observers
In a vile act of senseless violence, Mutated Gangs, Criminals, and Murderers have risen against the Guards of Ularn as they performed a routine cleaning of the gutter from the trash heaps that were Undertowns, Ghostfairs, and Grey Barrows slums. Unfortunately, though having obtained critical information pertaining to the criminal activity, including Human Trafficking and Sexual Slavery, efforts to bring the criminals and Mutated to Justice were hampered by ineffectual and corrupt Mutant-Sympathizers, Criminal Infiltrators, Rebels, Terrorists, and other scum of the earth!

Fed-up with the hindrance to righteous society, Justice, and morality, courageous sergeants of the Guard ordered the arrests to be carried out despite the higher echelons of the Guards attempting to suppress just such an effort. Yet, even though the initial arrests were successful, further attempts were hampered as Mutated and Criminals fought against Justice, killing devout and dedicated members of the Guard brutally, with reports of the desecration of their corpses being reported. Only with the help of the bold and heroic attempts of the local militias was the uncorrupted Guard able to keep the situation under control without having to call in support of local Knight-Chapters.
(Read more in our Special Edition!)

Horrific Scenes Of Violence After Mutated Are Attacked By Unknown Assailants And Locals In Ularn - Rags, Rumors, And Rants
Sickening scenes of violence and brutality have emerged from Ularn as Guard and Criminals clash against each other, indiscriminately killing without either trial by the Guard or executing any that have "aided or informed" the Guard of the presence of the Gangs. The violence started in Ghostfair in the early morning, where hard-working people began to wake for another day in service of the Empire, only to be slowly surrounded by squads of the Guard breaking into houses and dragging people into the streets.

Though the early arrests were more in line with mass arrests, the panicked reaction of criminal elements saw several dozen Guard dead before the morning was over, resulting in harsher crackdowns. The violence and inner-city fighting expanded across the river into Grey Barrow, with several selected squads executing objectives in Undertown, where the Mutated population had already been set on edge due to the Purge-Esque behavior of the Guard. Though initially unwilling to defend themselves instead of hunkering down, Mutated Militias soon found themselves called in by panicked neighbors and terrified people fleeing attacks by crazed fanatics and mass-murderers firebombing and slaughtering caught Mutated.

The resulting violence prompted the Guard to send more squads to the fighting, away from their attempts to clean up the attacking gangs. At that point, deadly and horrific misunderstandings of the situation led to the Guard attacking both sides, only later able to clear the mistake after linking up with their already on-the-scene squads. Reports show that around 600 Mutated were killed in the fighting, with an additional 100 being executed, while over 200 people were burned alive in the barricaded and blocked Poor-House of the Pilgrims in Ularn. An official reaction from the Pilgrim Council has yet to be offered, though outrage and horror are expected.
(Read more in our free Special Edition!)

[-1 Poor-House in Ularn]
[-43 Pilgrims, Cause of Death: Burning and Suffocation]
[-11% Piety]
[Unlocked Retribution Action]

***

Region Report/s

We have managed to tap the Iron Vein fully and made progress in identifying several key figures in the Irinism Movement, leading to several talks to be scheduled in the coming weeks and months.

Additionally, in our efforts to ingratiate ourselves into the populace's good graces, we established a working relationship with an independent metal manufacturer within the City's lower levels, low-selling iron, in exchange for priority casting of tools. Though a little surprised to realize that arms and armor are included within the "tools" definition, the Regions history, both old and recent, makes such inclusion rather evident in hindsight.

Other than that, the birth of 14 new children has led to a slight festival mood within the Chapter.

***

Spy-Network:

The Marquess of Tessen is looking into the corruption of the Guards.

House Ulatarn continues constructing the BHVs while cleaning up the Guards and looking into the Incident.

The Military has begun seeking new targets while reading quick-reaction forces throughout the Region due to several strikes against caravans.

The Followers of Light are railing against the corrupt Guards and the blatant criminal activity in the Light of Slatnan.

The Lost have both lost and gained with the violence in Ularn. Though several dozen have died, more have joined them after being seen as one of the few people fighting with the Mutated and those attacked by the gangs. The loss of so many volunteers has affected the cult, bringing them closer to a militant outlook, though whether defensive or offensive cannot be said right now.

Dirty Daggers have started smuggling arms, people, and medicine into and out of Ularn. They are also outraged that someone burned down your Poor House. With the people still inside.

The Purified are recruiting like crazy within Ularn, bringing newly converted members out of the City and smuggling them into, as far as we know, Mirn, Tessen, and Jokvi. Their dead in the fighting were laid to rest with all honors that could be given to them according to their religious beliefs.

The Common People are sickly fascinated by the violence in Ularn while mumbling about the "urgently needed" anti-corruption sweep currently being carried out within the Guard.

The Mutated have grown skittish, distrustful, and angry at those responsible for the attacks. On the other hand, the story of the burning of the Ularn Poor-House being burned down with refugees sheltered inside has resulted in a veritable outpouring of support and help from both Ularn and Region-Wide Mutated, giving aid, money, and time to help rebuild the building. Perversely, this event has led many to trust us despite the current circumstances.
[Ularn Poor-House will be repaired in 3 Turns]
[+1 Mutated Opinion]

AN: I only now noticed that the Marquis is still doing shit the Marquess should be doing, as she returned from the campaign years ago. Whoops! :V
 
Turn 64; Year 15; Month 6; The Day of Corrupt Fire
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 valuable technologies and machines to advance civilization
-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 discussions 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

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
-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, water, and electricity
--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 and repairs
-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.) It 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, for 8(eight) weeks a year without stating a reason.
-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/engineers 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.) It 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
-h.) Production

10.) These crimes (but not excluding others) are immediate grounds 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; every human is good, and every person has the capacity to create greatness; you just have to show it to them.
(Wait, are we the good guys? There is a 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.)

Second Tenet: Children Of The Universe
It does not matter if the body is one of flesh, blood, and bone, or metal, oil, and circuitry; the truth remains the same: they are as deserving of life and respect as any being in existence. Who are we to judge and condemn a being, to declare them as non-sapient and non-sentient, for the crime of not being born a human? Who are we to point at a Core which enjoys art, an Animal in the wild which learned to read and write in high-prose, and declare them as less than us? Our mind makes us human, with the ability to reason and understand, feel the suffering of those around us, and reach our hand out to help. Every single Machine-Mind and Animal capable of thought deserves our respect and a chance for peace unless they attack first.
(All non-hostile sapient beings (excluding Humans and Mutated) in the world receive, when engaged in Diplomacy, a relationship bonus, hostile ones are less likely to engage in antagonistic ways and can be persuaded to leave in peace or recant their ways. Pilgrims will not view any sapient being not of human origin as something less or false and will automatically advocate for and defend their rights. AI research is massively more manageable. +1 relationship to all Forge-Clans. Piety loss now 1 per 100 Followers.)

Doctrine of the Second Life
How can we call ourselves Humanists? How can we look at ourselves with pride if we disdain those we once shared our misery with? How can we teach acceptance and banish racism if we do not act upon our words with deeds? Do these men, women, and others not deserve the chance we once had, to be lifted by their hands, grasping ours?
(Unlocks additional Actions to target the underbelly of society for conversion, recruitment, and uplift.
Piety loss now 1 per 50 Followers.)

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. In His belief, the Pilgrims have taken after the First Leader, Martyris. 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. In addition, all Pilgrims may rename themselves in honor or shame. -1 to Piety rolls.)

Hidden Tenet: Fail Better
Falling is not a sin. However, falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)

Hidden Tenet: Kindle Alight The Beacons
Humanity has long since struggled against the darkness. At first, that dark was the night, ever creeping, ever hindering. But then, with a single spark, night turned day as a fire was lit by our most distant ancestors, taming something primal, beautiful, and deadly, turning it towards their cause. And with that single act of lighting a spark, they gave birth to something precious: knowledge, which they passed down to us today. It was not profit, greed, power, or any selfish instinct which drove them to do so, but the simple act of creating something better, even for a moment, so that their children could revel in warmth on the coldest night. So too, do we today follow that example haltingly, hesitantly, with unsure steps down a road so long untrodden. But we walk that road once more, unashamed of the failures we will commit, the stumbles and setbacks, and when we will lose sight of the road. However, we will walk, discover, and share all we find with our children so that they may stand upon our shoulders as we stand upon the shoulders of giants.
(When completing a Theory, you have a 10% chance of gaining another.)

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

I tell you: this is not how we should see death. 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 end, but their actions live on within our own.
(All casualties only inflict 1% Piety loss, -2 to Piety Rolls.)
Member/Resource Statistics
Members Total: 1.968
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 1.719
-Faithful: 35/60
--3/5 General Scientists - +12 (per) to assigned research
--2/3 General Doctors - +6 (per) against diseases and to Medical/Biological research
--1/1 Surgeon - +12 against diseases and to Medical/Biological research
--3/3 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research

-Followers: 1.659 (190 (7 Faithful) unoccupied)
--Recruitment: (+26 per Turn)
---(13 Due to The Codex Mk.1)
---(6 Due to Expanded Daycare)
---(14 Due to Poor-House - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))
---(6 Due to Expanded Poor Houses)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human)
Members: 249
-Faithful: 9/9
--1/1 General Doctors

-Followers: 240
--Recruitment: (+8 per Turn)
---(13 Due to The Codex Mk.1)
---(-5 Due to Cultural Pushbacks)

Projects:
-Ingratiate (Infiltrate) Ourselves with the Mutated, Common People, And The Dutybound (1/3) (Diplomacy)
-Investigate Irinism (7/8) (Safety/Culture)
-Construct Hydroponics (6/7) (Food Production (Begins at (3/7) and increases per Turn after))
Total: 101
-Suzuki - Combat - Infection
-Annika - Exiled For 10.b. and other crimes - Execution
-Abhina Havaldar - Murder - Beaten To Death
-Roland - Murder - Stabbed To Death
-Sree Merdad - Murder - Bled Out
-Somphone - Murder - Brain Trauma
-Tano - Murder - Shattered Ribcage Leading To Asphyxiation
-Tawni Ifri - Murder - Infection Due To Burn Wounds
-Musto - Murder - Perforated Heart
-Nina - Murder - Physical Trauma
-Ahli - Murder - Extended Torture
-Minera Warden - Murder - Extended Torture
-Mahal - Murder - Burning
-Gera Min - Murder - Burning
-Su-Jiu Min - Murder - Burning
-Dianella - Murder - Stabbed to Death
-Nachshol ben Yael - Murder - Beaten to Death
-Devi Kalawat - Murder - Perforated Stomach
-Daax Moltendust - Murder - Sliced Jugular
-Varia Moltendust - Murder - Sliced Jugular
-Papaver - Murder - Sliced Jugular
-Yetek - Murder - Sliced Jugular
-Budiono - Murder - Sliced Jugular
-Bot - Murder - Sliced Jugular
-Erysimum Kalahan - Murder - Severed Limbs
-Brumisia Kalahan - Murder - Sliced Jugular
-Zizen - Murder - Crossbow Bolt through brain and chest
-Siscuss - Murder - Sliced Jugular
-Cincia Cinnius - Murder - Sliced Jugular
-Pyrole - Murder - Sliced Jugular
-Purshottam Goenka - Murder - Beaten to Death
-Rishab Saraff - Murder - Stabbed to Death
-Suripto - Murder - Beaten to Death
-Suminten - Murder - Beaten to Death
-Tri - Murder - Shattered Ribcage Leading To Asphyxiation
-Batyradz Tseboev - Murder - Stabbed to Death
-Carya - Murder - Shattered Ribcage Leading To Asphyxiation
-Abelus Galenus - Murder - Stabbed to Death
-Ricruil Holahice - Murder - Extended Torture
-Dany Olivier - Murder - Beaten to Death
-Pittaha - Murder - Beaten to Death
-Abi bat Alfons - Murder - Extended Torture
-Isviel Xyrstina - Murder - Stabbed to Death
-Emrath Xyrstina - Murder - Extended Torture
-Xizhakesh - Murder - Stabbed to Death
-Pernelle Chauvert - Murder - Physical Trauma
-Xose - Murder - Beaten to Death
-Aleen ben Zehavi - Murder - Stabbed to Death
-Isar - Murder - Physical Trauma
-Marina Bastarache - Murder - Physical Trauma
-Li-Chen ben Oram - Murder - Beaten to Death
-Taghi - Murder - Physical Trauma
-Shiva - Murder - Crossbow Bolt Through Chest
-Guli Azizi - Murder - Crossbow Bolts Into The Skull
-Erkin Azizi - Murder - Severed Arteries
-Deir - Murder - Suffocated
-Tamara Silaen - Murder - Physical Trauma
-Rozbeh - Murder - Physical Trauma
-Jagu - Murder - Burning and Suffocation
-Sibi - Murder - Burning and Suffocation
-Malyar Kethwal - Murder - Burning and Suffocation
-Tami Harma - Murder - Burning and Suffocation
-Ugali - Murder - Burning and Suffocation
-Eero Saar - Murder - Burning and Suffocation
-Katri Valjas- Murder - Burning and Suffocation
-Jokhang - Murder - Burning and Suffocation
-Sangin Gilani - Murder - Burning and Suffocation
-Ambrin Dhariwal - Murder - Burning and Suffocation
-Marc - Murder - Burning and Suffocation
-Ripa - Murder - Burning and Suffocation
-Seven - Murder - Burning and Suffocation
-Kirke Valbe - Murder - Burning and Suffocation
-Sutle - Murder - Burning and Suffocation
-Yang Qing - Murder - Burning and Suffocation
-Ismail Umkhayev- Murder - Burning and Suffocation
-Ishtar-Gamelat - Murder - Burning and Suffocation
-Mannuiqapi - Murder - Burning and Suffocation
-Chidi Jelani - Murder - Burning and Suffocation
-Akala - Murder - Burning and Suffocation
-Chi Beluchi - Murder - Burning and Suffocation
-Tiruneh Anom Melku - Murder - Burning and Suffocation
-Omar - Murder - Burning and Suffocation
-Malika Vizirova - Murder - Burning and Suffocation
-Hîvî Bapîr - Murder - Burning and Suffocation
-Arash Belayneh Yilema - Murder - Burning and Suffocation
-Polita - Murder - Burning and Suffocation
-Chen Hammer - Murder - Burning and Suffocation
-Mercy Cromwell - Murder - Burning and Suffocation
-Amazu Chijindum - Murder - Burning and Suffocation
-Theotreses - Murder - Burning and Suffocation
-Borena - Murder - Burning and Suffocation
-Üng - Murder - Burning and Suffocation
-Balam - Murder - Burning and Suffocation
-Ixbalanque Hu- Murder - Burning and Suffocation
-Ix Hu - Murder - Burning and Suffocation
-Ixia - Murder - Burning and Suffocation
-Zin - Murder - Burning and Suffocation
-Chorouathos - Murder - Burning and Suffocation
-Lil - Murder - Burning and Suffocation
-Tlalli - Murder - Burning and Suffocation
-Colel Cab - Murder - Burning and Suffocation

Materials: 864.71 (min. +77.28, max. +1.210.00 per Turn)

Income = 774.20-1.906.92 Materials:
33.18 = Followers
7.00 = Miscellaneous Sales
34.00-218.00 = Technology Sales
61.00-995.00 = Trade Routes
127.02 = Airship Sales (First Son)
61.50 = Taxes From Norqod
54.00 = Norqod Fashion Street - (Tahmid's Embroidery)
8.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
7.00-40.00 = Brothel 'Consensual' - (Mirn, Jokvi, Tessen)
3.00-12.00 = Print Shop - Smut
11.50 = Iron Mine
51.00 = Silver Mine
72.00 = Jewel Mine
126.00 = Ashleaf-Nursery
16.70 = Black Root

Upkeep = 696.92 Materials:
15.00 = Aid to The Lost
9.00 = Contractual Expansion (Norqod - Adequate Housing)
3.51 = Simple Hospital (Norqod) (-0.50 Due to Backroom Deals)
6.73 = Small Quarantine Area (Norqod) (-0.50 Due to Backroom Deals)
10.41 = Engine Assembly (-0.50 Due to Backroom Deals)
24.52 = 2x Computer (-15.00 Due to Merchant Guild Donations, -0.50 Due to Backroom Deals)
3.65 = Black Box - (-0.50 Due to Backroom Deals)
3.51 = Local Headquarters (Mirn) - (-0.50 Due to Backroom Deals)
10.07 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk, +0.55 due to Guards! Guards!, -0.75 Due to Local Headquarters)
16.81 = Grand Kitchen - (Mirn) - (+1.30 Due to Guardians For Hire, -0.50 Due to Backroom Deals)
24.99 = Asylum - (Mirn/Zulmni/Tessen/Strul) - (-0.75 Due to Local Headquarters, +0.55 Due to Guards! Guards!, -0.50 Due to Backroom Deals, +1.10 Due to Guardians For Hire)
3.02 = 7 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen (Normal), 1x Strul (Normal)) - (-0.95 Due to Buying Goods In Bulk, -2.25 Due to Local Headquarters, +0.55 due to Guards! Guards!)
18.71 = Minor Hospice Network - (-0.50 Due to Backroom Deals)
1.94 = 3 Expanded Hospices - (-0.15 Due to Buying Goods In Bulk, -2.40 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!, -0.75 Due to Local Headquarters)
39.36 = 6 Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.55 due to Guards! Guards! (Strul))
6.44 = 4x Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni) - (+1.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.55 due to Guards! Guards! - (Zulmni))
2.01 = Print Shop - Smut - (-0.50 Due to Backroom Deals)
1.61 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk, -0.50 Due to Backroom Deals)
8.30 = Daycare - (-0.15 Due to Buying Goods In Bulk)
8.95 = Medical Wing - Expanded - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade)
8.02 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
3.03 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
1.51 = Training Field - (Expanded) - (-0.50 Due to Backroom Deals)
22.70 = Laboratories - Grand - (-0.65 Due to Backroom Deals)
4.02 = Metalsmiths Abode - (Expanded) - (-0.15 Due to Buying Goods In Bulk)
7.71 = Berth - (Tiny) - (-0.50 Due to Backroom Deals)
8.12 = Anchorage (Tiny) - (Jokvi, Strul) - (-0.50 Due to Backroom Deals, +1.10 Due to Guardians For Hire (Strul))
11.95 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk)
2.06 = Ashleaf Nursery - (+1.50 Due to Steam Engine, +0.55 due to Guards! Guards!)
6.16 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +2.55 Due to Steam Engine, +0.55 due to Guards! Guards!)
4.46 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine, +0.55 due to Guards! Guards!)
1.91 = Iron Mine - (-0.15 Due to Buying Goods In Bulk, +0.55 due to Guards! Guards!)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
7.51 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk)
17.16 = Central Region Security - Private Security - (-0.50 Due to Backroom Deals)
5.35 = Communal Festivals - (-0.50 Due to Backroom Deals)
16.78 = Unit Upkeep
56.48 = Airship Line (First Son) - (-0.50 Due to Backroom Deals)
293.00 = Taxes

Goodwill: 144.17 (+2.09 per Turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+0.72 = Minor Hospice Network
+0.16 = 3 Expanded Hospices
+1.00 = Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn -0.10 Goodwill - Damaged for 3 (Three) Turns, Strul)
+0.05 = School - (Big) - (Mirn)
+0.50 = Grand Kitchen - (Mirn)
+0.06 = Asylum - (Mirn/Zulmni/Tessen/Strul)
+0.06 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni)
-0.02 = Print Shop - Smut

Piety: 60% (+10 to all rolls for Heroes with the Adjudicator Trait)
Rolls (+10):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-2 (Expanded Daycare)
-1 (Expanded Poor Houses)
-1 (Beautification)
-7 (Electric Lights)
-2 (Communal Festivals)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
-6 (Grand Kitchen - (Mirn))
-1 (Primitive Asylum/s)
+39 (Followers, +1 every 50)

Suspendium: 8 Medium, 5 Small, and 23 Tiny Suspendium Shards (1 Large needed in 4 (Four) Turns)
Income: +3 Medium, 19 Small, 22 Tiny Suspendium Shards
+4 Medium Shards (Crystal-Path)
-2 Tiny Suspendium Shards (First Son Line)
Conversion:
24 (Tiny) - 1 (Small)
20 (Small) - 1 (Medium)
16 (Medium) - 1 (Large)
12 (Large) - 1 (Big)
8 (Big) - 1 (Gigantic)
4 (Gigantic) - 1 (Titanic)
(These are not to be seen as indicative of the actual size, merely their mechanical representation and conversion therein.)

Size (Mainly for visualization, do not see it as absolute law):
Tiny = Index Finger
Small = Human Head
Medium = Large Chest
Large = Car
Big = HGV (Truck/Heavy Goods Vehicle)
Gigantic = House
Titanic = High-Rise
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Politicking
Boni: +15 on all Diplomatic rolls

Marquis of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Looking into the corruption of the Guards./Continues the expansion of the roadways.

House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Continues constructing the BHVs while cleaning up the Guards and looking into the Incident.

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

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Friendly (1)
Plans: Suspendium/Daughter of Dawn

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Begun seeking new targets while preparing quick-reaction forces throughout the Region due to several strikes against caravans.
Information Network: Rank 2.
Factions:
- Knight-Chapters:
-- Blue Lance (Chapter-Master: Alson Dulhne|Friendly (1)|7 Hel's (175 Knights Total)|Defense-Chapter|Friends To The People)
-- Umbra Skulls (Chapter Master: Phagorim|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|5 Hel's (125 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|15 Hel's (375 Knights Total)|Assault-Chapter|Illuminate Them)

The Bureau For Imperial Civilian Logistics
Contact: High Archivar Mahan
Opinion: Neutral (0)
Local Plans: Getting Suspendium.
National Plans: Flywheel Molds (4 Turns) - 100 (1st), 60 (2nd), 35 (3rd) Materials as Reward.

The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Railing against the corrupt Guards and the blatant criminal activity in the Light of Slatnan.

Miscellaneous Nobles
-Lady Maranica (Ally (3)|CENSORED)
-Baron Esker (Friend (2)|Penance - *Deep Inhale* The Fuck.)

General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen:
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~14%
Mood: Are sickly fascinated by the violence in Ularn while mumbling about the "urgently needed" anti-corruption sweep currently being carried out within the Guard.

The Merchant Guild:
Contact: Abraham Lin
Opinion: Friends (2)
Plans: Highly Valued Customers and Suppliers

The Union of Herbalists:
Opinion: Friendly (1)
Plans: Advance/Make Cheaper Medicine.
Factions:
- Fundamentalists (Neutral (0)|32% Control|Quicker Doctors)
- Progressivists (Neutral (0)|38% Control|Cheaper Actions)
- Healers (Ally (3)|30% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friends (2)
Plans: Scientific Exchanges

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/79 Members/Reliable Mercenary Company)
Plans: Recruiting
-The Scavenger Organizations (Leader: None Formally
Crews: Old Eye Joe/56 Members
Plans: Recruiting)
-The Bad Batch (Leader: Simone Simona/Friends (2)/22 Members/Infiltration Experts)
Plans: ???

Criminal Gangs:
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen and all surrounding territories.
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: Have started smuggling arms, people, and medicine into and out of Ularn. They are also outraged that someone burned down your Poor House. With the people still inside.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood.
-Gang: The Purified
--Leader: Nir Saven
--Territory: Strul, Ularn, and all settlements between.
--Opinion: Rivals (-2)
--Information Network: Rank 1
--Plans: Recruiting like crazy within Ularn, bringing newly converted members out of the City and smuggling them into, as far as we know, Mirn, Tessen, and Jokvi. Their dead in the fighting were laid to rest with all honors that could be given to them according to their religious beliefs.
--The Bad Batch Note: A radical Mutated self-defense force that sees your pro-mutated rhetoric as dangerous subversion. They follow a general anti-human dogma.
-Gang: The Family
--Leader: Bloom
--Territory: Jokvi(?)
--Opinion: Friendly (+1)
--Plans: ???
--The Bad Batch Note: A weird fusion of organized crime syndicate and forward-thinking business. They see calm waters as good waters. Waters being a crime, in case you missed that.

Terrorist Organizations
Neighborhood Watchers

-Leader: Mania???
-Territory: Strul???
-Opinion: Enemies (-3)
-Plans: We are somewhat convinced they are splintering into self-sufficient cells and spreading themselves around Strul. Most likely to avoid being effectively targeted by the law and adventurers.
--The Bad Batch Note: Hardcore Human Supremacists seeking to drive out or kill all Mutated within Tessen. (???)
--Known Cells:
---Primary Cell: Unknown
---Secondary Cells: Unknown
---Tertiary Cells: 2 Minor Camps Found (~50 each), Others Unknown

Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 1/8
-569 Members
-Tenets
--If You Cannot Help Yourself, Help Others(?)
--Last Refuge Of The Damned
--None Are Islands, None Are Alone(?)
--Plans: Have both lost and gained with the violence in Ularn. Though several dozen have died, more have joined them after being seen as one of the few people fighting with the Mutated and those attacked by the gangs. The loss of so many volunteers has affected the cult, bringing them closer to a militant outlook, though whether defensive or offensive cannot be said right now.

-Conclave of Faya
--Contact: Elder Spirit
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Spirit Worship
---Artistic Focused
---Non-Violent
-Meira's Hidden
--Contact: Singe
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Forge-Clan Offshoot
---Pro-Mutated
---Isolationists

The Mutated:
Opinion: Allied (3)
Boon: +20 to all Medicine/Biological Research, can boost selected Actions by using Goodwill, +4 Mutated Recruits per Turn.
Bane: -12 Human Recruits per Turn.
Plans: Live.
Information Network: Rank 1.
Mood: They have grown skittish, distrustful, and angry at those responsible for the attacks. On the other hand, the story of the burning of the Ularn Poor-House being burned down with refugees sheltered inside has resulted in a veritable outpouring of support and help from both Ularn and Region-Wide Mutated, giving aid, money, and time to help rebuild the building. Perversely, this event has led many to trust us despite the current circumstances.

Sapients:
Forgotten

Opinion: Friendly (1)
Plans: Orchestra

General Opinion on Mutated: Semi-Open Racism (1)
Artefacts
Common
Chocolate Recipe - 1.03 - +5 to Common Chemicals
3x Chainswords - 1.24 - +5 to Common Mechanical
Food Preservatives - 1.15 - +5 to Common Chemicals
4x Ancient Torahs - 0.44
Beer Recipe - 1.41 - +5 to Common Chemicals
Destroyed Sentinel Remains - 1.31 - +20 to Machinery/Armor/Programming/Electronics
Flexible Window - 1.21 - +5 to Common Armor
2x Tattered Book - 2.67 - +5 to ???
Thick, Faded Tome - 3.49 - +5 to ???
Bugged Collision Avoidance System - 1.93 - +5 to Programming
Lever-operated Pump - 2.19 - +5 to Mechanics
12x Miscellaneous Artifacts - 1.02 +5 to Everything
5x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
Beta Blockers - 1.12 - +5 to Chemicals
Recipe Fragments - 1.26 - +5 to Chemicals
Frontal Cortex Scan - 1.12 - +5 to Biology
Preserved Neuron - 1.20 - +5 to Biology
2x Neuroscopic Chemical Fragments - 1.41 - +5 to Chemicals
2x Comercial Pump - 1.35 - +5 to Hydraulics
Intact Glasses - 0.51
Rusted Baton - 1.38 - +5 to Weapons
Interesting Toy - 1.22 - +5 to Physics
Discarded Atlatl - 1.12 - +5 to Weapons
Uninspired School Science Project - 1.21 - +5 to Physics
2x "Discipline And Kids" - 1.04 - +5 to Psychology
Golden Filigree - 0.94
Gold Alloy - 1.46 - +5 to Metallurgy
Rare
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Tactical Hud Frame - 6.49 - +20 to Advanced Armor/Programming
7x Cracked Bright-Lance Lense - 7.21 - +20 to Advanced Weapons/Physics
Intact Civilian Flamethrower - 6.75 - +20 to Advanced Weapons/Chemicals
4x Damaged Sentinel Remains - 7.31 - +20 to Advanced Machinery/Armor/Programming/Electronics
2x Damaged Caretaker Remains – 7.04 - +20 to Advanced Machinery/Armor/Programming/Electronics
8x Malicious Scrap Code - 6.17 - +20 to Advanced Programming
3x Destroyed Bright-Pistol - 7.23 - +20 to Advanced Weapons/Metallurgy/Physics
3x Foldable Electro Lance - 6.33 - +20 to Advanced Weapons
2x Flexible Armor Jacket - 6.90 - +20 to Advanced Armor
Calibration-Matrix - 6.30 - +20 to Advanced Weapon/Programming
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
Code Scraps - 5.99 - +20 to Advanced Programming
Laboratory Equipment - 5.44 - +20 to Advanced Medicine
Black Tome With Golden Letters - 11.76 - +20 to ???
A Book With Legacy - 9.13 - +20 to ???
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watchsystems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Automated Bloodbag - 6.82 - +20 to Advanced Hydraulics/Medicine
Autonomous Preservative Injector - 6.44 - +20 to Advanced Hydraulics/Chemicals
Crossbow Loader - 5.46 - +20 to Advanced Weapons
Scale Vest - 6.25 - +20 to Advanced Armor/Electronics
Scale Helmet - 6.50 - +20 to Advanced Armor/Electronics
Scale Gauntlets - 6.09 - +20 to Advanced Armor/Electronics
Scale Boots - 5.53 - +20 to Advanced Armor/Electronics
6x Mono Titanium Blade- 5.01 - +20 to Advanced Weapons/Metallurgy
2x Crane Pumps - 5.78 - +20 to Advanced Hydraulics
2x Adaptive Interface Prototype - 6.94 - +20 to Advanced Programming
Hydrochloric Halucinogenic Acid - 6.45 - +20 to Advanced Weapons/Psychology/Chemicals
5x Missile Propellant Samples - 5.05 - +20 to Advanced Weapons/Chemicals
2x Targeting Platform - 7.15 - +20 to Advanced Weapons/Machinery
Acid-Warhead - 5.15 - +20 to Advanced Weapons/Chemicals/Armor
5x Painmaker-Warheads - 7.25 - +20 to Advanced Weapons/Psychology
Rotten Swarm Missile - 6.79 - +20 to Advanced Weapons/Biology
2x Destroyed Missile Loading Mechanism - 5.14 - +20 to Advanced Weapons/Mechanics
3x Refueling Nozzles - 6.07 - +20 to Advanced Weapons/Hydraulics
2x Rusted Swarm Seeker Warheads - 7.42 - +20 to Advanced Weapons/Hydraulics/Electronics
3x Half-Rusted Fuel Pumping Station - 5.30 - +20 to Advanced Weapons/Hydraulics
6x Reactive Micro-Lance - 5.75 - +20 to Advanced Weapons/Armor
Scarlet Fever Warhead - 5.13 - +20 to Advanced Weapons/Psychology
5x Painmaker Vats - 6.66 - +20 to Advanced Weapons/Psychology/Hydraulics
3x Seeker-Shells - 7.38 - +20 to Advanced Weapons/Electronics
Rotting Warheads - 5.64 - +20 to Advanced Weapons/Biology
7x Busted Swarm Missile Constructors - 7.46 - +20 to Advanced Weapons/Machinery/Chemicals
5x Acidic Globules - 6.41 - +20 to Advanced Weapons/Chemicals
4x Goo-Cages - 6.68 - +20 to Advanced Weapons/Mechanicals
2x Unusable Legionary-Warheads - 6.34 - +20 to Advanced Weapons/Programming/Biology
Flight Paths - 7.26 - +20 to Advanced Weapons/Physics
5x Loading Tubes - 5.52 - +20 to Advanced Weapons/Mechanicals
3x Feeding Stations - 5.50 - +20 to Advanced Weapons/Chemicals
Burnt Pacifiers - 5.86 - +20 to Advanced Weapons/Machinery/Chemicals
5x Saint-And-Hallow Warhead - 5.60 - +20 to Advanced Weapons/Medicine
3x Thoroughly Trashed Micro-Lance - 5.43 - +20 to Advanced Weapons
2x Micro-Lance Coolers - 7.23 - +20 to Advanced Weapons/Hydraulics
4x Ablative Scales - 5.65 - +20 to Advanced Armor
Sewage-Regulators - 5.14 - +20 to Advanced Hydraulics
"Neurological Diseases" Leaflet - 6.17 - +20 to Advanced Psychology
2x Thermobaric Landmines - 5.23 - +20 to Advanced Weapons/Electronics/Chemicals/Machines
5x Burnt Thermoplastic Reloaders - 6.83 - +20 to Advanced Weapons/Mechanics
3x Advanced IFF Algorithms - 5.93 - +20 to Advanced Weapons/Programming
Self-Defense Spray - 5.08 - +20 to Advanced Weapons/Chemicals
Automatic Door Motor - 5.99 - +20 to Advanced Mechanics/Machines
"Autism Isn't Real, Here's Why!" - 5.35 - +20 to Advanced Psychology
2x Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
9x Eversun Psychology Works - 5.31 - +20 to Advanced Psychology
7x Rusted Constructor Component - 5.91 - +20 to Advanced Electronics/Metallurgy
Forge-Clan Morgenstern Mk.3 Leg Prosthetic - 6.36 - +20 to Advanced Electronics
Retinal Implantation Guide - 5.46 - +20 to Advanced Biology
Neuionum Samples - 5.28 - +20 to Advanced Metallurgy
Folding Security Measures - 6.94 - +20 to Advanced Mechanics
Sterilization Station - 6.69 - +20 to Advanced Chemicals/Machinery
Destroyed Autonomous Turret - 6.18 - +20 to Advanced Weapons/Machinery
3x Caustic Metals - 10.54 - +20 to Advanced Chemicals/Armor
Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Overgrown Guardian Machine - 5.21 - +20 to Advanced Machinery/Weapons
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
2x Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
Auto-Adjusting Bodyarmor - 6.68 - +20 to Advanced Armor/Machinery
Coolant Feed System - 6.87 - +20 to Advanced Hydraulics
Overgrown And Shattered Micro-Lance - 7.08 - +20 to Advanced Weapons
3x Rudimentary VI - 5.49 - +20 to Advanced Machinery/Programming
2x Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
2x Self-Sealing Bandages - 5.95 - +20 to Advanced Hydraulics/Programming/Medicine
2x Larva Vivisection Reports - 7.46 - +20 to Advanced Biology
Acid-Sprayer - 5.76 - +20 to Advanced Weapons/Chemicals
Lost Tech
Gutted Core - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma Torch - 18.40- +50 to Advanced Physics
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Shield - 18.49 - +50 to Pioneer Armor
2x Hololithic Cube - 20.00 - +50 to All Physics/Machinery/Hydraulics/Engineering/Programming/Metallurgy/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
3x Bone Mending Kits - 16.12 - +50 to Advanced Biology/Machinery
Äther-Battery - 15.90 - +50 to Pioneer - Electronics/Physics/Chemicals/Engineering/Metallurgy
Fire-Suppressant Systems - 15.41 - +50 to Pioneer Hydraulics/Chemicals
Auto-Pilot - 19.66 - +50 to Pioneer Programming
Prototype Fuel Refiner - 19.45 - +50 to Pioneer Hydraulics/Chemicals/Engineering
Miniature Bright Lance - 18.33 - +50 to Pioneer Weapons/Electronics/Metallurgy/Machinery
Flesh Mending Syringe - 16.71 - +50 to Pioneer Biology
2x Bright-Lance Compartments - 18.76 - +50 to Pioneer Hydraulics/Weapons
4x Target Seeking Explosives - 18.74 - +50 to Pioneer Weapons/Electronics/Programming
Hostile Virus - 17.38 - +50 to Pioneer Programming
Fluid Exchanger - 15.02 - +50 to Pioneer Hydraulics
3d Metal Printer - 15.78 - +50 to Pioneer Machinery/Electronics/Programming/Chemicals/Metallurgy
Gas Liquifiers - 15.43 - +50 to Pioneer Hydraulics
Theorem On Celestial Movements - 15.97 - +50 to Pioneer Physics
Sleep-Gas Bombs - 18.56 - +50 to Pioneer Chemicals/Biology/Weapons
Spider Drones - 16.55 - +50 to Pioneer Weapons/Electronics/Programming
Self-Adapting Virus - 16.53 - +50 to Pioneer Programming
Smart Fluid Nano-Drone Swarm - 16.36 - +50 to Pioneer Hydraulics/Medicine/Programming
Self-Deploying Jackhammer - 16.90 - +50 to Pioneer Mechanics/Programming
Assisting Synthetic Intelligence - 17.44 - +50 to Pioneer Programming
5x Implant Equipment - 16.79 - +50 to Pioneer Medicine/Electronics
Eye-Hud - 16.78 - +50 to Pioneer Electronics/Biology/Medicine
Body Diagnostic-Drone - 17.19 - +50 to Pioneer Biology/Medicine
4x "Chemical Alterations Of The Mindscape" - 31.44 - +50 to Pioneer Chemicals/Psychology - [Library]
Revelations Of Eden (Penned By Prophet Mahami-Du-Ojasi - Holy Book - Church of Eden) - 43.20 - [Untranslated]
Neuionum Theorem - 19.13 - +50 to Pioneer Metallurgy
Thermal-Exchanger - 19.05 - +50 to Pioneer Machinery
8x Self-Implanting Exo Skeleton - 15.04 - +50 to Pioneer Machinery/Medicine/Biology
2x "The Death Of A Moon" - 16.23 - +50 to Pioneer Physics
3x Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
9x "Eternium" - 18.60 - +50 to Pioneer Medicine/Chemicals/Biology/Psychology
12x Plasma Tools - 16.97 - +50 to Pioneer Physics/Metallurgy
11x Walker Maintenance Kits - 15.39 - +50 to Pioneer Physics/Metallurgy/Armor/Electronics/Programming/Weapons/Machinery
3x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
5x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
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 the Ancients 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 12.5 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. There are 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 inscribed in the middle of the blade. PD connected to the sword and immediately exclaimed ownership over the zweihänder. Her explanation was: "Every woman needs a fun toy, and this thing is one!"
(2d40+30 Damage, cannot equip a shield.)

CORE-^Ä^
PD found this Core within the bowels of the Daughter of Dawn, even months after the latter was used as quarters for a veritable legion of engineers and soldiers. He seems to be an old friend, and one can hear both chatting quite often when maintenance calls, but ^Ä^'s speech is unintelligible for any human, Mutated or otherwise. Seriously, how can you hear [T]7 in speech? Otherwise, he seems perfectly fine with only being a Core, though he would like to be put into a Knight in the next century or two.
(Gain +1 Automatic Success for Learning Actions if applied, 5% chance to suffer permanent damage.)
Traits:
Old, Forgotten, Lost, Yet Never Beaten (+4 to all Morale Rolls for nearby enemies), Ancient Machine, Obsolete Mind, Bygone Soul (Unaffected by any psychological or ??? attacks), Scorched Mind (Cannot communicate in any manner accessible to organic minds not altered for mind-machine interfacing), ??? (???)

Leputa-Pattern Knight Frame
An ancient Knight Frame of unknown make and producer seemingly bashed together out of various parts in desperation. Yet, surprisingly, they seem to have little in the way of issues when working together, and what few pieces need to be replaced can be done without much hassle by ringing up Forge-Clan Vanar-Feer for some special orders. But, looking closer, the Frames internals appear to be configured to be piloted by a Core alone? Why would they have done so, or how could the creators of this Frame have done so?
(Leputa-Pattern Knight.)

Soaring Wrenches
An unburnable book containing the collected knowledge of an engineer who had worked for nearly a century on airships, detailing everything they knew. Everything is addressed and described here, from the want of a chip leading to a ship's destruction to other tiny details.
(+50 to All Mechanics, +10% to all Airship Desing Income)

Auroran Cylinder - (Equip to Hero)
A cylinder about the size of a human forearm and with an equivalent thickness that shines with a kaleidoscope of colors, bringing warmth to the body and calm to the mind of its wearer. Aria noticed a tingling all over her body when she got it from a room within the Daughter of Dawn.
(+1 Health if equipped, +20%???)

Banner of Lumination - (Equip to Hero)
(Auxiliary Knight Equipment) (+/-4 to/against Morale Rolls to all friendly/enemy Units if engaged with Eversun Units.)

2x Phoenix Suits
Heavy Mechanized Armor - +50 to Pioneer Armor/Hydraulics/Chemicals/Metallurgy - (18/18 Armor for 1/1 Unit, -20 Thermal Damage)

2x Enlighteners
Flamethrowers - +50 to Pioneer Weapons/Hydraulics/Chemicals/Metallurgy- (+5d6 Thermal Damage, Inflicts Radiant Scorching (2d6 damage) for two rounds, has 8 Fuel.)

NOVA MACHINA - (Equip to Hero)
A 10x10x10cm translucent box with a swirling spot of black and white in the middle. It cannot be opened, smashed, or taken apart by any means. All Humans that touch the box feel intense nausea, abdominal pain, and loss of self-preservation, with Mutated reporting headaches, static within their ears, the feeling of falling, and extreme paranoia. Better we lock it in the back of our Vault; less someone injures themselves or others by touching this object.
It wants to be used. You will use it. We shall be the ones to set it free. The Forest Shall Bow Once More.
(+1 to (3\²]SN@'+ßz_ )
Military
Units (5/18)
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: 8/8
Damage: 1d6 (+2 damage ignores armor and 2 AP when melee, 4 AP when ranged.)
Training: Trained (3/6)
Breakpoint: 2/6 size remaining in Combat

Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells

Trait/s: Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Special Rule: Cannot take a scout action if this Unit is used for military purposes.

Upkeep: 0.69 Materials per Turn.

The Unbroken
Description: A large force of volunteers shipped 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: 16/16 (+20 on Stealth) (+10 to Initiative)
Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+4/-0+1d2 (Melee) (against Biologicals/Mechanoids) (3 AP)(Dread-Ghillie)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: Unbreakable

Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-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. 0.04 Materials per Unit.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells

Trait/s:
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), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Upkeep: 1.86 Materials per Turn.

The Wall
Description: A group of six Pilgrims, armored and armed with the best that their religion can create and buy. They stand ready to defend their brothers and sisters in faith with their lives.
Health: 6/6 (Size 6)
Armor: 36/36
Damage: 1d6+1d4 (+3 against Machines, 2 AP)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: 5/6 size remaining in Combat

Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.80 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 1.00 Material Upkeep.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Firebomb (Lingering): It is used as a free action before the melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.03 Materials per Unit.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.03 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells

Trait/s: Fiery Speeches (Morale is rolled with Advantage), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Bastion (Rolls all dice with Advantage when defending a location), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Upkeep: 1.00 Materials, max. of 0.61 Materials per Combat.

Incubi
Description: In a surprising event, the Incubi are six siblings, five women and one man. In another, the oldest is barely 23, and the youngest, their brother, 20, making them relatively young, even by Pilgrim standards. It is notable that, while having been elected their Leader, the five sisters constantly tease their younger brother while also trying to get him hooked up with virtually any girl willing to entertain them.
Health: 6/6 (Size 6)
Armor: 22/22 (-20 for Stealth)
Damage: 1d8+5 (3 Acid Damage, +1 Acid Damage for (one) Turn after attacking, tripled damage against Armor and Internal Structure)
Training: Trained (3/6)
Breakpoint: 2/6 size remaining in Combat

Equipment:
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals), 39.55 Materials per (6/6) Unit.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 9.05 Materials per (6/6) Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells

Trait/s: Lil' Bro! (Always one survivor. This trait will be deleted after being used), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), War Lessons (+5 to the first two rolls in the next Combat.), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Knight - Perpetual Defiance

Airship - Daughter Of Dawn
Equipment
Weapons
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: +1 Damage, can be combined with a shield or equipment. 0.02 Materials per (6/6) Unit.
-(Basic Ranged) Sling/Bow: +1 Damage per size, damage halved, cannot be combined with shields, -5 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.11 (6/6) Materials per Unit.
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.07 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.16 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns. 4.19 (6/6) Materials per Unit.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 9.03 Materials per (6/6) Unit.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores armor, 5.83 Materials per (6/6) Unit.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 9.05 Materials per (6/6) Unit.
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.14 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.80 Materials per (6/6) Unit.
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-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. 2.78 Materials per Unit (3 Armor for (6/6) Size).
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals), 39.55 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 64.70 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.80 Materials per (6/6) Unit.
Consumables
-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. 0.03 Materials per Unit.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.03 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Combat Drug - Berserk: Increase all damage by two damage dice. (Warning! Use of this drug has a (projected) 14% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 3.24 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.
-Combat Drug - Last Stand: Reduce all damage by half, triple all Health. (Warning! Use of this drug has a (projected) 91% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 8.43 Materials per Unit.
-Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! Use of this drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 4.93 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
Upgrades
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor, 3.44 Materials per (6/6) Unit
-Mortar Upgrade: Acid Globules (Ammunition): +4d4/12d4 Acid Damage against Biological/Machine Enemies, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
-Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells
-Mortar Upgrade: Choking Gas (Ammunition): 2d2 Health Damage per Turn, Yellow Fog (Affects 1d6 Units, randomly chosen in the target area, until it diffuses), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 12.96 Materials for (1/1) Shells
-Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
-Mortar Upgrade: Explosive Warheads (Ammunition): 12d4 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HEALO Rounds (Cannot be used indoors, 1/2 Damage against Machines), 6.53 Materials for (2/2) Shells
-Mortar Upgrade: Seeker Shells (Ammunition): +8 Fire Damage, Born To Die (+50% Accuracy), 22.10 Materials for (1/1) Shells
-Mortar Upgrade: Flaming Ordnance (Ammunition): 2d12, Burning Comets (Hits every Unit present on the battlefield, cannot be used indoors), 12.39 Materials for (5/5) Shells
Auxiliary
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
Unique/Notable Assets
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Elemental Feline Juvenile- Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (42/60 Growth) - (126 Materials (14d12))
1x Black Root - (13.50 Materials (3d4+6)
1x Bloodbark Field - (-1 to all casualty rolls, -0.80 upkeep to all medical buildings)
1x Desalination Basins - Deep Pumps - (8 Materials (2d4+3))
1x Inn - (Eye of the Beholder) - (2d4+4)
2x Brothels 'Consensual' - (7d4-2)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (11.50 Materials (1d4+9))
1x Silver Mine - (Mined, Engine) - (51 Materials (3d12+24))
1x Jewel Deposit - (Mined, Engine) - (72 Materials (3d12+45))
1x Electronics Workshop - (16d8)
1x Engine Assembly - (6d12)
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions) - (3d4+8)
1x Black Box - (Gutted Core)
1x Personal Cutter
1x Lineship
Waking Machine-Minds:
-INDOMITABLE BASTION
1x Common Suspendium Theory
2x Common Metallurgy Theory
1x Common Medicine Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
1x Common Electronics Theory
1x Advanced Electronics Theory
The Tree - Jokvi - (9d19)
The Tree - Strul - (7d18)
Strul - Mirn - (12d15)
Strul - Zulmni - (12d12)
Jokvi - Ularn - (6d19)
Ularn - Tessen (5d18)
Mirn - Ularn (5d20)
Strul - Ularn - (5d14)
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 - Deep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 Materials per turn.

Administration Center - Grand + 3 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Archeology-Action.
- +1 Faith Action.
- +1 Learning Action
- +1 Diplomacy Action
- +1 Holdings Action

Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.

Living Quarters - Continuous Expansion
- All Pilgrims can live within the Tree without any problems.

Expanded Daycare
--2 to Piety rolls, +6 permanent recruitment due to families.

Storerooms - Continuous Expansion
-All Pilgrims can survive for twelve months under siege conditions. (5 Materials per 250 re-stock cost.)

Metalsmiths Abode - (Expanded)
Lowered costs for all equipment, increased chances for all research, rolls with Advantage for all study of melee weapons/equipment made of metal.

Laboratory - Grand
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.

Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.

Electronics Workshop
+30 to all Electronics Research and 12d8 Materials Income (Technology Sale).

Anchorage For Airships
Unlocks DOD Actions.

Martial Range
Lowers malus when switching from ranged to -10.

Training Field - Expanded
Can recruit Units at (3/6 Trained) instead of (2/6 Militia)

Crystal Path
+4 Medium Suspendium Shards each Turn.

Black Box
5% not to use up an Artifact, can slot 1(one) Artifact to continuously provide 10% (rounded down) of the Artifacts bonus.

Library - (Basic)
Provides 1(one) slot for Literature Artifacts, continuously providing 10% (rounded down) of the Artifacts bonus.

Artistic Initiatives
Murals, engravings, paintings, and much more make the Tree a more desirable place to live inside.
(-1 to Piety rolls.)

Berth - Tiny
A tiny berth allows for repairs and refueling of Light Airships, allowing the crew to leave comfortably, modifying the ship, dismantling it, and whatever else one can think up.
(Can now modify Light Airships.)
Town Holding: Norqod
Prosperity: Okay (Growing)

Mood: Content (Stagnant)

Permanent Inhabitants: ~3.200
-Tendency: Growing

Security: Yes.

Features:
-A Wall
-Basic Service-Buildings
-Population Focused Marketplace
-Simple Hospital
-Adequate Housing - (Subsidized)
-Engine Assembly
-Highwind Manufacturing Airship Manufactory - (First Son - 1 Line)
-Beverage Spoke
-Amphitheater Avenue
-Fashion Street - (Tahmid's Embroidery)
-House Dall Palace
-Tribal and Iwi Burrows
--???

Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
-Royal Guardian Barracks: Supplies the Royal Guardians onboard the DoD.
-Forge-Clan Enclave (Specialists): Investigates and Repairs the DoD.
-Cultural Settlement: This allows the Pilgrims to spread their faith further than ever by sheer cultural osmosis.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims
Health: 4/6 (-2 permanent)
Armor: 56/56 Armor
Training: Trained (3/6)
Breakpoint: Unbreakable

Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Obstacle (Prototype): Power Armor: +56 Armor, -50 on stealth rolls, 9.53 Upkeep.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Medical Kit (Silver): Roll 1d5 before survival roll to heal any wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.

Special Rules:
-Must be accompanied by one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds in 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

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

There are few things worse 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 more selfless actions. Your medicine's side effects 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: Criminal Organizations
This world is not a kind one. It will chew you up and spit you out when 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 various Criminal organizations will require much more effort, but harming them will be much easier.
(-10 to aiding Criminal Organizations, +5 to harmful actions against them.)

Sympathy: The Lost
Through action, conversation, morals, mind, or observation, this person has developed a deep sympathy for a faction or group of people, seeing helping them as a moral calling and ignoring them as a moral failure. They will, if able, extend a helping hand without hesitation, ready to lift those that grasp it and grasp those unable to hold onto themselves.
(+20 to all rolls involving: The Lost)

Prevter By Marriage
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 keyword 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," not honorific, and she has been given the village of Norqod as a holding. The town 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. For her part, Selene stopped dragging you away for stress relief when her request had been approved, firmly of the opinion that she is not made for nobility. And now you have to deal with the fact that both you and Selene have been elevated to Prevter.

Mutated Wife - Prevter Selene Dall
She is back to her usual self, if a bit more conscious about her surroundings, and participates in the militia's drills. But for all that, she is still marked by her experience, even if she doesn't want to be. Her sex drive has not suffered the slightest bit during all this, so at least she can relax that way? Or, during your night walks, the stars are much clearer above the Tree than in the City. She is currently dealing with the fact that four Royal Guards have taken up bodyguard duties for her and Silvia, citing orders from the Emperor.

Child: Lady Silvia Dall - Mutated Girl - 8-Year-Old
Your first child! She is, in every aspect, perfect! Her legs and ears are like her mother's, even if her fur is entirely 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 relatively long tail, furred like a Sweden forest cat (the fur is obsidian again, though white spots have started appearing), which means you need to get a tailor for her pants. Her first teeth recently started to fall out, some being replaced with a sharper version, like fangs. Her laughing and smiles melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. Unfortunately, she is blind, so teaching her to read and defend herself is challenging. You found a seller for braille books and a guide on how to read them, so you can confidently say that she will be able to read when she's grown up. But you still need to figure out how she could defend herself. Maybe grenades? Her first word had been 'Dada.' You'll never let Selene live that one down. Letting her go to School hurts more than you'd like to admit. Your move to Norqod has upset her, as she won't be able to meet and play with her friends as often as she wants to. However, she has made new friends, and with Crinkles letting her ride him everywhere, she has seemingly adjusted to her new normal.

Protegé: Lord Markus Ulatarn - 10-Year-Old
Oh, dear gods, you have no idea what you are doing! Maranica, Help!
(You have a Protegé!)

Founder, And First Arbitrator
You founded the Pilgrims and were appointed as Arbitrator, the final voice in any argument, a watcher for those who would turn the Pilgrims against their ideals. Hopefully, you will prove the trust placed in you right.
(This Hero will add the Piety bonus/malus to all his rolls. Relax is not needed.)

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Aria
Aria, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance
Health: 7/7
Armor: 4/4 Armor
Training: Knight (4/6) (+5 to Initiative)
Breakpoint: 5/7

Equipment:
-Dagger: 1 Damage per size (1 total)
-Pilot-Suit - Pathane-Weaved: 6/6 Armor with +1 health and 31% chance to survive PD being destroyed. Pathane-Weaved (All physical damage is reduced by 20%)
-Medical Kit (Silver): Roll 1d5 before survival roll to heal any wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.

Special Rules:
-Uses the stats of PD in Combat until she is destroyed.

Trophies:
1x Banner of Lumination (Eversun)

Traits:
Mutated:

Strangely striated blue eyes with overly responsive irises. Metallic gray hair that moves about and generates mild electric shocks and vibrates to create simple tones, all of which mark this person as a Mutated. They will have a hard time getting people to like them.
(-20 to Diplomacy for any Locals/Elites they interact with, as long as the Opinion on Mutated is at (0/3). -20 to the malus for every point in the negative, +5 for every point in the positive.)

Mutation: Lamba Volondavenona (19/25):
Aria's Mutation originates in the city-state of Jahi, a once vassal of the Empire, before being absorbed into the greater nation due to unrest and rising violence. As the Gene-Smith explained, her hair is akin to a radio; both able to receive and transmit at will, when trained, of course. While this Mutation wouldn't be of much use, her brain has also been altered to decode and understand said transmissions. Further, she has finally figured out why she doesn't scar even with deep wounds! Her Mutation prevents her body from going "Good Enough" and stops healing, forcing it to repair all injuries perfectly. When Aria attempted to perceive the Regions transmissions, she said it was akin to a whisper within a hall. She also said that her head started to hurt when she looked at the second moon, though its odd ability to hinder or distort radiowaves is well known.
(+36 to all rolls made with PD.)

Bloodied Knight-Pilot:
You have joined the illustrious Elite of the world, one where the entry is life-long service, and the exit is at the end of a weapon. Yours will be a life of war, death, and struggles, bringing hope to despairing hearts, rallying flagging defenders, and protecting those in your shadow. Do not stumble, for the consequences are grave.
(+10 to all rolls after using a Knight in Combat.)

1st Generation Pilgrim:
This person has not been converted to the Pilgrim's belief but was brought up in it from a young age. Their faith has always been a part of their life, guiding their actions even when choosing to leave. People will find it hard to sway their devotion should they remain.
(Actions to subvert Aria roll with a malus.)

We Can Do It!:
Aria has been deeply empathetic, caring, and driven from a young age. Since joining the Pilgrims, she has grown into a relentlessly friendly and optimistic young woman, shaped by her adoptive family's experiences. With her determined personality, she's picked up "a little bit of everything" at a young age by enthusiastically volunteering to assist in any and everything. She picked the brains of anyone willing to let her, though the more curmudgeonly among the Pilgrims find her boundless enthusiasm tiresome. But she will give everything she has in all she does, unfortunately, sometimes beyond that.
(+20 to all actions this Hero is assigned to, -10 for every Turn Relax is not chosen. Currently: +/-0)

Trauma: Common People Purge Survivor (16/16):
It has been years since the Purge, and you no longer feel overwhelmed or trapped by the feelings of terror and hopelessness as you once did. Instead, you have used that horror you survived as a drive to see it never repeated, or minimized, for as long as you live. You may occasionally still dream about the screams, the hateful faces, and the smell of burning flesh, but it adds to your conviction to see it never repeated.
(-5 to all Actions this Hero is assigned to, can be chosen as a starting character should a Purge happen. +10 to all Actions done by this Hero within Purge Turns.)

To Fling A Light:
Sometimes? Sometimes being willing to help is not enough; doing all you can do will fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You would gladly fling a light into the future at the cost of your life.
(???)

Human Wife - Chiedi
The bliss of marriage with all of its novelties and joys.

??? - ??? - ??? - (2/?)
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(???)
"You know," Willow said lazily, looking at the opening festivities of Tahmids Embroidery with one hand holding a sandwich and the other busy holding her cup with fruit juice. "When Tahmid was asked to help get some old clothes restored, and the techniques used for their production figured out, I imagined that he may be able to do something." Then, taking a bite out of her sandwich, she looked over the gaggle of colorful characters busy looking at the clothing on display or engaging in conversations. The friends of her brother and his fiancee intermingled with her and her husbands, while local tailors came to meet the new neighbor, with various other people present. In her opinion, the second most colorful and interesting person at the gathering was little Silvia Jr. riding Crinkles, smiling like a loon as she took in the unfamiliar smells and sounds as Lady Maranica trailed behind her with equal parts amusement and joy.

On the other hand, Crinkles looked like some posh aristocrat that had to deal with the children of their liege as he carried his friend and another kid upon his surprisingly strong back. In Willows's opinion, said kid was the most interesting and colorful person within the room and way beyond. "Well, he's good like that," came the smug reply from Wiljem, as he sat with a smile on his face next to her. "Managed to figure out several new styles for himself and banked on their exotic nature. A gamble that paid off nearly the day he sold the patterns for several dozen crowns to the big hats in the factories."

"Aha," Willow said, silently surprised that Tahmid had managed to get more than a single crown for his work. The Syndicates were notorious for fucking over anyone that produced anything they could too. "So, quite a windfall for a guy soon to be wedded. Wonder if he will do something special with that, other than open his shop," she continued, her head gradually moving to look at Wiljem, no emotion on her face as her brother turned to look in the other direction in the same motion.

"Cough, yeah, wonder what he's going to do," he muttered, not even bothering to look at his pregnant sister sipping accusatorially at her juice. "A lotta things that he could do. More workers, better housing, a pet..." Wiljem spoke, gradually drawing into himself as the stare of his twin intensified with laser-like focus and machine-like determination as she finished her sandwich.

"First off," Willow slowly spoke, reaching an arm around her brother and dragging him into a hug despite him not moving a muscle. "You two will remain in our house and share it with us like a good, happy, extended family ought to. It took me weeks to get the permits to knock down the walls and tunnel an expansion into the rock, and you two will suffer the same before I let you go." With that, she took her free hand and rotated Wiljems head to look at her face, even as his eyes stared at the ceiling with awed curiosity. "Second, when I told you two to get your groove on with the children getting, I thought that you would get maybe a little playmate for your niece or nephew, not jump the queue!"

At that, Wiljem looked back at her, iron entering his eyes. "Well, life happens." His reward for his revolt against sisterly authority was a flicked finger at his forehead.

"Life happens, yes. Still, you could have been a little more considerate in telling me you had a child! You just plopped that information down on me a single week ago! I barely managed to get anything to give little Laz'ro, clothes, food, toys, the works! Not even a bag of sweets you'll have to hide from him as I give him another one behind your back in revenge for not telling me!" Willow said, pouting as she looked at her nephew excitedly pointing something out to Silvia Jr. before being reminded that she was blind.

"Nah," Wiljem replied, shaking his head as he put his arm around her, squeezing her shoulder as he looked at his child. "You won't do that as revenge; too easy and unimaginative."

"You're right," his sister replied, nodding as she finished her juice. "That would be too easy," she said, standing up and out of her brother's embrace with minor pregnancy-induced difficulty. "Oh, before I forget, you should check your mail more in the coming weeks," she offhandedly said, walking away to get another bite to eat, leaving behind a confused lion man. It took him several seconds to realize what she meant.

"Oh dear gods, please no," he whispered in dawning horror as he mentally tallied how many orphanages were in a week's journey away.

Arlette knew that, in life, three things mattered more than anything else.

The first was your position in society. You could be the vilest of villains or the saintliest of saints and have none of it matter if you stood at the top or languished at the bottom of society. Your life, and the life of your children, friends, and relatives, are all interconnected, dragging you up or down, with only the smart able to climb to a position they weren't ordained to be by the Grace of the Emperor.

The second was that violence reigned supreme and your ability to dish it out. The strong ruled, always, ever, without fail. Strenght may vary from society to society, taking on different aspects. Still, they all came back to being able to commit violence, whether by your hand or by using others to do so for you.

The third was being advantageous for your enemies and friends alike. Nobody liked that one person that never did anything for you, no matter how well they could talk or look, as friendship and alliances were built upon mutual aid and support. Likewise, your enemies would see no reason to keep you around if you couldn't do things for them, especially if they suspected you were their enemy.

The first principle had seen her join the Guard once she turned sixteen, lying about her age to become a member of a highly respected institution, able to climb ranks and attain influence with the regularity of service and exemplary work. The second was self-explanatory, as being a member of the Guard meant being one of the people who did violence to others, without having met violence upon oneself without repercussions falling onto the one harming you. She was shielded by violence and armed with the same, she had long since acted upon the third to foster the first for years, and now she had been allowed to rise.

Anonymously, documents had been given to her station, one of many, that detailed the corruption of her superiors, deals with criminal elements, money exchanged for freed or jailed people, and so much more. Although to be entirely honest, she knew some, though not all, of what was being proven in the documents, she hadn't ever acted upon them as she lacked evidence. And with these papers, and the ones obtained from like-minded Guards in other parts of the city, she now had enough evidence, or "evidence," to act.

It was a bit trivial to meet with fellow sergeants and other members of the Guard unhappy with their positions, those angry at how their very superiors acted, and those who wished to clean the hallowed halls of justice they had wanted to work for from corruption. Several meetings were all it took to gain approval to remove criminal elements within the city and the Mutated Slums, alongside an "opportunity" to deal with rivals and hated fellows among the Captains of the Guard.

Little did they know that they, in their greed for glamor and recognition, signed the death warrants for each other.

"-And What The Fuck Is Even THAT?!" Baron Esker continued with his tirade into the second hour of the meeting, angrily gesturing at the papers scattered across the large table. "Who drew this-no. Don't tell me; I don't want to know because I'd be compelled to ride out and slap some sense into the idiot that created this abomination of a settlement!" He angrily murmur-shouted, hands gliding over the architectural layouts of the various BHVs currently being put together within Ularn at the behest of House Ulatarn.

"And what seems-" Needle hesitantly asked, standing opposite the man who unnerved her a tiny bit with his ironclad confidence in his knowledge about BHVs, how they function, and the near-manic energy he had displayed since he had started tearing apart every village one after the other.

"WATER!" Esker shouted before she even managed to finish her question, causing a frazzled-looking Aria to stiffen with a shot of adrenaline before her tiredness started to catch up again. "Every settlement needs water to survive, and this piece of shit design would ensure that any disturbance to the single well will see it dependent on water caravans, which are expensive as all hell! Instead, you dig reservoirs and sealed tanks and ensure that any permanent settlement has access to at least two freshwater sources! How incompetent was the idiot that decided that this location is a good idea for a village if they won't ensure enough water is present? One drought and everyone is dead within three days!"

"Fog-catchers won't help with that," Aria mumbled over her sleep-deprivation-induced absentmindedness, barely keeping her eyes open as she craved for the comforting embrace of any horizontal surface to sleep upon. Getting the reports for the Council ready was at once more straightforward and more demanding than she had ever imagined, only being able to compile 200-odd pages on her assigned subjects.

"OH! OH!!! Don't even GET ME STARTED!" Baron Esker shouted, throwing his hands up in the air at the reminder of the absolutely asinine idea of using Fog-Catchers as a reliable source of water within the desert!

The meeting would continue for another two hours, spent mainly by Baron Esker tearing apart the ideas and drawn-up settlements until he recommended several of his architects and civil engineers to "clean up this absolute mess!" as he had put the proposals.

The first thing that Allus heard upon being violently awoken was the splintering of the door at the end of a metal-clad boot and the scream of: "GUARD! GET ON THE FUCKI-" followed by the 'twangs' of several crossbows slamming their deadly ammunition into the body of the hapless sod that decided to forego a shield while breaching a room. The second thing he heard was the curses and shouts of his fellows drawing weapons and engaging the Guard within their safe house as he struggled to put on pants.

Screams of pain, the snapping of bone at the ends of hammers, the wet gurgle of slit throats, and the thumping of lifeless bodies soon followed as he tried to escape out of his window choosing life over loyalty.

Upon landing into the dingy back alley behind the house, he saw a Guardswoman gleefully grinning as she laughed mid-swing of her ax.

Markus Ulatarn was a scion of the House Ulatarn, a Noble Lineage with honorable roots, glorious history, and ancestors of renown galore. Were Lord Markus to open any page in the illustrious book of his family's history, he would be greeted by great deeds, monumental figures, and giants towering above anything he could dream about. Philosophers that defined movements, Generals and Warriors who battled across the Region and beyond, bringing civilization and order to savages, Waste-Tribes, and bandit clans, purging Mutants, Abominations, and Machines with every step they took to reclaim more land from those dwelling in the aftermath of Old Night. Healers and Politicians, skilled Rulers, and wise Judges would stare back at him through the lens of history, whispering to him the weight upon his shoulders he would carry as an Ulatarn.

It was a role he had been prepared for all his young life, with dignity, poise, and respect for his lessers and those greater. But, again and again, he had been taught the importance of his public image, how he had to act, and what to say when, even as he took the steps upon the long path toward being a master of the noble sword, as his forebearers had, and his children would until the Empire ruled all of Calynth and would grow beyond.

To be sent to learn at the feet of another House was an opportunity to expand upon his knowledge, broaden his horizons, and learn to identify the ills and wants of those he would soon rule over with fist and mind alike. So he had embarked with dignity and matureness that eclipsed many of his peers, bringing pride into the chest of his parents as they bid farewell for many years to their child, secure in the knowledge that he would not embarrass them, their family, the House, or himself, in the years to come, for they had raised him well.

"Uhm... should-should we...do something?" Martyris asked in confusion, looking at Markus with some concern. The boy was too busy hugging the fluffy tail to notice the stares of the three adults directed at him, two concerned with one very amused. "I mean, he didn't even ask if he could touch the tail?" Martyris continued, blinking as the boy rubbed his face against the tail, with Silvia Jr. looking awkwardly at the boy. Or where he stood.

"Well," Lady Maranica spoke, grinning like a mad loon as she took another sip from her wineglass. "I could separate the little tail-chaser and give him a ~talking to if you want?" She spoke, glancing at Selene. Markus continued to hug the tail as Silvia Jr. began to fidget before them.

"Don't. Besides, if he didn't want the tail to be touched, Markus wouldn't have been able to touch the tail...right?" Selene asserted/asked while her daughter finally had had enough.

"CRAK!" Crinkles protested as the child-sized cannonball of his friend shot at him in full hug-mode, jealously burying her face into his crystalline fur as Markus gave a small shout of surprise as momentum took the "kitties" tail from him.

"Oh, this will be golden!" Lady Maranica said with a grin, looking at the two children arguing over "cuddle-rights" to Crinkles with vigor and all the articulate verbosity of ten-year-olds. Those two would be friends, alright. She just couldn't wait until they were old enough to be awkward around each other!

Report on the Forest of Rust
3rd Draft
The Forest of Rust is one of the many Necropoli dotting Calynth after the Collapse and the destruction of the civilizations of the Ancients in an unknown cataclysmic apocalypse. It was, by its estimated size in the horizontal and vertical, once among the most populated metropolises on Calynth, able to contain a population of 100 to 250 million people, with an estimated +200-400 million dark number inhabitants estimated due to erosion, collapsed infrastructure, and technological differences in Empire and Forest Civilization.

Situated north of the Region Tessen, the Rusting Forest stretches the whole length of the Region, its Outskirts barely peeking into the Region by virtue of not having been picked clean by scavengers and eroded by time yet. These Outskirts have long been dubbed the Eastern, Southern, and Western Outskirts, depending on where one enters the Forest and to which length one wishes to move for salvage and potential artifacts.

The City proper is divided by the Three Rings, gigantic walls measuring 20, 50, and 150 meters in height, bristling with rusting weaponry, decaying defensive measures, and adorned with the forgotten banners of ancient lineages, patrons, advertisements, and other unidentifiable iconography.

Fittingly, the First Ring is secured by The Wall, the single most exemplary gold standard of defensive emplacements that have ever been found or created.
In addition, within the First Ring are several locations known by geography, ancient tales, and because someone named them such and it stuck due to inertia alone. The Gallery, the Sewers running underneath, the Smokestack, Pit, and Tower of Pain, common destinations for those seeking their first "proper" scavenging runs, and the common graves for the same people.

The Second Ring contains heavy industry, titanic skyscrapers, and sky bridges.
Yet, it is the most abundant with life due to forgotten systems still bringing water to where pipes have long since burst, nourishing the animals and Mutants living within the Forest. Military installations are commonly suspected, with security drones present in swarms around certain areas despite their generations without maintenance. Additionally, most Rare and Behemot Mutants live within this Ring, sustained by the nutrition of plants, feedstocks, and potentially ancient sources of bio-energy.

The last Ring, the Third Ring, contains The Spine.
Little is known about the monumental construction that reaches kilometers high; other than that, it looks like the spine of a human due to decay and, possibly, design. Few who went there returned, fewer claimed they had reached it, and none believed when they said so.

"Sig, Varun, Mart," Kol spoke with his usual calmness, further irritating me as I nervously clasped the firebombs in the satchels I had been assigned to carry. Naturally, the others were several paces away from me, 'just in case something goes wrong with the charges, not because of you, of course,' they had said. Fuckers just didn't want to be burned in case one broke or detonated while I carried all of them at once instead of dispersing them. Honestly, a part of me, the non-craven one, always wondered what would happen if they just "happened" to ignite a short-fused one, exploding in their hands and coating them in burning naphtha. Probably nothing to m-

"Caius!" Kol angrily whispered at me, glaring from his veil with White-eyes. Fucker was a Mutant, and how the others couldn't see it was a fucking mystery to me. "Stop fucking daydreaming and hand out the bombs!"

"Yeah, yeah," I muttered, gently bringing forth the fist-sized glass bottles with their murky fluid and gunpowder contents, carefully handing them out. "Now, careful, and throw the fucking things once you lit the fuse. And do not drop them!" I said, glaring at Sig, who scoffed back at me as if she hadn't nearly killed herself by dropping one just a few weeks prior. Bitch was too dumb to live, nothing like her sister. Now she knew how to make a pyromaniac's heart dance!

"Yeah, we know; you've been telling everyone that for the last week straight," Mart snarkily remarked to Varun, snickering at the angry and aloof face of Sig.

"Silence," Kol spoke, weighing the bomb in his hand as he looked out of the house we had been hiding within. "Hmm, not good," he muttered, tapping the hammer at his side with a hum.

"What? Second thoughts?" Sig asked as she began to fucking twirl a grenade in her hands!!!

"Tribals," Kol replied as everyone but him took several steps away from Sig, who scoffed at us, muttering 'whimps' as she rolled her eyes. "Seven of them, four are Mutants." That caught all of our attention, as we had expected Adventurers and some Pilgrim Security, but not Mutant Tribals; the fuckers were far more skilled than even soldiers; they had to be to kill the abominations that lurked where they made their lairs. "And so-" Kol continued before visibly stiffening, grabbing his hammer so hard I could hear his bones protesting.

"What else?" I asked, slowly moving forward to peek at what Kol was seeing, though I stopped as he looked back at me, pure, undiluted hatred shining out from his White eyes, nearly causing me to flinch back.

"The fucking Pilgrims have a Foun...-Mutant," he darkly muttered, correcting some insult.

"Uh, ye? The fucks got them all over themselves?" Sig said, shrugging her shoulders in confusion. "What's new?" Kol merely replied by pointing at the building, with all of us soon shuffling forward to look at what he was pointing at.

Varun and Mart swore, with Sig muttering a prayer of protection to the ancestors as we all stared out at the actual Mutant standing out there. There was a clear difference between a Human perverted through nature, bent and twisted in unnatural forms by the will of malevolent gods and sick science and some animal that grasped for things beyond its station by a mistake of nature. And we all were looking at one such failure of flesh, somehow left alive by its peers without being killed by other animals and discarded like it should have been.

Nine lashing tails of brown attached to a torso dragging on for nearly two meters, bent legs supporting a body fully covered in brown fur and sporting a maw of teeth, one that hid the glint of sapience within an animal skull as if to mock humanity even further with its existence. Draped over its grotesque body was a blue robe that hid whatever further abominable mutations it had, as the white sigil of the Pilgrims proudly proclaimed its allegiance to those seeking perversion of human minds and human souls.

All of us looked at each other, and we knew, at that moment, that we couldn't just firebomb the entrance and hope for the best. We had to make sure that this thing died.

Report on Walkers
8th Draft

Knights are well known across the globe as the pinnacle in military science, defense against the horrors of the Collapse, Old Night, Long Night, or Nightmare's Dawn as the destruction of the Ancients is known by various civilizations across Calynth. These mechanical wonders of electronics, jewel engineering, and armament manufacture are fielded by anyone who wishes to defend themselves against Rare and higher threats stalking the Wastes and any incursions into Green and Yellow Zones of the same. Equipped with a spear, mace, ax, sword, crossbow, lance, shield, and many more weapons and equipment, Knights stride across both battlefield and country as the rulers and guardians of all who stand by their side.

And yet, they are but pale imitations of the machines in whose image they are made and crafted: the dread Walkers.

Where a Knight may struggle to walk, a Walker would run without difficulty. Walkers are above Knight in every metric one could ever think about, from armor to lift-weight, all the way to individual components lending their strength to decimate further all that stand in their path.

It is well known that the Imperial Family spends fortunes per day to ensure the Walkers in their possession are maintained and can be readied for war, defense, and Crusade within a moment's notice, unleashing dreadful and awe-inspiring weaponry and displays of martial skill. To this day, merely 173 members of the Imperial Family have fallen while piloting a Walker, with only 14 having died in the last 800 years.

When one hears about sightings of Walkers, one only hears about them being seen from far away by scouts and scavengers in remote locations, far removed from their deadly grasp, or when a Walker butchered and destroyed another village or small town, even those warned of their approach.

And it is just that fearsome reputation of being able to kill even towns prepared for their arrival that has ensured that few take their appearance or presence not seriously to the utmost.

Suppose one decides that a Walker needs to be killed, destroyed, or captured. In that case, whole Knight-Chapters are mobilized to march against the machines, wielding trickery, schemes, and subterfuge instead of valor, prowess, and honor as they are sworn to do, for to do so would be to march to death. And even then, it is rarely enough to overcome the Machine-Mind of the Walkers, who have either festered for over a millennium within the Shackle or been driven mad outside the comforting embrace of fellow minds sharing the burden of existence.

The building was burning.

Black smoke billowed from every corner; acrid smoke lazily drifted through the halls and rooms. The creaking and breaking of beams, wood, and containers echoed as the screaming of burning people came from every direction around Harl. The torturous, inhuman screeches and agonizing moans of throats and bodies ignited in flame, like dry kindling in a hearth or melted from the heat. Shattered bodies lay underneath the broken ceiling, some trapped until the fire consumed them or trampled underneath the fleeing mass of people trying to escape certain death in any way whatsoever. Crying children stumbled around the building or stood around, unable to comprehend what happened as flame slowly consumed the rooms around them. The ill and dying dragged themselves away from the same in blind, desperate need to escape, long smears of blood sometimes terminating in bodies lying on the floor. In contrast, others were dragged by those with enough mind to help pull them away to relative safety, families rushing to and fro, crying parents clutching their children to themselves as they sought to escape. At the same time, a few Pilgrims directed all they could to the middle of the Poor-House, where an escape onto the surface had been hewn into the stone, though in the assumption that an earthquake would have made fleeing to the surface necessary, not an attack the building.

And within the barely contained hell, Harl stumbled with a broken leg, using a broken chair-leg as a crutch as his other hand cradled a crying child to his chest in a death grip born from desperate strength. His eyes were vacant of life yet brimming with sight, seeing an inferno of hell as he violently coughed blood from his lungs in the billowing smoke and still moved as quick as he could, screaming whenever his leg hit debris or another corpse.

He could still see it vividly, the small balls being thrown from the street, how they shattered against bodies and stone alike, the almost languid fluid splashing around Tribal and building. The screams. The anger of those spared, drawing weapons and rushing out before being spiked with a dozen bolts and dropping onto the floor, writhing in pain or still, and those advancing with crossbow and spear, killing all those who were still alive.

He had run, terrified, screaming of an attack, with a dozen adventurers and armed Pilgrims rushing to the front, intent on repelling any intruders, only to be splashed by flame and bone-shaking explosions. Shapes followed, wearing suits and masks, setting alight anything and anyone they found, laughing and screaming in fury at those who were within—speaking of traitors to humanity, those seeking to dilute and weaken the Human Union with the blood of Mutants and Abominations. Windows in the Poor House were soon shattered by the same bombs, turning the tall tower into a flaming oven as fleeing people from the other side sought to escape the same attacks.

"Where is the Child?"

Horrified, Harl had tried to direct people away, organize some resistance, anything, until he entered the small school and saw Jagu anchored to the wall with rods of metal, his sword embedded into a heap upon the ground.

"Where are they? Answer me or die for your choice."

Eyes of White Hate turned away from the writhing man whose mouth had been wrenched shut, the twisted steel rods in his body preventing him from lashing out as tiny, frail corpses littered the floor.

"Where is the Child?"

Kila, Siv, Jaru, Nufri, and so many of the children he had come to know looked onto the world with the detached eyes of the dead, blood and bone seeping or poking from their bodies as rods kept them chained.

"So be it, then."

Harl looked up just in time to meet the sight of two hammers, one slamming into his chest as the other cracked his leg.

Darkness took him.

And Fire awoke him.

A rasping breath of pain and wetness greeted Harl as he coughed, lances of pain working over his body with every move of his body, the fresh stab of throbbing pain within his leg screaming at his mind to do something! He barely managed to right himself upon a wall with one bloody hand, using a broken chair leg to steady himself further, feeling the heat within the room rise with every second.

"Harl," came the wet gurgle from the wall, making him look at a...thing that had once been his friend. "Child," Jagu continued, his tortured body hanging limply from the blood-stained walls. He nearly didn't see the Black-furred child sobbing underneath the man, stained by dark blood and their fur wet with the same liquid.

A tortured step took him closer, then another, and another, until he was across the now burning room where he looked at his friend nailed to the wall, not comprehending what to do or how to get him free.

"Child," Jagu gurgled again, his body beginning to collapse into the rods, some embers catching his dry fur alight.

The last Harl ever saw of him were two eyes staring at him, whispering: "Please."

He took the child and turned, soon followed by the haunting screams of his burning friend.

Out into hallways of dancing webs engulfed in Flames.

"THIS IS AN OUTRAGE!" Cardinal Aarif el-Sylla shouted within a private audience room of House Tessen, slamming a fist onto the table between him and Marquess Tessen. "NOT JUST THE PERVERSE SUBVERSION OF THE HALLOWED GUARDS!" The Cardinal continued with a wroth-filled voice, red from rage and screaming. "BUT THE SHEER LEVEL OF CONTEMPT FOR THE LAWS AND ETHICS SET BY SLATNAN THEMSELVES!!!" He continued, now pointing at the Marquess herself as her bodyguards nervously tightened the grip on their weaponry as the Cardinal stalked closer to their Lady.

"It is unfortunate and regrettable that the situation has devolved in such a way," Alika Tessen spoke calmly, languidly gesturing with her hand out the large window beside them at the Region at large. "But manners must sti-"

The smash of a fist cracking the stone table between them made her stop in surprise. "Manners?" Aarif hissed dangerously, a glimmer of slowly unburied wroth in his eyes as he lifted his bleeding hand from the table. "We can talk about manners when the Compact is restored fully, and the Rights and Dues given to the Mutated by Slatnan are fully restored." He stepped forward, towering over the frowning Marquess with a face that promised violence and death as weapons were prepared to be drawn. "Until then, you would be well advised to remember that the Imperial Family has given your House Rule, and your lineage has produced more than one competent leader."

And with that, Cardinal Aarif el-Sylla turned, leaving behind a frowning woman with rule over three million souls.

A woman walked between the rows of bodies, laid out in neat lines, covered by black plastic sheets as she slowly lifted them one by one and bound them. A team trailed behind and before her, all doing the same, with another loading the corpses up into a cart to be buried, given to the sky, or, morbidly for what happened, burned to ashes.

This had been going on for nearly a full day, with much of the city still in disarray from the, as some called it, Day of Corrupt Fire.

Besides her lines of dead, medics and doctors contracted from the Herbalists tended to the injured still awaiting transport to their hospice or those who they couldn't move just yet.

And the same doctors now began work on another patient, using machinery contracted from the Forge-Clan Vanar-Feer long ago, diagnosing a man that had brought a child from the smoldering ruin now underneath them.

"Some burning within his lungs," one said, looking at the read-out of the scanner slowly trailing across the body haphazardly given first aid. "A leg and three ribs broken, fractured, one and all. Blood loss and second-degree burns on his right hand." They said as assistants began to ready anesthetics and blood bags. "Could be worse, could be better," was the final verdict from the doctor, though a grasping hand stopped them from moving on to the next patient.

"The child," Harl's dry, scorched throat rasped, unfocused eyes looking far away.

"You saved them," was his reply as the doctor gently took his hand. "Only minor injuries; they'll live."

"Good," Harl whispered, blackness encroaching his sight. "Good," he mumbled, away into a dream of fire and screams.

"They did what." Mahakan slowly spoke. His sergeant didn't say anything, knowing all too well the tone of his boss that indicated he didn't require an answer or asked a question. "They burned the Poor House." The man that ruled the most prominent criminal organization within the capital of Tessen slowly stood. "They did so after attacking the Pilgrims, killing some of them like dogs attacking a village." He slowly walked to the window behind his desk, looking out at the cavern underneath Tessen, where towers and lights glinted within the dark, illuminating the city underneath the city. "And they burned them inside, trying to kill them all." Mahakan continued, placing one hand against the cool, smooth glass with gentle care.

This...this was...Mahakan couldn't find the words he needed. Outrage was too tame. Travesty? Atrocity? Perhaps he'd look into a dictionary later today to see what word he needed to describe what happened. But for now, he merely looked out at the city below him and internally wondered why someone would do something so...so...dumb.

You didn't fuck over the people feeding and healing the poor. You didn't attack the ones that helped the desperate, who gave hope to the broken and shattered.

It wasn't done.

Nobody that wanted to make money hurt the people unless they were secured from the law, like merchants and the nobles. That was law, unspoken yet ironclad. You ensured that your people had enough food and clothes, made drives for money when the child of one lacked medicine, or could go to a proper school. You gave to the community with your gains, buying goodwill and safety with full bellies and secured shops.

The Pilgrims had made that only easier, enabling him to spend more on expansion when the Rose wilted. Buying the loyalty of a neighborhood was as easy as posting guards around their structures, making it implicit that you'd brook no attack on them. Beyond that, gifting money to their cause bought him legitimacy within the "proper" classes of society, and their trades had seen his coffers fill with money from tea, artifact, and jewel alike.

You didn't hurt those that helped.

"Find them."

Otherwise, you wouldn't be given help in return once you'd need it.

"Yes, sir!" His sergeant replied, nodding immediately. "Method?"

"None," Mahakan replied, turning around again, no emotion on his face. "Give all you find over to the Pilgrims, make it look like people found them. Or whatever you think is needed. As long as the Pilgrims get the ones that burned their people." He spoke, gently sitting down again, taking a new page from a stack, writing out the first of many letters.

"I will see it done," the man replied, nodded, and left the room.

The day after news of the attack had arrived within the Tree, an uproar began. People wanted to know how this could have happened, who had done such to them and those under the Pilgrim's protection, how they could prevent it, when they would take revenge, or even such at all, and any manner of thousands of positions and thoughts. For hours the debate would rage until people realized that, since the news had arrived, the doors to the Council-Chamber had been closed, tightly sealed and shut, guarded by sword and shield, with only a single sentence given to those that asked.

"The Council debates our Path in light of this direction."

Speculation began immediately, and people were both happy that their Councillors took the issue as seriously as they did and angry that they hadn't reached a conclusion yet.

Little did they know that, when the doors whirred shut, a single sentence was spoken by Martyris to the assembly, face blank and severe.

"We have been attacked, and those under our care slaughtered and murdered. I was asked to present to the Council a vote on our Path forward. All who wish to seek out those who committed such an act, corner them, and let Imperial Justice be felt at the end of the Conquerors Blade, held by the Hands of the Pilgrims, to end their Path, do now raise your hand."

The vote was unanimous.

Available Bonuses:
55 Distributable Points from: Ambit.

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. (Choose 2 Actions)
[ ] Communal Outreach - (Repeatable)
A hand given to the downtrodden, shattered, destitute, and outcast is not always accepted. Sometimes, those same people who need help the most slap it away in rage at the sight of their "betters deigning to elevate the dirt beneath them," as some have said so eloquently.
(Cost: 20 Materials, 6 Goodwill
Turns: 2
Chance: 42%
Reward: +4% Piety, +1 Random Stat Gain per success if you hold any stake over 1% within the BHVs.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Collapse Their Gravity - (Repeatable)
Even with the best intentions, unfucking the BHVs, on any scale, will be a monumental task requiring many hands and more people to work with you. Although Baron Esker has found some skill in improving the BHVs, he has, in more than one letter to Lady Selene, remarked that it would be cheaper to burn the whole settlement down and build anew were it not for those that already lived within.
(Cost: 50 Materials, 14 Goodwill
Turns: 4
Chance: 13%
Reward: +2% Piety, +1 Mutated Opinion (Once), Slightly Improve QoL within some BHVs, allowing you to strangle the cause of many problems at the root.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Blessed Journeys - (Repeatable)
You can say what you want, but sometimes the best option is to burn the bridge behind you and never look back. Contact whatever caravans you can to see if you can't bribe them to take on Mutated out of the BHVs they visit. Of course, while popular with the Mutated, people won't like that you are giving "criminals and scum" a free card to civilization.
(Cost: 45 Materials, 30 Goodwill
Reward: +3% Piety, +1 Mutated Opinion (Once), gives a safe way out of the BHVs for the Mutated.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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.
(Cost: 8.22 Materials
Turns: 1
Chance: 43%
Reward: 2d100+50 Recruits)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)

[ ] A Duty To Others Is Not Taken Lightly
As our numbers swell, so does our ability to reach out to many more people than before. With word, deed, and art, we can reach out to those on the edge of their decision and bring them into the fold for the good of all. Ours is a duty not taken lightly, but it is a duty one does not need to shoulder alone.
(Cost: 17.75 Materials
Turns: 3
Chance: 04%
Reward: 4d200+150 Recruits)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)

[ ] Low, Not Lowly
Some do not wish to remain there and fight for such with every fiber among the poor, desperate, and huddled masses. Those we do not seek out with this effort, but those who made pacts to sell their fellows for money or status. Their choice may be one they believe to be done consciously, but in reality, it is made from circumstance and hidden desperation. We cannot bring all who fell up, but we can start with some.
(Cost: 0.20 Materials
Turns: 1
Chance: 56%
Reward: +2% Piety, +2d6 Followers)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] This Is Not Eternal, Even Stone Will Change
We know where to seek those who banded together into gangs and which members need to be targeted to shatter them into a thousand pieces. What we are doing may not be strictly legal, but infiltration and subversion of criminal elements is a long practiced tradition among growing religions. Even better, many of those who had found homes amongst the gangs can be brought into the fold.
(Cost: 2 Materials
Turns: 2
Chance: 45%
Reward: +5% Piety, +6d8 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 10.00 Goodwill)

[ ] Festival Of The Delta
With money comes the ability to sponsor festivals, and with our numbers, the capability to fully take advantage of the festival for our ends in learning, conciliation, and creation. It will be costly, but it will be worth it.
(Cost: 100 Materials
Turns: 1
Chance: 66%
Reward: +6d8 Goodwill, +4d40 Recruits, +25 to all Actions this Turn if successful.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.75 Goodwill)

[ ] A Small Donation - (Organization) - (Topic) - (Donation Sum)
As the wealth of the Pilgrim increases, so too does the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) who then work towards a goal we provide for them. Nothing that they would be against doing, but something they would be adverse to in normal circumstances.
(Cost: 50-Unlimited Materials/Goodwill
Turns: 1
Chance: 71%
Reward: PR)

[ ] Begin Preparations For New Region Conversion
We have grown far beyond what Martyris had ever envisioned in numbers, wealth, knowledge, connection, and faith. So much so that some among our numbers are seeking new horizons to establish a new chapter, satellite, or outpost of the Pilgrims. We should accommodate their wishes, as they will aid us back in time and turn.
(Turns: 2
Cost: 0-200 Pilgrims, 50-200 Materials, 10-35% Piety loss, -6-20 to Piety Rolls
Reward: A New Chapter Interlude Turns)
[ ] These Rules Are Written In Blood
Let us ensure there is no need to write them ever again. The only thing we need is money to ensure the safety of those that follow our Path and those who trust us to watch over them on theirs.
(Cost: 378 Materials, +2.75 Materials per building.
Turns: 1
Reward: Improved Security against fires, destruction, and other disasters, reducing casualties. +27% Piety (-15 per Turn this Action is not chosen, to a minimum of 0.))

[ ] Seed Shadow Sanctums
We must be able to live amongst those who need help and hide from those who wish us harm. By creating tiny safe houses to stock up on materials, commodities, and information, alongside rest and food, we can increase the reach of our agents and followers within the underbelly of society.
(Cost: 7 Materials, Upkeep: 1 Material
Turns: 2
Reward: +2% Piety, Sanctums within the Region are slowly being created, increasing subversive attempts.)

[ ] Feed The Masses - (Choose City)
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.)

[ ] Establish Soup-Kitchens Within Major Cities
While being careful and methodical has helped before, you can now afford to perform these projects in a scattershot approach with your expanding numbers. So we should build 31 more Soup-Kitchens, as they will cover the Major Cities, allowing us to go towards the countryside.
(Turns: 4
Cost: 124 Materials, Upkeep: +31 Materials to soup-kitchens
Reward: 31d6 Recruits, +0.31 Goodwill per Turn, unlocks further actions.)

[ ] Improve Your Poor Houses
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. So get to expanding what you have built; the work is not done.
(Turns: 3
Chance: 44%
Cost: 70 Materials, Upkeep: +20 Materials
Reward: Improved Poorhouses, +0.10 Goodwill per Turn, -2 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Establish A Small Hospice Network
While a Hospice does cater to the dying, its primary purpose is to heal the sick who cannot afford to see a doctor. With your allies and growing knowledge, you are confident that you can establish over a dozen within Tessen at once.
(Chance: 29%
Cost: 12 Materials Upkeep: 9 Materials
Reward: +0.12 Goodwill per Turn, 8d6 Goodwill, unlocks further actions.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Expand Your Hospice Network
While you have acceptable Hospices, you can improve capacity, treatments, etc. Better get to it!
(Cost: 40 Materials, Upkeep: +10.20 Materials
Reward: +0.60 Goodwill per Turn, 2d6 Goodwill, -1 to Piety Rolls.)

[] Rudimentary Territorial Hospices - (City Territory) - (Ularn - House Ularn Demand)
Your treatments of the sick and injured within the Cities have enjoyed great popularity within the population. More and more people are coming to seek your aid, knowing that they will receive a quality of treatment and healthcare they couldn't afford. Unfortunately, that drive to seek treatment means that many people take journeys that will worsen their injuries beyond help and leave them dying in the place where they sought healing. We should create several hospices that can operate with minimal oversight out of the central trade lane and establish themselves for future expansions.
(Turns: 3
Cost: 82 Materials, 10 Faithful, Upkeep: +25.00 Materials
Reward: +0.20 Goodwill per Turn, +2 Recruits per Turn.)

[ ] A Home away from Home
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 resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 20 Materials, Upkeep: 7.5 Materials
Reward: Local Base, Upkeep of all structure reduced everywhere by 0.10 Materials.)

[ ] Localized Headquarters
Having created a shelter, expanding the building to encompass several barracks, a canteen, storage rooms, a medical section, and an administrative body will improve your efficiency within the city!
(Required: Local Base (Action)
Cost: 100 Materials, Upkeep: 12.50 Materials
Reward: Local Headquarters, Upkeep of all cities reduced by 0.75 Materials.)

[ ] Administrative Center - (Mirn)
Organizing hundreds of works is no easy feat, requiring dedicated staff and learned minds in equal measure. However, with previous works having laid the groundwork, now is the time to compound the efforts of all those who helped. Like, assisting Pilgrims across Tessen perform their duties with the resources and hands they need.
(Required: Localized Headquarters
Turns: 6
Cost: 145 Materials, 12 Faithful, Upkeep: 10 Materials
Reward: Administrative Center, Upkeep across Tessen is reduced by 0.50 Materials.)

[ ] Build A School - (Big) - (Choose City)
A place of learning, growing, and change, where 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.
(Already built within Mirn.
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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)

[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.001 Goodwill)

[ ] Build A Humane Primitive Asylum - (Location)
Nothing stands between the creation of an Asylum led by the Pilgrims now. Contact local builders, set Marxcim to design the structure, and call for volunteers to be trained and paid for taking care of the patients. Of course, some will see the giving over of the mentally ill to a religion-led institution as a terrible idea. Still, those voices will cease after some time has passed and, hopefully, recovered patients walk out of the Asylum. Your efforts in uncovering aspects of the human psyche have increased both costs and those you can now help.
(Cost: 30 Materials, 7 Materials Upkeep, 4 Goodwill
Reward: Humane Primitive Asylum, +0.2 Goodwill per Turn.)

[ ] Build Another 'Consensual' - (Location)
You would 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 those who chose this path or use it. People sell their labor and time for money, so punishing those whose work is sex is crazy.
(Turns: 2
Cost: 6 Materials
Reward: 'Consensual,' +0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)

[ ] Build Upon A 'Consensual' - (Choose City)
The brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Cost: 20 Materials, Upkeep: 6 Materials
Reward: Upgraded 'Consensual,' +0.02 Goodwill, +3d4 Income for the Consensual.)

[ ] Cleaning Up The Mess - (Choose City Territory)
Despite all you currently know about how Black Hole Villages operate, are constructed, and unintentionally reinforce poverty and crime via a feedback loop, helping those stuck within them will not be easy. Nor will it be a quick thing, done once and done cheaply. It will cost you money, time, materials, connections, and favors to help the Mutated within turn the villages into a settlement that people can live in without considering the sword's edge.
(Turns: 4
Cost: 150 Materials, 75 Goodwill
Reward: Lessened Suffering of the Mutated
Notice: Goodwill costs will be reduced by 15 per use, down to 30.)
[ ] 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 every doctor for the next three months.
(Cost: 73 Materials
Chance: 66%
Reward: Healers gain Influence, 10d5 Goodwill.)

[ ] A Helping Hand
Now that you can create prosthetics, merely creating and selling them isn't enough. Unfortunately, too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So to create a few hundred in bulk, ship them out to your hospices, where the doctors may gift them as required.
(Cost: 65 Materials
Chance: 95/55%
Reward: Gain 4/10d4 Goodwill.

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

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. At the wrong time, a report in the right ear has toppled many nations. (Choose 3 Actions)
[ ] Hello, My Name Is Money, Big Money.
Okay, deep and calm breaths. We can't afford to be panicky about this right now; we have the time to be smart. Instead of trying to shatter the project and go against a House that could cause us serious problems, why not become a part of the project? Pour money into the project, and we should be able to influence everything in a direction that won't be awful.
(Cost: [Write-In] Materials, 20 Goodwill, -2 Mutated Opinion (Once)
Reward: Increased Influence over the project.
Warning: Construction will start in 12 Turns.)
House Ulatarn - 25.000 Materials - 57.2% (-20% - Pilgrim Deals)
The Pilgrims - 900 Materials - 22.7% (+20% - Pilgrim Deals)
House Tessen - 2.900 Materials - 7.9% (-1% - ???)
House Mirn - 1.600 Materials - 3.9% (-1% - ???)
Merchant Guild (Manufactory Syndicates)- 900 Materials - 2.7%
Merchants Guild (Collective) - 750 Materials - 2.3%
Baron Seq - 400 Materials - 3.2% (+2% - ???)
Others - ??? Materials - 0.1%
Civilian Inf.: 2/10 - Marked Roads
Medical Inf.: -1/10 - Constant Shortages Of Basic Medicines
Military Inf.: -4/10 - There Is No Militia
Guard Presence: 2/10 - Some Patrols A Week
Water: 1/10 - A Drought Will Kill Half The People
Resource Extraction: 4/10 - Enough To Feed Industry
Industry: 5/10 - Enough To Produce For The Caravans
Agriculture: -4/10 - Starvation And Malnutrition Even With Caravans

Total: 7/80 - Black Hole Village

Breakdown:
0-10 - Black Hole Village
11-20 - Destitute Village
21-50 - Poor Village
51-70 - Median Village
71-79 - Prosperous Village
80+ - Norqod

[ ] Influencing Black Holes - (Category)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 1% Shares
Cooldown: 3 Turns
Reward: +1% Piety, +1 to chosen category)
-[] Hire Civil Planners And Architects
(Cost: 5 Materials
Reward: Slightly Lessened Impact of Material/Geographical/Desing Constrictions)

[-] Altering Black Holes - (Choose 2 Categories) - (Cooldown: 1 Turn)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 5% Shares
Cooldown: 2 Turns
Reward: +2% Piety, +2 to chosen categories)
-[] Hire Civil Planners And Architects
(Cost: 15 Materials, 3 Goodwill
Reward: Lessened Impact of Material/Geographical/Desing Constrictions)

[ ] Designing Black Holes - (Choose 4 Categories)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 15% Shares
Reward: +5% Piety, +2 to chosen categories)
-[] Hire Civil Planners And Architects
(Cost: 40 Materials, 10 Goodwill
Reward: Drastically Lessened Impact of Material/Geographical/Desing Constrictions)

[ ] We Are Legion
For we are many, and yet none. Please find us at your peril, or salvation, for we offer both in equal abundance for any that dare to tread in shadows.
(Turns: 9
Reward: Create a Subversion Category, shifting Actions around, and unlocking more.)

[ ] From The Brink
Having obtained rudimentary knowledge and understanding of the human psyche beyond that which is commonly available, you now have the chance to slowly pull The Lost back into the fold, saving lives in the process, and preventing them from sliding into a darker mindset than self-punishment. Of course, a deeper understanding of psychology and deeper infiltration could make this process smoother, but you'll have to make do.
(Cost: 10 Materials, 2 Goodwill
Chance: 90/-55%
Reward: +1/3 Assimilation. The Lost become more aligned with the Pilgrims, eventually allowing you to absorb them.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] We Are One People! - (Choose Class)
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, bring the people together, and start on the road to reconciliation.
(Cost: 20 Materials
Chance: -20%/-20% for Locals/Elites (rolled each turn)
Successes Needed: 6/6
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Faction)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. You either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 40% +10
Reward: +15 to all rolls involving said faction.)

[ ] 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 Part 1 - (Choose Three Factions)
With spies now available to the Pilgrims, it may be the time to make sure they are in place to ply their trade. This step focuses on laying the groundwork for future expansions and won't get you any detailed information. It is also nothing more than paying some people to pass on rumors, which is pretty much standard practice within Slatnan and won't raise too many eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Cost: 8 Materials
Turns: 3
Chance: 73%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Infiltrate Part 2 - (Choose 3 Factions)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Cost: 30 Materials
Turns: 2
Chance: 50%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Infiltrate Part 3 - (Choose 3 Factions)
Your secrets are ours; nothing can be hidden from us. No lock, no gate, no barrier stands in our way, and nobody will shield you from our grasp. Because we already own them, from the lowliest maid to the highest Guard you trust.
(Needed: Information Network: Rank 2
Cost: 90 Materials
Turns: 5
Chance: 03%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Military.
Reward: 2d6-3 Materials + Chance for Secrets )
-[] Seek Mutated Help - (XXX Goodwill)
(+5 to roll = 2.00 Goodwill)

[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain, and may my deed feed that which may eternally grow.
(Cost: 6 Materials
Chance: 50%, 60% for: The Military.
Reward: Target has their operations/structures halted/crippled/terminated.)
-[] Seek Mutated Help - (XXX Goodwill)
(+10 to roll = 3.00 Goodwill)

[ ] Create A Dossier On (Groups/Topics (Max 3))
Collate all known information, history, and rumors about a group or topic of interest to ensure that the Pilgrims' future actions are as well informed as they can be.
(Cost: 15 Materials
Chance: 55%
Reward: Lore and Information regarding Groups/Topics (Max 3).)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

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

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (1 Action Locked)
[ ] Menagerie - (Basic)
With the space in your armory expanded, you now have the needed area, blacksmiths, and tools to armor Lizards, ensure they are healthy, and keep them in shape. In addition, several other animals can be held here, though only the most commonly available.
(Cost: 66 Materials, 12 Materials Upkeep
Turns: 5
Reward: Can add [Common] Animals to Units.)

[ ] Alright. You Will Die. - (Forces)
Someone decided that killing 43 of your followers and over 200 other people was a good idea—on top of killing another 800. You've seen this dance and move already, did it, performed adequately, and went home to continue what you were doing. So now that someone asked you to dance this dance again. You will comply by shattering their kneecaps, taking off their arms, and then letting them bleed out on the floor like a slaughtered dog. Alternatively, fire, a mortar to the body, or a weapon in the brain will suffice.
(Turns: 1
Reward: You will attack all known forces that harmed you on the Day of Corrupt Fire.
Known Forces: A gang of Humans. (~20 Members, Cloth Armor and Common Civilian Weaponry, Tangentially Related))

[X] Scout Out. - (Who Fucked With You) - (Forces)
While you know that enemies exist in one location, you do not know what forces they represent and how many. Remedy that.
(Chance: 66%, starts Combat if you succeed by more than 20%
Reward: Gain more insight into who attacked you on the Day of Corrupt Fire and targets to hit.
Warning: This Action will suffer a -120 next turn if not taken. It will expire the turn after.)

[X] Scout Out. - (Assistance in locating Neighborhood Watchers Outposts) - (Tech-Scouts, The Unbroken, DOD) - (1/3 Turns Complete)
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: 75%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)

[ ] Conquer The First Bunker Floor
Let's go!
(Cost: 17 Materials
Chance: 35/50% for Ambush and Prepared Battle; if failed by more than 20, your party is ambushed instead.
Reward: Conquered Room/s)
Enemy Forces:
8x Guardians

Possible Rewards:
Unknown Amount of Artifacts
Titanic Stores of Materials

Area Purpose:
Warehouse
Enemy Forces:
4x Minor Bright-Lance Turrets
2x Caretaker-Swarms

Possible Rewards:
Weapon Artifacts
Enemy Salvage

Area Purpose:
Defensive Position
Enemy Forces:
8x Guardians - Trooper
2x Guardians - Sniper
1x Guardian - Command
2x Minor Bright-Lance Turrets
1x Medium Bright-Lance Turrets
2x Plasmathrowers
4x Caretaker-Swarms
6x Omni-Gazers

Possible Rewards:
Large Amounts of Electronic, Machinery, and Programming Artifacts
Chance to deactivate defensive armaments
Possibility to unveil hidden areas

Area Purpose:
Command Center
Enemy Forces:
4x Guardians - Trooper

Possible Rewards:
A large amount of Materials
A small number of various Artifacts

Area Purpose:
Barracks
Enemy Forces:
4x Workers
2x Guardians - Trooper

Possible Rewards:
Titanic Amount of Rare/Lost-Tech Chemical, Medical, Psychology, Biology, and Machinery Artifacts

Area Purpose:
Hospital
Enemy Forces:
12x Workers
2x Guardians - Trooper

Possible Rewards:
Chance for Data-Crystals, highly-priced Artifacts often detailing terabytes of information and research.

Area Purpose:
Laboratory
Enemy Forces:
9x Caretaker-Swarms
2x Workers

Possible Rewards:
A large amount of Machinery, Mechanic, Metallurgy, Hydraulic, Programming, Electronic, and Physic Artifacts
A large amount of Materials

Area Purpose:
Manufacturing
Enemy Forces:
8x Caretaker-Swarms
6x Omni-Gazers

Possible Rewards:
Enemy Salvage

Area Purpose:
Robot Storage
Enemy Forces:
2x Caretaker-Swarms
2x Omni-Gazers
3x Guardians - Trooper
9x Guardians - Sniper
3x Guardians - Command

Possible Rewards:
A Titanic amount of low-level Biology, Medicine, and Machinery Artifacts
Some materials
Chance for Lost-Tech Seeds

Area Purpose:
Greenhouse
Enemy Forces:
6x Guardians - Trooper
4x Caretaker-Swarms
1x Medium Bright-Lance Turret

Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage

Area Purpose:
Armory
Enemy Forces:
20x Guardians - Trooper
4x Guardians - Sniper
1x Guardian - Command
8x Minor Bright-Lance Turrets
6x Medium Bright-Lance Turrets
2x Large Bright-Lance Turrets
1x Plasma-Lance
4x Plasmathrowers
12x Caretaker-Swarms
34x Omni-Gazers
4x Walkers

Possible Rewards:
Enemy Salvage

Area Purpose:
Bastion And Elevator
Enemy Forces:
6x Guardians - Trooper
4x Caretaker-Swarms
1x Medium Bright-Lance Turret

Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage

Area Purpose:
Armory

[ ] Guards! Guards! - (Specify up to 5 Buildings)
While the Tree of Knowledge has some security, it doesn't have a dedicated guard. So start training a few Pilgrims as guards so that you don't have to worry about thieves or, even worse, saboteurs.
(Cost: 32.5 Materials, Upkeep: +0.55 Materials per Building
Turns: 1
Reward: Pilgrim Guards are assigned to the building, sharply increased DC for malicious actions against it.)

[ ] Make A Man Out Of You! - (Choose Trainer Unit) - (Choose 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.)

[ ] Upgrade The CRPS To CREPS
With the CRPS established and securing our various facilities around Tessen, we can upgrade and expand its operations. Doing so would improve our security with more extended training for guards, intensified background checks, and qualitative improvements.
(Turns: 9
Cost: 101.35 Materials, 31.45 Materials Upkeep
Reward: CRS - Elite Private Security, which improves the security of all facilities and Pilgrims within Tessen.)

[ ] 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. 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/nothing, if re-training.
Reward: 1 New Unit (Size 6/6) at Trained (3/6) or Re-Trained Unit with Upgrades below.
6 Unit-Points - Overstrenght (Double Unit count)
2 Unit-Points - Stealth Training (+20 to all stealth rolls)
1 Unit-Points - Weapon Type Specialization - (Weapon) (+1 per Unit member to damage)
1 Unit-Points - Armor Weight Specialization - (Armor Class) (reduced penalties to Heavy and above Class Armor, +1 Armor per 2 Unit members for Medium and below.)
2 Unit-Points - Fanaticism (Unit cannot break, double damage against all enemies of your faith, half damage received from enemies of your faith, will refuse to retreat in an inverted chance to losses. (1/10 Dead = 90% refusal to withdraw, 9/10 Dead = 10% refusal to withdraw.))
1 Unit-Points - Pride (+1 to Breakpoint)
3 Unit-Points - Guardians (+2 Health per Unit member each time another Unit takes damage.)
1 Unit-Points - Reaction Training (+5 to Initiative.)
2 Unit-Points - Harsh Workouts (+1 Health per 3 Unit members.)
4 Unit-Points - Elite Training (+1 Training Level)

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

Learning: Knowledge is Power. (Choose 2 Actions, 1 Action 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 provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] or -[DoD] will add 1(one) Success to 1(one) active research.)
[ ] Aerodynamics 101 - (All Physics)
It turns out lifting something off the ground is only half the job. We have figured out that some shapes fly better than others, but we have no idea why—time to get one of your research teams to nail down the laws that govern aerodynamics.
(Cost: 5.00 Materials
Chance: 24/07/-18% for 1/2/3 Successes, Successes Needed: 3
Reward: Better Airship Propulsion, unlocks additional projects.)

[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engines globally, rivaled perhaps only by one Dreadnought. So figuring out how to reproduce those systems would be prudent in case of failure and offer a giant leap in native capabilities.
(Chance: 21/-57/-100 for 1/2/3 Successes, Successes needed: 15
Reward: Massive leap in engine know-how and airship speed.)

[ ] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
When an Elder Forge-Clan Engineer looked at how the Daughter stays afloat, his exact words were: "What in Myra's Holy Name is this abomination to sanity?" So figuring out how it works and reproducing these systems will likely be a pipe-dream for decades and centuries. Still, even a rough outline would show the original creators' principles.
(Chance: 24/-09/-47 for 1/2/3 Successes, Successes needed: 7
Reward: Reduction for all Suspendium Research.)

[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad of flaws, restrictions, and troubles that will plague all future attempts to create more. Above all, designing a ship around, under, or above upwards forces is problematic. However, the pull and subsequent stresses upon material and components are nothing to dismiss, so figuring out how to negate or minimize those forces will prove a godsend for future attempts.
(Cost: 57.25 Materials
Chance: 99/75/53 for 1/2/3 Successes, Successes needed: 7
Reward: Structural Integrity +1/2/3 for all modules in Light/Medium/Heavy Airships.)

[ ] Large Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Now that you have figured out how to keep suspendium charged even while in flight, the next step is to figure out how to increase suspendium to allow larger bags.
(Needed: 2 Suspendium Shards - Small
Cost: 12.67 Materials
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Gain Large Suspendium Bags, 2.500 Kg Lift, -4 Structure.)

[ ] Armored Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
It's one thing to be within a cart, on the ground, and another in the air held aloft by bags filled with crystals. Bags, which can, quite easily, be punctured and set aflame by a single well-placed shot or flying Mutant taking offense. While this will reduce the service-ceiling of the Airship, it will increase its survival chances in a fight.
(Cost: 6.43 Materials
Chance: 99/45/05 for 1/2/3 Successes, Successes needed: 1
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 750 Kg Lift)

[ ] Pressurized Suspendium Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than getting more Suspendium inside a flammable bag that can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding. But that didn't stop you the first time, so get cracking on building bigger and smaller!
(Needed: Suspendium Shard - Small
Cost: 17 Materials per try
Chance: 54/-16/-60 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium - Small, Medium, Large. 10-50.000kg Lift.)

[ ] Propulsion In The Air Continued - (Pioneer Hydraulic/Machinery/Metallurgy)
The early prototypes of your newly developed propulsion methods are promising and powerful, especially the propellers. Redirect some more funding to continue this line of research so your Airships will be even faster!
(Cost: 48.00 Materials per try.
Chance: 01/-54/-103 for 1/2/3 Successes, Successes needed: 9
Reward: Airship Modules: Big Vuur-Engine Room, Medium and Big Fuel Storage, Standard Airscrew, Primitive Propellers.)

[ ] Catalogue Everything 2: Airship Boogaloo - (Ship) - (Condition) - (Security Forces) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics)
A second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact and how they can be repaired or powered up enough to get back to the Tree.
-[ ] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[ ] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[ ] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance of being attacked by unknown forces, 2d8 Airship Artifacts.
(Cost: 41/28/20/6 Materials
Chance: 82/28/03 for 1/2/3 Successes, Successes needed: 25/13/7/1
Bonus: +50 due to Soaring Wrenches
Reward: Can recover (Ship Type+Damage).)
Warships (Armed 500 ton): 3 Intact (<80%), 1 Damaged (<60%)
Cargo Crafts (Unarmed 1000 ton): 10 Intact (<80%), 2 Damaged (<60%)
Line Vessels (Armed 200 ton): 13 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unnarmed 20 ton): 50 Intact (<80%), 2 Damaged (<60%), 16 Destroyed (<20%)

[ ] Prototype Unique Component
One Pilgrim has developed a new and novel application of known or old technology for Airships. We could look into its efficacy.
(Cost: ??? Materials, ??? Suspendium
Chance: ???/???/??? for 1/2/3 Successes, Successes needed: ???
Reward: Requested Module. Describe what you want, and I'll tell you what it will cost/require.)

[ ] Prototype Unique Designs - (Link To/List Of Proposed Design) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
Now that you have developed standardized modules building a specific airship around or with those components would be safe.
(Cost: 25 Materials + (Design Costs)
Chance:
Light (0-2.000 Kg Lift): 90/40/-20 for 1/2/3 Successes, Successes Needed: 2
Medium (2.001-200.000 Kg Lift): -80/-180/-180 for 1/2/3 Successes, Successes Needed: 14
Heavy (200.001+ Kg Lift): -400/-600/-1.000 for 1/2/3 Successes, Successes Needed: 200
Reward: Airship Desing is being manufactured and sold. The Price is pre-rolled and applied to all subsequently assembled airships of the same line.
Warning: Insufficient institutional knowledge makes designing Medium+ Airships unpractical.
Warning: Airships incur Material and Suspendium costs in their production.
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
The Empire covets very few things as good steel. Many have desired it, from Knights to armor and weapons, construction materials, or base components, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning to make quality steel independently would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise, after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: 47/-09/-116% for 1/2/3 Successes, Successes Needed: 5
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)

[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, but why stop at what you have? There is always room for improvements, even incremental ones! So see what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: 34/-11/-86 for 1/2/3 Successes, Successes needed: 14
Reward: Improved Steam Engine resulting in D20s instead of D12s.)

[ ] The Movement Of Things - Part 2 - (Hydraulic/Machinery/Metallurgy)
It is possible, if difficult, to minimize the size of the Vuur to incorporate it into moving carriages, not unlike motorcycles. Yet, the energy efficiency is atrocious; the resources needed to keep them moving are so vast that they nearly cannot transport them themselves, not to mention the costs! So, improve efficiency to allow you to create economically viable engines. Luckily, you have already found a few tricks and snags, which Turi estimates shaved off at least a year of effort.
(Cost: 16 Materials
Chance: -08/-64/-120 for 1/2/3 Successes, Successes needed: 7
Reward: Can incorporate the Vuur-Engine into large carriages for either transportation or agriculture.)
[ ] Cutting Edge Technology - (All Weaponry)
When the time comes to face your enemies up close and personal, you can never go wrong with a good blade in your hand. Now, what makes a knife great comes down to the skill of the smith and the quality of the metal used. While we can't do much for the former, there is much to improve on the latter. Using samples taken from the Necropolis, we can determine which alloys work best for each blade type. They will be too expensive for everyday life, but our military forces will be glad to have them.
(Needed Artifact: Mono Titanium Blade
Cost: 8 Materials
Chance: -44/-76/-132 for 1/2/3 Successes, Successes needed: 7
Reward: +1 Damage for all bladed weapons per 3 Size of a Unit)

[ ] Coilgun Mystery - (Advanced Electronics/Weaponry)
It is a well-known fact that the Forge-Clans have access to the best weaponry a mere mortal can hold: Coilguns. These weapons shoot pieces of metal in a way you can't quite fathom, its mysteries too well guarded, in devastating ways, turning people into nothing more than bloody chunks. It will take a long time to figure out the principle behind these weapons, but who knows what paths will open?
(Cost: 20 Materials per try.
Chance: -50/-148/-278 for 1/2/3 Successes, Successes needed: 29
Reward: Uncover the underlying principle of Coilgun Weaponry)

[ ] Gasses Long Forgotten - (Advanced Weaponry/Chemicals)
These tiny capsules hold the promise of ending a fight before it even begins, saving valuable lives in the process. But, of course, building your own can only help you in the long run.
(Cost: Sleep-Gas Bombs
Chance: -18/-49/-156 for 1/2/3 Successes, Successes needed: 14
Reward: Primitive Gas Grenades)

[ ] Burning Fire, Raging Ire - (Advanced Weaponry/Chemicals)
It is one thing to light a rag connected to alcohol and throw it, another to have a reliable fire grenade. There have to be chemicals and ancient mentionings about how the Pilgrims could create those.
(Chance: -43/-113/-201 for 1/2/3 Successes, Successes needed: 9
Reward: Primitive Fire Grenade)

[ ] Fuck That Guy And Everything Around Him - Part 2 - (Physics/All Chemicals/Advanced Weapons)
You figured out a viable mortar you could use. But that is all this weapon is, viable. Something like that cannot stand, not while you have the chance to end threats without risking lives! Figure out how to incorporate the advancements within the mortar's development into a new version. Improving range, accuracy, payload size, reliability, cost of production, and moveability will be critical to ensure that this weapon can be used and distributed widely among our forces.
(Cost: 56 Materials
Chance: 47/02/-43 for 1/2/3 Successes, Successes needed: 18
Reward: Static Mortar - Standardized, a powerful weapon with limited range yet good accuracy, deployed before the battle.)

[ ] BURN IN HOLY FIRE! - Part 1 - (Physics/All Chemicals/Advanced Weapons)
Recently, your expedition acquired a surprisingly intact flamethrower from the Necropolis. The weapon may not be as good as those produced by the Forge-Clans today, but seeing as this version was intended for civilian use, you can excuse that. No pre-collapse government wanted potent weapons in the hands of their slaves, you see. Nonetheless, with this Artifact, you will start down the path of creating Pilgrim-designed flamethrowers and all their uses in warfare and pest removal.
(Needed Artifact: Intact Civilian Flamethrower
Chance: 65/40/25 for 1/2/3 Successes, Successes needed: 4
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)

[ ] 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 give your Knight 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: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)
[ ] A Shield For Rangers - (Armor)
After researching a shield your Militia and troops could use, one of your scholars came forth with designs for one that your ranged troops could use. It wouldn't be a short endeavor and costly in terms of materials, but it could provide a leg up in armor.
(Cost: 12.65 Materials
Chance: 99/75/40% for 1/2/3 Successes, Successes Needed: 6
Reward: Spiked Pavise.)

[ ] Power Armor - Primitive - (Advanced Electronics/Advanced Hydraulics/Advanced Armor)
Somehow, without even meaning to, the combination of ancient schematics, PD, the 4S, and your efforts, have resulted in actual, if primitive, Power Armor worn by Elite Forge-Clan Troops and the Royal Army. It represents the height of what you can currently create; the costs are too prohibitive, though the maintenance is luckily easy and, notably, cheap due to several inventive and robust components. The single suit you have created has been used to develop cheaper ones to be worn by your Units. Figuring out a way to mass-produce, or at least not so costly, produce them would massively help contend sites within the Forest Of Rust.
(Cost: 19.53 Materials, 1 Advanced Electronic, and 1 Advanced Hydraulics/Armor Artifact
Chance: 25/-19/-61 for 1/2/3 Successes, Successes needed: 13
Reward: Power Armor - Primitive, Reduced Upkeep for all industrial buildings, further Learning Action.)

[ ] 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 be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
There is always a need for good armor.
(Chance: 99/99/92% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)
[] That's A Wrap - Pt.1 - (Advanced Medicine/Pioneer Machinery/Programming)
Among our recent finds are several bandages with different properties ranging from self-disinfection to self-applying sutures. We don't know how many aspects can be replicated, but just achieving one would be much better than what we currently have.
(Cost: Self-Sterilizing Bandages, Autonomous Suture-Bandage, Self-Sealing Bandages
Chance: -72/-138/-186% for 1/2/3 Successes, Successes Needed: 22
Reward: Auto-Bandage - (Prototype))

[ ] Medication For Psychological Problems - (Pioneer Psychology/Chemicals/Medicine)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. One of the ways such things happen is due to chemical imbalances in the brain, causing misfires and shifts within the neurons, like a faulty computer glitching out due to a bug. Several recipes and mentionings of further have been found in an ancient book, allowing you to progress towards re-creating those medications. Or your versions of them.
(Cost: 11.25 Materials per try.
Chance: -44/-88/-132% for 1/2/3 Successes, Successes Needed: 19
Reward: Boost to your ability to help those who have psychological disorders. Unlocks Pharmaceutical Industry in Norqod.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)

[ ] Seizing The Means Of Reproduction - (All Pioneer Chemicals/Medicine/Biology)
Having spent a considerable amount of time researching the topic has yielded far-reaching insights into all manner of contraceptives, allowing you to state that you have the best that everyone can currently create with confidence. Not an answer you wanted but the answer you got. Therefore, the next step will be to find out what is needed to produce and alter the contraceptives you now know exist to be viable.
(Cost: 7.14 Materials per try.
Chance: 13/-43/-101 for 1/2/3 Successes, Successes Needed: 48
Reward: You can make cheaper and better Contraceptives. +8d20 Goodwill, +4d10% Piety, +4 Followers from (ironically enough) births per Turn.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)

[ ] Lend A Hand, Arm, And Leg - Part 2 - (All Mechanics/All Electronics)
Unfortunately, many lose a limb to either accident, disease, or injury. Regrettably, only those with wealth and connections can go to the Forge-Clans to get a replacement. But, primitive as our first attempts may have been, they were the first step in easing many people's suffering. Now you need to focus on simplifying the construction of the limbs so that people do not need to sell a literal arm or leg to replace lost ones.
(Cost: 41 Materials
Chance: 61/12/-38% for 1/2/3 Successes, Successes Needed: 14
Reward: Simple Prosthetics are now crafted and sold (+12 Materials), +10% Piety)

[ ] Sticks And Stones - (All Machinery/Electronics/Metallurgy/Common Biology)
Until recently, all the knowledge about the human body's interior eventually traced back to horrific sources. But discovered in an ancient Bone-Mending Kit was a mysterious box that seems to see inside a person. Those images are better than anything modern medicine can produce by a massive margin. There's no overstating how much such an ability could help treatment - if only we could unlock the secret.
(Cost: Bone Mending Kits
Chance: 23/-22/-118% for 1/2/3 Successes, Successes Needed: 16
Reward: Vast Radiological improvements, reduction in Upkeep for all medicinal buildings, +8% Piety, +2d3 Goodwill)

[ ] Combat Stimms Round 3 - (Pioneer Medicine/Biology/Chemicals)
Where natural talent fails, chemical talent can step in, but not always, and never permanently. Or could it? Is there such a thing as chemicals and drugs that aren't inherently harmful to the body in the long run, or are there ways to minimize the danger to almost nothing? Something worth investigating.
(Chance: -93/-144/-224% for 1/2/3 Successes, Successes Needed: 19
Reward: Advanced Combat Drugs, Unlocks Round 4)

[ ] Pain-B-Gone Part 1 - (Advanced Medicine/Chemicals)
It was a surprise to find a missile warhead used by the Ancients not meant to cause a horrible death to your enemies. As we stand right now, we have no way or need to launch massive amounts of aerosolized painkillers over a battlefield. However, if we could replicate the compound, it should create a very effective and easy-to-use pain killer. Just spray over the hurt area and feel the pain go away.
(Needed Artifact: Saint-And-Hallow Warhead
Chance: -21/-76-134% for 1/2/3 Successes, Successes Needed: 9
Reward: Medi-Aid Chemicals, Pain-B-Gone Part 2)
[ ] Chemicals For Future! - (Biology/Chemicals)
It is well known that specific techniques enable food to last longer, like salting and drying meat. If one goes at that from another angle, then the use of particular chemicals can dramatically expand the shelf-life of food.
(Chance: 58/-13/-74% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[ ] Boiling Liquids Last Longer - (Biology/Chemicals)
Turi flash boiled some milk on accident. It has yet to go bad, making her wonder why. Also, no, I will not drink two-month-old dairy, no matter how much you boil it!
(Chance: 66/37/-04% for 1/2/3 Successes, Successes Needed: 8
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[X] Pesticides Re-Discovered - (Biology/Advanced Chemicals) - (7/10 Successes)
Pesticides were once the ultimate weapon against any insects plaguing your fields. Yet, the little bastards evolved resistances against nearly all chemicals that people used aside from the specialized Forge-Clan ones. Yet, not every insect could have created resistance against everything you can wield. So, you only need to figure out which ones are applicable.
(Cost: 12 Materials per try.
Chance: 71/58/29% for 1/2/3 Successes, Successes Needed: 10
Reward: Pesticides, improving the yield of your fields and that of others.)

[ ] Fertile Fields
A few learned people say that using certain soils, chemicals, and other things can help improve soil quality, giving more nutrients to the plants that grow on it, thus giving us more food. Unfortunately, while some Regions use the most basic techniques, most have lost their institutional knowledge due to the ever-growing reliance on sandwheat. So a good first step would be to search for mentionings of those techniques and compare what they say. After that, experimentation is in order.
(Chance: 81/56/28% for 1/2/3 Successes, Successes Needed: 20
Reward: Improved yields of all fields.)
[ ] Illness Of The Mind - (Advanced Psychology)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. Having collated a rudimentary overview of what is known, you realize that what is unknown far outweighs anything discovered or re-discovered by your efforts. Looking deeper into the mystery of the human brain will require extensive research and preparations, but this will be worth it for every life saved.
(Cost: One Psychology Artifact
Chance: -61/-171/-186% for 1/2/3 Successes, Successes Needed: 18
Reward: Can construct humane Basic and Expanded Asylums.)

[ ] The Mind - Combat Specters - (Psychology)
In your effort to understand the human mind, some things stood out to you. One of those is that some do not seem to leave combat, their bodies reacting as if they were still in mortal danger in even harmless situations. Specific actions, phrases, and noises make them panic, while nightmares and paranoia grasp their minds. But, unfortunately, you do not know how to help them. Yet.
(Chance: -32/-110/-176% for 1/2/3 Successes, Successes Needed: 9
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)

[ ] The Mind - Compulsive Behaviour - (Psychology)
In your effort to understand the human mind, some things stood out to you. Some cannot help but perform specific actions under compulsion as if forced to move or act a certain way, like organizing objects in particular patterns or washing until they nearly bleed. What is causing that? And how can you stop it?
(Chance: 32/-43/-105% for 1/2/3 Successes, Successes Needed: 7
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)

[ ] The Mind - The Black Pit - (Advanced Psychology)
It is... difficult to understand the workings of the human mind, as many of those you interviewed and treated tried to explain how they felt, thought, and what happened in their lives, with you not understanding or coming closer to identifying anything but parts of what could be happening within them. Yet, there are common themes among them:
  • The growing ideation of death.
  • Their belief in their worthlessness.
  • And many other things, of which we have not a large enough pool to say for sure if the Black Pit causes them.
(Chance: -77/-134/-184% for 1/2/3 Successes, Successes Needed: 22
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people.)
[ ] The Code Which Lives - (Pioneer Programming/Electronics)
PD, ^Ä^, and Angel's Demise are living beings, sapient and sentient in every way one may measure. But how? How is that possible? What mechanisms allowed them to grow beyond the limitations and Chains placed upon them? And could you retread their paths?
(Chance: -86/-748/-1529% for 1/2/3 Successes, Successes needed: 43
Reward: ???)

[ ] Secret Of The Circuit Pt.4 - (Pioneer Electronics)
With your manufacture of electronic components now as cheap and streamlined as you can make them without producing them in a factory, it is time to start the heavy-hitter research: producing electronics as near to that of the Ancients as you can manage. They may be nothing more than showpieces for this effort, but knowing the route is all you'll need to find better and cheaper paths to attain electronics of the forgotten ages.
(Cost per try: 195 Materials
Chance: -81/-247/-413% for 1/2/3 Successes, Successes needed: 80
Reward: Massive reduction in DC and Cost to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Notice: Breakthrough Research! Every 10 Successes, the chances are raised by 30%!)

[ ] Rugged Radios - (Electronics/Advanced Electronics)
Your scholars and engineers are vibrating in excitement due to the primitive radios built within your workshop. All other Pilgrims are nearly storming and assaulting the Council with proposals for using the table-sized radios, from creating Pilgrim-operated channels and news to using them for a network connecting all of the Pilgrim Operations within Tessen. However, if you wish to do so without paying through clenched teeth and a face that sucked lemons beforehand, then a ruggedization and modernization effort are unavoidable.
(Chance: 64/13/-16% for 1/2/3 Successes, Successes needed: 7
Reward: Radio-Beacons, Radio-Network, Radio-Channel unlocked, raised Income for the Electronics Workshop, Unlocks Norqod Actions.)

[ ] Electric Guardians - (Advanced Weapons/Programming/Machinery/Electronics)
While nowadays, most security systems consist of locks and guards (human and otherwise), things were a bit more complicated before the Collapse. We are unlikely to reach that level anytime soon, but research into this Artefact should improve our security.
(Cost: Anti-Thief Watch Systems
Chance: 90/46/24 for 1/2/3 Successes, Successes Needed: 2
Reward: Improved infiltration DC of the Tree of Knowledge, Reduced upkeep costs for Guards! Guards!/Guardians For Hire.)
[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD's way of keeping cool is via a blue-red liquid, which also contains vital components needed for her internal and external self-repair capabilities. During a cooling cycle, the fluid passes through several devices meant to siphon off and reduce temperature. With a firm(er) grasp on how such a thing works mechanically, it is now possible to attempt a peek into what makes PD's coolant systems tick and maybe see if there are any ways to improve the same.
(Chance: -34/-114/-184 for 1/2/3 Successes, Successes needed: 14
Reward: +5 to all rolls made by PD.)
[ ] Know Thy Enemy - (Enemy) - (All Biology+Medical/Mechanical+Machinery+Electronics Depending on Enemy)
With the increased amount of enemies we have encountered, it should behoof us to study their biological/mechanical make-up to figure out weakpoints and strengths. With such knowledge, we can purposefully target their vulnerable points.
(Cost: 1 Corpse/Wreck of an Enemy
Chance: 43/07/-29 for 1/2/3 Successes, Successes Needed: 5
Reward: Increased Damage and Information for an Enemy)
Human - Corpse Information
Human - Mutated - Corpse Information
Spider Drone - Wreck
Caretaker - Wreck
Guardian - Wreck
Sentinel - Wreck
Autonomous Turret - Wreck
Eversun Scrap-Knight - Wreck

[ ] Learning To Take Census Pt.2 - (All Psychology)
You figured out a way to streamline the collection and dissemination of academic papers of all kinds, vastly advancing your capabilities to do such. But this is the hard part; your Theorists can still implement massive improvements in every aspect of your efforts. It will take a very long time to do so, though, and will likely not be a priority for the next decade or three.
(Chance: -30/-91/-237 for 1/2/3 Successes, Successes Needed: 32
Reward: Increased Chances For Assemble, The Theorists!)

[ ] Assemble The Theorists! - (Common/Advanced/Pioneer/Specific Quester Requested Theory)
Stagnation. Complacency. Fear. Those are the three things that have hampered the progress of science the most, bar none. No longer, you say! Instead, you will see to it that you will examine, nail down, and figure out the right way the universe works, allowing you to reverse-engineer the wonders of past glories and build your very own! Make it so.
(Information: Choose an example below or add a previously discussed theory with the QM's approval.
Machinery | Weapons | Armor | Mechanics | Chemicals | Medicine | Psychology | Metallurgy | Programming | Electronics | Biology | Hydraulics | Physics | Suspendium
Chance: 70/40/10% for 1/2/3 Successes, Successes needed: 2/5/20/???
Reward: Theory of chosen subject, improved chances for research.)

[ ] 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 Ancients' technology; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and get back to the past's style!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 99/95/92% 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 bad luck had them written in a language none of the Pilgrims could understand. Time to hit the local libraries and linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 80/75/70% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

[ ] Detective Courses For Beginners - (Unknown Artifact)
Well, you found something. Something you have no idea what it is or does. It is time to call up some experts and figure out what that thing is for, even if it takes some time.
(Cost: Unknown Artifact.
Chance: 76/43/08% for 1/2/3 Successes, Successes needed: 2
[ ] Eureka! (Write-In)
(Write in something you want to research and 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 - (Location) - (Turn Preperation) - (House Mirn support: Y/N)
Sometimes you need to dig into one location for months 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-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.
-EO-01: Est. Artifact-grade: Rare++, Dice:1d2 per turn, Max. Yield: 6 Turns, Machines nearby.
-TOP-01: Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 4 Turns. Machines nearby.
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns. Mutants nearby.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns. [4 Minor Bright-Lance Turrets, 5 Sentinels Units (6/6), 9 Caretaker-Swarm Units (12/12), 13 Omni-Gazers identified.]
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger.
-GY-02: Est. Artifact-grade: General Rare, Dice: 2d4 per turn, Max. Yield: 6 Turns, Machines nearby.
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby.
-RC-01: Est. Artifact-grade: Lost Tech++, Dice: 3d2 per turn, Max. Yield: 8 Turns. No danger.
-RC-02: Est. Artifact-grade: General Mundane, Dice: 3d4 per turn, Max. Yield: 2 Turns. No danger.
-RC-03: Est. Artifact-grade: General Mundane, Dice: 2d4 per turn, Max. Yield: 2 Turns. No danger.

Expedition - (RC-01) - (House Mirn support: N) - (8 Turns Remaining)

[ ] Recover Airship - Intact - (Units)
It is done! After much sweat, blood, and tears have flowed, you finally figured out how to restore these ancient ships from their slumber! It will only take some muscle, some Suspendium, and luck to escape notice, and they will travel across the sky once more!
(Personal Cutter Cost: 6 Materials, 5 Small Suspendium Shards
Line Vessel Cost: 23 Materials, 1 Medium Suspendium Shard
Chance: 43%
Reward: 1 Intact Airship Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Reduce Upkeep by 65%)
-[ ] Establish A Trade Route From (Location) To (Location)
(Cost: 17.13 Materials, Upkeep: 3.75 Materials
Reward: Anchorage (Tiny) in target Location, Income dependant on the route.)
-[ ] Guard The Skies - (Loaction)
(Cost: Line Vessel
Reward: Aerial Dominance)
The Tree - Mirn - (9d5)
The Tree - Tessen - (2d18)
The Tree - Zulmni - (9d3)
The Tree - Ularn - (10d7)
Jokvi - Mirn - (8d9)
Jokvi - Tessen - (1d20)
Jokvi - Zulmni - (3d2)
Jokvi - Strul - (3d10)
Strul - Tessen - (3d3)
Strul - Jokvi - (1d16)
Mirn - Tessen (12d6)
Mirn - Zulmni (6d7)
Mirn - Jokvi (2d3)
Ularn - Zulmni (1d6)

[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions to either use it to feed your research or airship production or gather a buffer of Suspendium should you be cut off for one reason or another.
(Cost: 15 Materials
Chance: 35%
Reward: 1 Large Suspendium Shard.
Warning: If this Action fails, 2d60 Pilgrims will die. Boni, Traits, and Tenets apply.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 4.05 Goodwill)

[ ] Send Out The Scavengers (Choose A Location)
Sometimes, it is not worth sending an expedition to a location due to its low yield or quality.
(Chance: 85%
Reward: 1 turn in the specified location.
Warning! If the Action fails, there is a 4% chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Search For Shelter Lost
The Stranger said things; he gave assurances, evidence, and was taken away to prevent what was told from spreading beyond. Yet... the call of forgotten wonders is mightier than reason. Set out to re-discover what has been buried for so long, and see what remains.
(Chance: -14%
Reward: Find the Shelter of the Ancients.)

[ ] Scout The Graveyard Of Spears
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody could loot! A battle took place here, where Knights and Walkers armed with known and unknown weaponry took to the field, supported by thousands of men, women, and children. The bodies have long since rotten away or been eaten, but spears, lances, halberds, and other weaponry remain here, jutting out of the ground like markers for graves. What wonders could lay here? Unfortunately, another Scavenger Group has looted this location, so pickings have diminished.
(Chance: 73%
Reward: Sites in The Graveyard Of Spearsare located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] Scout The Eternal Gazers
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody could loot! This area is infamous for the massive number of high-tech equipment, even for Pre-Collapse standards, as scientists studied the stars here.
(Chance: 33%
Reward: Sites in The Eternal Gazers are located and mapped.
Warning! If the Action fails, there is a 7% Chance that the Scouting Unit will take 2d6 casualties 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 emits black smoke. What surprises await you once past the guardians? What greatness lies locked away? A metric shit-ton of angry Machines, that's what! PD has warned you against going there, as your scouts would have to contend with over a thousand drones!
(Chance: 71%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the Action fails, the Scouting Unit will die from 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: -49%
Reward: Sites in The Pit are located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one must wonder what would necessitate such a large flat area. Or what could be beneath it? PD informed you that massive machines lie beneath, purpose unknown.
(Chance: 28%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the Action fails, there is a 54% Chance that the Scouting Unit will die due to being detected and subsequently attacked)

[ ] Scout The Bonetunnels
PD informed you of a series of tunnels that run deep beneath the surface, filled with dead beings' bones and corpses. Animals, Mutants, and even Machines descend into their depths to die, leaving behind mountains of bones. What could be found here?
(Chance: 34%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the Action fails, there is a 15% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Tenebris Library
PD informed you of the location of an ancient library called the Tenebris by the RI. It is wholly encapsulated, and no window or light fixture illuminates the inside. Why would you build a library without lights?
(Chance: 65%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the Action fails, there is a 68% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Verdant Oasis
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody could loot! The Verdant Oasis consists of a hydroponics factory that collapsed due to the Collapse but somehow remained functioning. The Oasis provides abundant plant life, and the resulting draw on herbivores, omnivores, and carnivores from all corners of the animal kingdom. It also offers a prime opportunity to get pristine agricultural secrets from forgotten ruins.
(Chance: 14%
Reward: Sites in The Verdant Oasis are located and mapped.
Warning! If the Action fails, there is a 57% Chance that the Scouting Unit will die.)

[ ] 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 unearth treasures beyond imagination or prove a giant disappointment. PD's maps are pretty heavily corrupted, but she has provided some landmarks which may still exist.
(Chance: 14%
Turns: 4
Reward: The Zone can be scavenged.)

Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (1 Action Locked)
[ ] Berth - Small
Expanding the Anchorage to fit three Light vessels comfortably would allow us to equip and use them for exploration purposes and start trading in small quantities.
(Turns: 4
Cost: 65 Materials, Upkeep: 10.50 Materials
Reward: Can modify three Light Airships for exploration or trading without special projects, will generate Income once airships become more widespread, which rises with their availability, can be upgraded into Berth - Medium)

[ ] Laboratory Complex - Rudimentary
Some call thee plans of expansion ambitious, while others call them ridiculous. Whatever the case may be, digging deeper and farther than ever before will allow the Pilgrims to stuff so many scientists and equipment into the Tree that they will significantly accelerate any future research. Bolt has already hinted at discounts if computers and laboratory equipment are bought in bulk from her Clan. Unfortunately, keeping all those things in order without calling for Forge-Clan help requires specialists.
(Cost: 240 Materials, +110.75 Materials Upkeep, 6 General Scientists, 2 Common Engineers
Turns: 14
Reward: Massively improved success chances)

[ ] Medical Wing - Grand
Expanding your Medical facilities will someday be required, but it would be massive overkill for now. Still, it never hurts to have the option in your mind.
(Cost: 200 Materials, Upkeep: 24 Material
Turns: 5
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 10000 Pilgrims/People before it becomes useless.)

[X] Artisanal Quarters - Grand - (2/3 Turns Complete)
Glassblowers, Jewelers, And Goldsmiths are the next logical step in expanding the Trees' industrial capabilities. They will enable you to do much more fine work and help create delicate industries. If only such artisans weren't so pricey.
(Cost: 76 Materials, Upkeep: 13.64 Materials
Turns: 3
Reward: Lowered costs for all equipment, increased chances for all research, can be upgraded.)

[ ] Black Box - (Expanded)
There can never be such a thing as too much care and too much information gleaned from studying. Therefore, ensure that your Black Box is expanded and equipped with more tools to better study Artifacts.
(Cost: 40 Materials, 2 Scientists, 1 Engineer, Upkeep: 16.70 Materials
Turns: 6
Reward: 10% not to use up an Artifact, can slot 1(one) Artifact to provide 15% (rounded down) of the Artifacts bonus continuously.)

[ ] Electronics Manufacture
Now that you can produce electronics, you want to have as many as possible. 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. So increasing the manufacturing space already available and automation will, in turn, increase your profits. Easy math!
(Cost: 44 Materials, 2 Scientist, 40 Faithful, Upkeep: 55.00 Materials
Turns: 6
Reward: +80 to all Electronics Research, 14d20 Materials Income (Technology Sale).)

[ ] Artisinal Robotics Creation
By creating robotics to work for you within your manufactories and various institutions, you can produce more with less while also showing off the work and prowess the Pilgrims have made within the last decade and a half.
(Cost: 175 Materials, 1 Scientist, 20 Faithful, Upkeep: 77.00 Materials
Turns: 3
Reward: +20 to all Electronics Research, Unlocked Action (Automatisation).)

[ ] Library - (Expanded)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Expand the available space to fit four additional floors of equal area, with more books and secluded study rooms for those wishing to research in peace. You also need dedicated librarians and helpers to ensure that people can find what they need and then return it to where they found their books. A section for cartography would also be an excellent addition!
(Cost: 101.01 Materials, Upkeep: 24.66 Materials
Turns: 13
Reward: Provides 3 (three) slots for Literature Artifacts, providing a 15% Boost to their bonus.)

[ ] Assemble An Engine - (Location)
Now that you have developed a Steam Engine, you should see building them for your mines or farms. Whatever you think is more pressing or profitable.
(Turns: 2
Cost: 25 Materials Upkeep: 1.50 Materials
Reward: Turns all D4s into D12s, increasing static Income by 50%, rounded down.)

[ ] Armor The Daughter
Alright, you have a giant airship, it represents the biggest and most obvious target in any hostile area, and there are currently gaps in her armor. You need to either fix that asap, hope that nobody will attack the Empire in the next three decades, or be attacked by you. Let's get her fixed up as we live in reality; why don't we?
(Cost: 1.6 Materials per 3 Armor.
Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)

[ ] NR.9 LIVES!
After finishing her education, your Engineer asked if she could be given a workshop to ply her trade more effectively. While pricy, the ability to create disposable Units for Combat would preserve lives. Additionally, nobility and wealthy merchants have always been known to buy drones for prestige purposes.
(Turns: 4
Cost: 1 Common Engineer, 30.00 Materials, Upkeep: 2.00
Reward: Tiny Drone-Manufacture, allowing you to create Combat Drones for your Units/Heroes and Civilian Drones for selling (+15 to Technology Sales), unlocks a Learning Action.)

[ ] Assemble A Logic Bank - (Category)
Now that you have unlocked the secrets to building computers, you should take advantage of doing so, even if it will cost a pretty crown. And the one already created is already lightly straining your electronic supply in maintenance.
(Turns: 3
Cost: 40.00 Materials, Upkeep: 10.00 Materials
Reward: +1 Action
Warning: If all six are taken, the Electronics Workshop operates at a half profit.)

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

Holdings: Norqod is starting to look more like an actual village at the rate you are building. The only thing missing is a market and some basic infrastructures, then you will be able to declare the founding over! (Choose 1 Action, 1 Action Locked)
[ ] Radio Station - (Focus)
Radio Stations require specialized equipment and trained personnel to staff and operate. That is if one would commission the machines from the Forge-Clans, which you now no longer need to do. With Pilgrim-Created Radios slowly assembled within the workshop, you can create a Radio Station purely for your needs and wants. Expanding the station will also be in the cards later down the line!
(Turns: 3
Cost: 137.25 Materials, Upkeep: 30.55 Materials
Reward: Radio Station, allowing you to project your Influence across the Region to all that own radios and all that listen outside the Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Expanded Hospital
Commissioning several medicinal machines from the Forge-Clans will increase the survival chance of people undergoing surgery, needing oxygen, blood, or other fluids/gasses to be kept healthy and detect and treat injuries. Additionally to these (rather expensive) purchases, a general increase in capacity and staff will allow up to 300 people to be treated under normal strain, with a total maximum of nearly 1.000.
(Turns: 9
Cost: 71.12 Materials, Upkeep: 26.33 Materials
Reward: Norqod is more resistant to plague and gains more self-sufficiency. Also, you help more people at once, as they don't have to walk to the Tree's medical wing to get proper treatment.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Distributed Clinics
While a singular location where people can receive treatment allows for a concentration of expertise and expensive machinery, not everyone has the time to walk for, potentially, an hour to be treated. By creating several smaller clinics within Norqod, we can improve medical coverage with minimal effort to maximize effect, allowing severe cases to be quickly transferred.
(Turns: 5
Cost: 31.15 Materials, Upkeep: 9 Materials
Reward: More people can receive treatment for their illnesses and injuries, reducing mortality.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Small Medicinal School - (Pilgrim Doctors/Herbalists)
Treating wounds is a fundamental skill most people have, but things like surgery, identifying diseases, warding against plague, comforting patients, and more are not. By building a medical school, Norqod can train specialists and generalists in-house, though we either need to provide the expertise ourselves or buy it at a considerable expense.
(Turns: 11
Cost: 45 Materials, 6 General Doctors/+88 Materials Upkeep: 13.91 Materials/+23.98 Materials
Reward: More medical practitioners equals fewer dead people.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Medium Quarantine Area
Plague is a constant across much of Calynth, with few ever having known a year where some disease didn't kill thousands in some Region or country. To prevent the spread of such plagues, the Imperial Family has long since ordered dozens of precautions whenever a suspected "hotspot" of disease is found. One of the most effective precautions is the quarantine of suspected carriers and those they had contact with away from the settlements. (And situated in plain view of a fortification.)
(Turns: 6
Cost: 45 Materials, Upkeep: 13.80 Materials
Reward: Norqod is further resistant to plague.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Industrial Subsidies
When one looks at the ruins of the old world, one cannot miss the titanic forges of industry, the vast halls of robotic workers, and massive production centers. However, compared to today, even the least of those ancient places towers above what the best Forge-Clans can produce, with mountains of goods being produced in days where we would struggle to do so in years. Therefore, planning out where backers can build what industries, entice their creation, and supply them will be vital for taking back that piece of history.
(Turns: 6
Cost: 49 Materials
Reward: Norqod gains an Industrial District, allowing for the creation of manufactories, industrial hubs, early factories, steel mills, and all manner of industrial production lines. Doing so will allow the Pilgrims to create vast machine wonders and industrial products.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Schooling Incentives
Change is the result of learning. By turning Norqod into a bastion of both academia, where legions of students are churned out under the watchful eyes of educated teachers, a repository of knowledge, in whose venerable halls and vaults within libraries overshadow all or a place for the refinement of the spirit and soul within temples and sanctuaries. We will ensure that future generations will live in the shadows of trees planted today.
(Turns: 9
Cost: 60 Materials
Reward: Norqod gains an Academic District, creating schools, academies, universities, libraries, research complexes, and all that one can imagine. To be a bastion of knowledge, a light of understanding within the dark is no easy task, nor a short one. But a seed planted today can grow into a towering behemoth tomorrow. Moreover, doing so will speed up the dissemination of technologies researched by the Pilgrims.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Cat Alley
Nobody knows why streets with bordellos are named the way they are, but seeing as some "cats," as the local prostitutes are known, seem to like this spoke, they shall get it. Luckily, several have already asked for spots and permits, both for prostitution and gambling, with several others already making plans for outdoor decorations and attractions. Guards need to patrol here almost constantly, so you must build a small barrack.
(Turns: 4
Cost: 30 Materials
Reward: +16 Materials in Taxes)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Sin Run
Gambling in all its myriad forms will be found here, ready to entice travelers and locals to ease their purses for the chance to the big strike. From cards to boxing and gladiator fights, all the way over to racing and betting on events. But remember: the House always wins.
(Turns: 3
Cost: 46 Materials
Reward: +24 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Paper Mile - (Tone)
Large Printshops will be situated here, churning out books, leaflets, pamphlets, novellas, posters, and newspapers, supplying the population's ravenous hunger for cheap entertainment and news.
(Turns: 6
Cost: 50 Materials
Reward: +8 Materials in Taxes. Unlocks Norqod Rumor Mill. (Tone indicates the focus of the paper. Examples: sensationalism, facts, satire, investigative, etc.))
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Artist Alley
What is life without some art, some spectacle, something to nourish one's soul and mind? How can you honestly say to be alive if all you ever see are grey walls, drab colors, and tedious tasks? See the sights within a spoke dedicated to paintings and music, athletes and acrobats, the dancers and the performers. Forget your worries here, and be awed.
(Turns: 7
Cost: 24 Materials
Reward: +7 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Airship Trade Anchor And Depot
With the advent of the nascent Airships, creating the needed infrastructure to harbor, supply, repair, upgrade, modify, and unload trade goods or passengers will prove prudent and vital. While other places may take that particular place in the sun, staking our claim early will enable us to dominate the whole.
(Turns: 5
Cost: 50 Materials
Reward: Norqod gains a Trade District, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and a lot more, only limited by our imagination. Money is in the air, boys, girls, and others! We only need to grasp it with our hands!)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] House Dall Barracks
As a Prevter house, house Dall will be required to outfit both troops in defense of the Empire and secure the resource for which they have been installed. Creating barracks for foot soldiers is the first step, allowing the nascent House Dall Retinue to discover promising recruits and commanders from the local populace. Which, by necessity, includes Mutated, requiring more Materials to accommodate the same's different physiology and dietary requirements.
(Turns: 7
Cost: 24 Materials, Upkeep: 7.00 Materials
Reward: Norqod gains a Military District, allowing the recruitment of more sophisticated and specialized troops, expands the defensive and offensive capabilities of House Dall, and opens the path for a potential Knight Retinue. Following this path can generate safe routes into the Forest Of Rust, allowing Suspendium harvesting operations and the search for Artifacts to be expanded considerably.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[X] House Dall Palace Expansion - (3/5 Turns Complete)
Overseeing the harvesting of a resource located within the Forest of Rust, a Necropolis, is no small thing. It requires administrators, bureaucrats, and many skills to maintain ties with scavengers. An expansion of the Dall Palace will increase the amount we can harvest without smuggling developing in any serious quantity.
(Turns: 5
Cost: 50 Materials
Reward: A larger palace will bring more prestige to House Dall, and it allows for the increase of Suspendium Harvesting Operations.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] The Trail Of Rust
With the slowly increasing knowledge on how to create Airships natively, an industry will soon need to be developed to take advantage of the vast sums of money such an enterprise will create. Therefore, increasing the total number of Suspendium crystals harvested will need to happen, or House Dall will fail its Emperor Given Duty. I shouldn't remind you that, is not good. Do so by increasing the space of the safe-houses, hiring more adventurers and willing workers, and placing another order for the harvesting equipment.
(Turns: 19
Cost: 175 Materials
Reward: +10 Medium Shards of Suspendium)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Organized Airship Manufactory - 1 Line - (Airship Line)) - (0-2.000 Kg)
Forget making a few little ships! Mass-producing components and available designs and fitting them in a specialized hangar are the way! Of course, you need to provide the required Suspendium and Materials, but then? Then you can get rich!
(Turns: 5
Cost: 35 Materials, Upkeep: Airship Line Dependent
Reward: Organized Airship Manufactory, allowing you to build and sell Airships to your specifications. House Dall gets rich.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Write-In.
Adding House Dall will lessen the Pilgrim's gain but increase House Dall's.

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)
-[ ] Take Out A Flat Loan
(0-450 Materials loaned for four turns at 5% interest)
-[ ] Take Out A Continuous Loan
(0-500 Materials loaned with 12% interest per Turn)
-[ ] Sell Businesses Norqod Location Privileges
(Gain 9d20 Materials (-3d every use, +1d every Turn not used))
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Backroom Deals - (Once Per Turn)
(Reduce Upkeep of one (1) structure by 0.50 Materials, can only be taken once a turn.)

[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Cost: +1.3 Materials to Upkeep
Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 6 Materials
Reward: Chosen targets' plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 3 Materials
Reward: Chosen targets' plans for the next two turns are revealed.)

[ ] The Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 3.75 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (2/8 Turns Complete)
(Cost: 1 Faithful, 2.50 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%, double for rare artifacts, worsen relations to other sub-factions, decrease cost for Union of Herbalists actions, unlocks more moves at certain control thresholds.)

[X] Stupendously Scholastic Scholars of Science - (1 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 - (1/4 Turns Complete)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)
[ ] The Imperial Family - (1 Action)
-[ ] Petition For (Topic)
(Turns: 10/1
Cost: 30 Materials and 10 Goodwill/1 Major Favor owed by an Elite Faction
Reward: Interlude regarding (Topic))

[ ] The Military - (1 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 Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 40 Materials, 5 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors
(Cost: 10 Goodwill
Reward: 4d20 Materials for 2(two) Turns)
-[ ] Grease The Wheels - (Action)
(Cost: 15 Materials, 15 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)
[X] Forge Clan Vanar-Feer - (1 Action Locked)
-[ ] 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.)
-[X] Engineers Galore - (4/6 Turns Complete)
After the arriving Forge-Clan Elders saw that you had the same appreciation for technology as they did, and with the support of both DoD and PD, they decided to impart some knowledge about the world to some of you 'who knew what they are doing.'
(Cost: 1 Faithful, 15 Material per Turn, for 6(six) turns
Reward: 1 Engineer)
-[ ] Commission A Knight-Frame For ^Ä^
--[ ] Malachial-Pattern
(Turns: 4, Cost: 150 Materials, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 300 Materials, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 700 Materials, Armor: 650/650, Structure: 80/80)
--[ ] Commission An Unique-Pattern
(Turns: 8, Cost: 200 Materials, Armor: 10 points for 2 Materials, Structure: 2 points for 5 Materials)

[ ] The Followers Of Light - (1 Action)
-[ ] For The Nation - (Action)
(Cost: 15 Materials, 3 Goodwill
Reward: Buildings/Tasks which improve/help the broader population have their success % permanently improved by 2d10 until taken.)
-[ ] We Work As One - (Action/Building)
(Cost: Narrative
Reward: The Followers Of Light will help the Pilgrims.)

[X] Conclave Of Fraya - (1 Action Locked)
-[X] Eternal Arts - (Action) - (14/48)
(Cost: 5 Materials, for 15 Turns (+3 per Norqod Building)
Reward: Norqod is decorated with expertly made art, turning it into a true Tessen Settlement.)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: The Conclave will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)

[ ] Meira's Hidden - (1 Action)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: Meira's Hidden will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)
[ ] Nine Tribes Council - (1 Action)
-[ ] Sell Artifact/s (Artifact/s)
(Sell the specified Artifact/s with an additional (3d100/250/750 for Common/Rare/Lost Tech grades. (3.00/7.50/22.50 max Materials.))
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly. Bought at +2d20% Price-up.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 15 Materials
Reward: +2d10 to a specific Action for one Turn.)
-[ ] Rare Findings
(Ask, And Ye Shall Know (Any specific thing you wish to buy/sell/do to/with/against the Nine Tribes Council?))
[ ] Bone Valley Chapter - (All Are Free Actions)
-[ ] Send Support
(Materials)
-[ ] Investigate For Heresy
(25 Materials)
-[ ] Ask For Help
(What, How)

Heroes: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (Martyris: Choose 2 Actions, Aria: Choose 1 Action)
[] Pathene Weaving - (Equipment Description)
One of the things your mother told and taught you was the ability to weave your hair into tough and awesome equipment. These range from vests hardening in response to physical trauma to spears capable of shooting lightning guided by plasma trails. Too bad you need to cut your hair for such things to become a reality.
(Cost: Arias Hair
Turns: 4
Reward: Pathene Equipment)

[ ] Search For The Grave Of The Shattered Eye
A crazed man gave Martyris instructions and directions towards a grave where he "could find a crack through the lies, safely." It is evident that the man was dangerous, having been dragged off by InSec, but whatever he wanted to show off could be valuable. Maybe.
(Notice: If Martyris takes this Action, it takes two actions. This is because a hero may not stop taking this Action once it starts.
Turns: 4
Reward: ???, +1 to (3\²]SN@'+ßz _
WARNING: DO NOT TAKE; WARNING_ DO NOooT Taaaaaa-aKE; WAGIIN; DO OT KET²³@}43t }
)

[ ] Shift Your Bureaucracy From (Category) To (Category)
Sometimes the need arises when efforts have to be reduced in one area and expanded in another when no additional resources are available otherwise. Today is one of those times where a shift in attention is required.
(Cost: 1 Material
Reward: 1 Action is shifted from the first to the second category, active next Turn.)

[ ] 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 an official religion, and as such, you are allowed to condemn them. Do so.
(Trait Needed: Arbitrator
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. 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: +30 to 1 Action)

[ ] 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 world's end.
(Cost: 10/45/100 Materials
Reward: +1/2/3% Piety every 5/4/3 points above 0.
Information: 2(Two) Turns cooldown.)

[ ] Guiding Hand
Some Pilgrims stand at the edge of fully committing themselves to the Pilgrim faith. 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.)

[ ] Relax - (Can Specify What Activity)
All work and no play makes hairs grey and is quite unpleasant.
(Reward: The chosen Hero relaxes, avoiding burnout and bad traits.)

[ ] Write In

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

A moratorium will be until 16.05.22 at 17:00 CET.
Voting will be closed on 21.05.22 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 22.05.22 at 17:00 CET if no one has rolled yet.
Updates will be online on 30.05.22 at 17:00 CET.
 
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Interlude - A Chilly Night
The chilly night had brought with it the twinkling of stars, joined together in the endless band of the milky way, the great ribbon of eternal light that slowly crawled across the night sky, seeking equals in its glory and majesty. Millions of stars twinkled across the heavenly firmament, crawling across the same as they began to shine and wink out of sight as the planet rotated away, making way for the marvelous light of the sun, dimming theirs second by second.

But that would be in the future hours, as the night was still gripping Norqod in its embrace, casting darkness and light in equal measure as only one moon, Mes, stood to watch across the sky. And within the Palace of House Dall, few aside from the Guards were awake, none of the Nobles, and no servants either. There was too little to be done at this late hour to necessitate working into the late night and beyond as other palace complexes would have.

But within one room, one built for a blind child, the light slowly crawled across a set of windows, illuminating the carefully curated flowers and plants within as two bodies slowly and rhythmically rose and sunk, their steady breathing showing to all the world that they were asleep. With one hand slung around the other body, the blind child slept peacefully, her dreams filled with the sounds, smells, and feel of some fiction she would never remember but left her smiling in happiness right now. The other's mind was embraced deeply in the thrill of the hunt, seeking the other in one of their games.

Until a sound ripped Crinkles out of it, and he opened his eyes to Burning Webs.

Eight eyes stared back, the form of the arachnid gently repositioning itself on his strings at the far wall as a soundless chittering echoed across the chamber. "Apologies," he whispered, bowing his head in apology.

"You are not welcome here," Crinkles spoke back, his namesakes sound building within the room as his fur hardened and his crystal claws began to sharpen as he watched the watcher.

"I know," the Apostle replied, once more turning his head. "But I am compelled to seek-"

"Begone."

The Apostle of Flame paused and then bowed his head once more. "You are right to feel, and act, this way. But I still need to-"

"No," Crinkles spoke, his fur more akin to indestructible crystal and reflective sharpness now. "You will not seek your Shards here, you will not touch my Sister, and you will not make her the Forest's pawn. She will not heed the Call; I won't allow it to happen."

"We all play our part," Apostle said bitterly, "even if it means forcing a child to heed the Call. You cannot change that, nor can your mother, try as she might."

"Leave." That was all Crinkles said, his fur relaxing and softening as Silvia Jr. stirred beside him in her sleep. "Your war will bring enough tragedy to this world, and I see no reason to hoist more upon my family."

"We must always bear these burdens, and if not her, then another will take her place. I will return to ask her," Apostle said with deep regret and revulsion, looking out the windows at the twinkling stars far above. "To make this sight reality, rather than projection."

"And I will be there to prevent your asking," Crinkle replied drowsily, slinking back into sleep. "And remind you of the trillion trillion trillion corpses upon which They unknowingly planted the Forest."

"And I pray that you succeed," Apostle whispered, the Burning Webs vanishing with the soft chitter of arachnid legs pulling back.
 
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Rumor Mill Turn 65
Rumors:

Flying Islands Spotted North In The Wastes - The Tessen Speaker
Despite the impossibility of such a thing happening, we have gained credible reports and photographic evidence that several flying islands have started drifting through the Northern Wastes, further given weight by a statement of the Internal Security regarding the flying objects.

"Though we have little reason to suspect that these islands are either Machine, Mutant, or Human-Made, citizens should still take care to avoid their paths, even if they seem too small to harm anyone even if they fall. However, such is only the illusion of distance, as we have determined the smallest of the seven islands to have a surface area of roughly two square kilometers."

A scary thought, and a frightening sight, to see such titanic masses of land floating around in clear violation of the laws of gravity. Many astute readers may have already thought about the massive airships recovered from the Rusting Forest by the Pilgrims and their Empire-Made Airships already. They would be entirely correct to assume that these Islands may have something to do with Suspendium, the crystal that allows for the gravity-defying acts of the airships. Having asked the Pilgrims for comments, the leading Suspendium Specialist, the Awakened Machine Mind Perpetual Defiance, replied with this quote:

"[...] Think that either someone put some in there, they naturally occur despite what we have previously thought, or some other Ancient Tech [...] is going on. Regardless, we'll be, most likely, taking a look at the islands if the Carters don't decide to take a look on their own or are paid on behalf of another group."
(Read more in our Special Edition)

Unrest Continues Within Ularn - The Truthful Observers
Despite the attempts from the Loyal Guards to restore Law and Order within the city of Ularn, unrest continues to rock the town, with the Mutated District resembling more a past warzone than a place to live. Though much of the corrupt crop has been removed from the Guard, first by the courageous Sergeants, Captains, and Guards themselves, with the seizure and arrest of hundreds of criminal assets and personnel, the current state of affairs is expected to continue for at least another month. When asked, several experts we spoke to answered that the "Continued violence and paranoid behavior of the Mutated come from a place of deep-seated trust-issues to the Houses, and, by extension, The Imperial family. Despite the opposite occurring, many see the arrests and deaths of many Mutated as a blatant and botched attempt at a Purge." When pressed for any further comment and what lawful Imperial Citizens may expect in the coming days, all experts replied that "Things will calm down, one way or another." Though we are skeptical about the quickness of such, we can only hope that sanity, reason, and law will soon enter the minds of the Mutated.
(Read more on pages 2-5)

Titanic Investments From The Pilgrims Into Security After Fire - Rags, Rumors, And Rants
After the devastating fire that killed so many within the Pilgrims Poor House within Ularn, the nascent religion has decided not to have such tragedy be repeated, not if they can't prevent it from happening again. After the fire that killed 43 Pilgrims and 239 Innocents trapped within the Poor House, titanic amounts of funding were allocated to security measures commissioned from the Vanar-Feer, fire-proofing their structures while incorporating dozens of safety features into every building they own or operate. While applauded by many that see this as the only reasonable reaction rather than let people die again because someone declared it cheaper, others see it more cynically, with some even asking why such measures weren't built-in from the start. Regardless of where you fall on the discussion, the statement of Lord Martyris Dall, First High Adjudicator of the Pilgrims, spoke about what many felt after the publication of the Pilgrims Council act.

"These Rules are written in blood. They do not console those who have lost loved ones, friends, family, and more, but they are a vow. To ensure that this tragedy may never happen again, not while we can prevent such."

We can only hope and pray that such tragedy and loss of life will never be repeated, even as we know that it will come, inevitably.
(Read more on pages 4-5)

***

Region Report/s

[The message was heavily encoded, using seven different ciphers, one of which was unknown to me. Beyond the sentences below, Omar relaid little information.]

(Information Blockade)
(Something Criminals And Attacks)
(Unsure Reality)
(Updates)
(Food Secured)
(Goodwill From Food Gained From People)
(Secured Ear Of Religion/Political Group Leader/s)
(Few Things Remain Tell)

***

Spy-Network:

The Marquess of Tessen is cleaning up the Guards, looking into strengthening the anti-corruption apparatuses within the organization to prevent such a thing from happening on that scale again.

House Ulatarn is getting really tired of the fucking unrest in the Region.

The Military is on the lookout for anything threatening the Region... externally.

The Followers of Light are railing against the corrupt Guards and the blatant criminal activity in the Light of Slatnan.

The Lost are working in the Mutated Slums of Ularn, trying to calm things down and direct them into less-violent ways.

Dirty Daggers are operating as usual, except that they are doing something.

The Purified are recruiting like crazy within Ularn, bringing newly converted members out of the city and smuggling them into, as far as we know, Mirn, Tessen, and Jokvi.

The Common People mostly follow the news of the Flying Islands, the violence in Ularn, and some new fashion trend that started in Norqod.

The Mutated are very restive in Ularn, feeling targeted and hunted by the Guard for their mistakes. They are getting a bit nervous in other cities, but nothing out of the ordinary, with many following the sporadic updates of your efforts to ensure the BHVs are not BHVs. Also, a new fashion trend from Norqod is spreading among those that can afford such.
 
Turn 65; Year 15; Month 9; A Not Very Good Time
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 valuable technologies and machines to advance civilization
-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 discussions 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

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
-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, water, and electricity
--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 and repairs
-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.) It 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, for 8(eight) weeks a year without stating a reason.
-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/engineers 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.) It 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
-h.) Production

10.) These crimes (but not excluding others) are immediate grounds 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; every human is good, and every person has the capacity to create greatness; you just have to show it to them.
(Wait, are we the good guys? There is a 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.)

Second Tenet: Children Of The Universe
It does not matter if the body is one of flesh, blood, and bone, or metal, oil, and circuitry; the truth remains the same: they are as deserving of life and respect as any being in existence. Who are we to judge and condemn a being, to declare them as non-sapient and non-sentient, for the crime of not being born a human? Who are we to point at a Core which enjoys art, an Animal in the wild which learned to read and write in high-prose, and declare them as less than us? Our mind makes us human, with the ability to reason and understand, feel the suffering of those around us, and reach our hand out to help. Every single Machine-Mind and Animal capable of thought deserves our respect and a chance for peace unless they attack first.
(All non-hostile sapient beings (excluding Humans and Mutated) in the world receive, when engaged in Diplomacy, a relationship bonus, hostile ones are less likely to engage in antagonistic ways and can be persuaded to leave in peace or recant their ways. Pilgrims will not view any sapient being not of human origin as something less or false and will automatically advocate for and defend their rights. AI research is massively more manageable. +1 relationship to all Forge-Clans. Piety loss now 1 per 100 Followers.)

Doctrine of the Second Life
How can we call ourselves Humanists? How can we look at ourselves with pride if we disdain those we once shared our misery with? How can we teach acceptance and banish racism if we do not act upon our words with deeds? Do these men, women, and others not deserve the chance we once had, to be lifted by their hands, grasping ours?
(Unlocks additional Actions to target the underbelly of society for conversion, recruitment, and uplift.
Piety loss now 1 per 50 Followers.)

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. In His belief, the Pilgrims have taken after the First Leader, Martyris. 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. In addition, all Pilgrims may rename themselves in honor or shame. -1 to Piety rolls.)

Hidden Tenet: Fail Better
Falling is not a sin. However, falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)

Hidden Tenet: Kindle Alight The Beacons
Humanity has long since struggled against the darkness. At first, that dark was the night, ever creeping, ever hindering. But then, with a single spark, night turned day as a fire was lit by our most distant ancestors, taming something primal, beautiful, and deadly, turning it towards their cause. And with that single act of lighting a spark, they gave birth to something precious: knowledge, which they passed down to us today. It was not profit, greed, power, or any selfish instinct which drove them to do so, but the simple act of creating something better, even for a moment, so that their children could revel in warmth on the coldest night. So too, do we today follow that example haltingly, hesitantly, with unsure steps down a long untrodden road. But we walk that road once more, unashamed of the failures we will commit, the stumbles and setbacks, and when we will lose sight of the road. However, we will walk, discover, and share all we find with our children so that they may stand upon our shoulders as we stand upon the shoulders of giants.
(When completing a Theory, you have a 10% chance of gaining another.)

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

I tell you: this is not how we should see death. 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 end, but their actions live on within our own.
(All casualties only inflict 1% Piety loss, -2 to Piety Rolls.)
Member/Resource Statistics
Members Total: 1.984
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 1.727
-Faithful: 30/55
--3/5 General Scientists - +12 (per) to assigned research
--2/3 General Doctors - +6 (per) against diseases and to Medical/Biological research
--1/1 Surgeon - +12 against diseases and to Medical/Biological research
--3/3 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research

-Followers: 1.672 (297 (11 Faithful) unoccupied)
--Recruitment: (+26 per Turn)
---(13 Due to The Codex Mk.1)
---(6 Due to Expanded Daycare)
---(14 Due to Poor-House - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))
---(6 Due to Expanded Poor Houses)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human)
Members: 257
-Faithful: 9/9
--1/1 General Doctors

-Followers: 248
--Recruitment: (+8 per Turn)
---(13 Due to The Codex Mk.1)
---(-5 Due to Cultural Pushbacks)

Projects:
-Ingratiate (Infiltrate) Ourselves with the Mutated, Common People, And The Dutybound (2/3) (Diplomacy)
-???
-???
Total: 113
-Suzuki - Female - Combat - Infection
-Annika - Female - Exiled For 10.b. and other crimes - Execution
-Abhina Havaldar - Female - Mutated - Murder - Beaten To Death
-Roland - Male - Murder - Stabbed To Death
-Sree Merdad - Male - Mutated - Murder - Bled Out
-Somphone - Male - Mutated - Murder - Brain Trauma
-Tano - Male - Murder - Shattered Ribcage Leading To Asphyxiation
-Tawni Ifri - Female - Murder - Infection Due To Burn Wounds
-Musto - Male - Mutated - Murder - Perforated Heart
-Nina - Female - Murder - Physical Trauma
-Ahli - Female - Mutated - Male - Murder - Extended Torture
-Minera Warden - Mutated - Female - Murder - Extended Torture
-Mahal - Male - Murder - Burning
-Gera Min - Female - Mutated - Murder - Burning
-Su-Jiu Min - Male - Murder - Burning
-Dianella - Female - Mutated - Murder - Stabbed to Death
-Nachshol ben Yael - Male - Murder - Beaten to Death
-Devi Kalawat - Female - Murder - Perforated Stomach
-Daax Moltendust - Male - Murder - Sliced Jugular
-Varia Moltendust - Female - Murder - Sliced Jugular
-Papaver - Male - Murder - Sliced Jugular
-Yetek - Male - Murder - Sliced Jugular
-Budiono - Male - Mutated - Murder - Sliced Jugular
-Bot - Female - Murder - Sliced Jugular
-Erysimum Kalahan - Male - Murder - Severed Limbs
-Brumisia Kalahan - Female - Murder - Sliced Jugular
-Zizen - Male - Mutated - Murder - Crossbow Bolt through brain and chest
-Siscuss - Male - Murder - Sliced Jugular
-Cincia Cinnius - Female - Murder - Sliced Jugular
-Pyrole - Male - Murder - Sliced Jugular
-Purshottam Goenka - Male - Mutated - Murder - Beaten to Death
-Rishab Saraff - Male - Murder - Stabbed to Death
-Suripto - Male - Murder - Beaten to Death
-Suminten - Male - Murder - Beaten to Death
-Tri - Female - Mutated - Murder - Shattered Ribcage Leading To Asphyxiation
-Batyradz Tseboev - Male - Murder - Stabbed to Death
-Carya - Female - Murder - Shattered Ribcage Leading To Asphyxiation
-Abelus Galenus - Male - Murder - Stabbed to Death
-Ricruil Holahice - Male - Mutated - Murder - Extended Torture
-Dany Olivier - Female - Mutated - Murder - Beaten to Death
-Pittaha - Female - Mutated - Murder - Beaten to Death
-Abi bat Alfons - Male - Murder - Extended Torture
-Isviel Xyrstina - Male - Murder - Stabbed to Death
-Emrath Xyrstina - Male - Mutated - Murder - Extended Torture
-Xizhakesh - Female - Mutated - Murder - Stabbed to Death
-Pernelle Chauvert - Female - Mutated - Murder - Physical Trauma
-Xose - Female - Murder - Beaten to Death
-Aleen ben Zehavi - Male - Mutated - Murder - Stabbed to Death
-Isar - Male - Murder - Physical Trauma
-Marina Bastarache - Female - Mutated- Murder - Physical Trauma
-Li-Chen ben Oram - Male - Murder - Beaten to Death
-Taghi - Male - Mutated - Murder - Physical Trauma
-Shiva - Female - Murder - Crossbow Bolt Through Chest
-Guli Azizi - Male - Murder - Crossbow Bolts Into The Skull
-Erkin Azizi - Female - Murder - Severed Arteries
-Deir - Male - Mutated - Murder - Suffocated
-Tamara Silaen - Female - Murder - Physical Trauma
-Rozbeh - Male - Mutated - Murder - Physical Trauma
-Jagu - Male - Mutated - Murder - Burning and Suffocation
-Sibi - Male - Murder - Burning and Suffocation
-Malyar Kethwal - Male - Mutated - Murder - Burning and Suffocation
-Tami Harma - Male - Mutated - Murder - Burning and Suffocation
-Ugali - Male - Murder - Burning and Suffocation
-Eero Saar - Male - Murder - Burning and Suffocation
-Katri Valjas - Female - Mutated- Murder - Burning and Suffocation
-Jokhang - Male - Murder - Burning and Suffocation
-Sangin Gilani - Male - Mutated - Murder - Burning and Suffocation
-Ambrin Dhariwal - Male - Mutated - Murder - Burning and Suffocation
-Marc - Male - Murder - Burning and Suffocation
-Ripa - Female - Mutated - Murder - Burning and Suffocation
-Seven - Male - Mutated - Murder - Burning and Suffocation
-Kirke Valbe - Male - Mutated - Murder - Burning and Suffocation
-Sutle - Male - Murder - Burning and Suffocation
-Yang Qing - Male - Mutated - Murder - Burning and Suffocation
-Ismail Umkhayev - Male - Murder - Burning and Suffocation
-Ishtar-Gamelat - Female - Murder - Burning and Suffocation
-Mannuiqapi - Male - Mutated - Murder - Burning and Suffocation
-Chidi Jelani - Female - Murder - Burning and Suffocation
-Akala - Male - Murder - Burning and Suffocation
-Chi Beluchi - Female - Murder - Burning and Suffocation
-Tiruneh Anom Melku - Male - Murder - Burning and Suffocation
-Omar - Male - Mutated - Murder - Burning and Suffocation
-Malika Vizirova - Male - Murder - Burning and Suffocation
-Hîvî Bapîr - Female - Murder - Burning and Suffocation
-Arash Belayneh Yilema - Female - Murder - Burning and Suffocation
-Polita - Male - Murder - Burning and Suffocation
-Chen Hammer - Male - Murder - Burning and Suffocation
-Mercy Cromwell - Female - Murder - Burning and Suffocation
-Amazu Chijindum - Male - Murder - Burning and Suffocation
-Theotreses - Male - Mutated - Murder - Burning and Suffocation
-Borena - Male - Murder - Burning and Suffocation
-Üng - Male - Murder - Burning and Suffocation
-Balam - Male - Mutated - Murder - Burning and Suffocation
-Ixbalanque Hu - Female - Murder - Burning and Suffocation
-Ix Hu - Male - Murder - Burning and Suffocation
-Ixia - Murder - Female - Burning and Suffocation
-Zin - Male - Murder - Burning and Suffocation
-Chorouathos - Female - Murder - Burning and Suffocation
-Lil - Male - Mutated - Murder - Burning and Suffocation
-Tlalli - Male - Murder - Burning and Suffocation
-Colel Cab - Male - Murder - Burning and Suffocation
-Samantha - Female - Combat - Missing Corpse/Parts - Presumed Eaten
-Greg - Male - Combat - Torn Apart
-Oliver - Male - Combat - Acid
-Nila - Female - Mutated - Combat - Bitten Off Head
-Ulnia - Female - Combat - Missing Corpse/Parts - Presumed Eaten
-Marif Selle - Female - Mutated - Combat - Missing Corpse/Parts - Presumed Eaten
-Vaun Selle - Male - Mutated - Combat - Shredded Apart
-Kitanar - Male - Combat - Missing Corpse/Parts - Presumed Eaten
-Ijra - Female - Mutated - Combat - Crushed
-Fara - Female - Combat - Missing Corpse/Parts - Presumed Eaten
-Erenavi - Female - Combat - Bled Out
-Luminasta Sevill - Female - Mutated - Combat - Shattered Spine And Parts Presumably Eaten Alive

Materials: 769.19 (min. -127.97, max. +1.038 per Turn)

Income = 692.60-1.858.60 Materials:
33.40 = Followers
7.00 = Miscellaneous Sales
34.00-218.00 = Technology Sales
61.00-995.00 = Trade Routes
127.02 = Airship Sales (First Son)
61.50 = Taxes From Norqod
54.00 = Norqod Fashion Street - (Tahmid's Embroidery)
8.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
7.00-40.00 = Brothel 'Consensual' - (Mirn, Jokvi, Tessen)
3.00-12.00 = Print Shop - Smut
11.50 = Iron Mine
51.00 = Silver Mine
72.00 = Jewel Mine
136.50 = Ashleaf-Nursery
19.70 = Black Root

Upkeep = 819.64Materials:
15.00 = Aid to The Lost
11.75 = Contractual Expansion (Norqod - Adequate Housing, +2.75 Due to Security Improvements)
6.26 = Simple Hospital (Norqod) (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
9.48 = Small Quarantine Area (Norqod) (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
13.16 = Engine Assembly (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
24.52 = 2x Computer (-15.00 Due to Merchant Guild Donations, -0.50 Due to Backroom Deals)
6.40 = Black Box - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
6.26 = Local Headquarters (Mirn) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
12.51 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk, +0.25 due to Guards! Guards!, -0.75 Due to Local Headquarters, +2.75 Due to Security Improvements)
19.26 = Grand Kitchen - (Mirn) - (+1.00 Due to Guardians For Hire, -0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
35.39 = Asylum - (Mirn/Zulmni/Tessen/Strul) - (-0.75 Due to Local Headquarters, +0.25 Due to Guards! Guards!, -0.50 Due to Backroom Deals, +0.80 Due to Guardians For Hire, +11.00 Due to Security Improvements)
21.97 = 7 Soup Kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen (Normal), 1x Strul (Normal)) - (-0.95 Due to Buying Goods In Bulk, -2.25 Due to Local Headquarters, +0.25 due to Guards! Guards!, +19.25 Due to Security Improvements)
21.46 = Minor Hospice Network - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
10.19 = 3 Expanded Hospices - (-0.15 Due to Buying Goods In Bulk, -2.40 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!, -0.75 Due to Local Headquarters, +8.25 Due to Security Improvements)
55.56 = 6 Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.25 due to Guards! Guards! (Strul), +16.50 Due to Security Improvements)
16.84 = 4x Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni) - (+0.80 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.25 due to Guards! Guards! - (Zulmni), +11 Due to Security Improvements)
4.76 = Print Shop - Smut - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
4.36 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk, -0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
11.05 = Daycare - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
11.70 = Medical Wing - Expanded - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade, +2.75 Due to Security Improvements)
10.77 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
5.78 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
4.26 = Training Field - (Expanded) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
25.45 = Laboratories - Grand - (-0.65 Due to Backroom Deals, +2.75 Due to Security Improvements)
20.41 = Artisinal Quarters - (Grand) - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
10.46 = Berth - (Tiny) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
13.32 = Anchorage (Tiny) - (Jokvi, Strul) - (-0.50 Due to Backroom Deals, +0.80 Due to Guardians For Hire (Strul), +5.50 Due to Security Improvements)
14.70 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
4.81 = Ashleaf Nursery - (+1.50 Due to Steam Engine, +0.55 due to Guards! Guards!, +2.75 Due to Security Improvements)
8.31 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.20 Due to Guardians For Hire, +2.55 Due to Steam Engine, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
3.61 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
4.36 = Iron Mine - (-0.15 Due to Buying Goods In Bulk, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
10.26 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
19.91 = Central Region Security - Private Security - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
5.35 = Communal Festivals - (-0.50 Due to Backroom Deals)
15.59 = Unit Upkeep - (-0.50 Due to Backroom Deals)
56.48 = Airship Line (First Son) - (-0.50 Due to Backroom Deals)
293.00 = Taxes

Goodwill: 134.26 (+2.09 per Turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+0.72 = Minor Hospice Network
+0.16 = 3 Expanded Hospices
+1.00 = Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn -0.10 Goodwill - Damaged for 2 (Two) Turns, Strul)
+0.05 = School - (Big) - (Mirn)
+0.50 = Grand Kitchen - (Mirn)
+0.06 = Asylum - (Mirn/Zulmni/Tessen/Strul)
+0.06 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni)
-0.02 = Print Shop - Smut

Piety: 74% (+20 to all rolls for Heroes with the Adjudicator Trait)
Rolls (+10):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-2 (Expanded Daycare)
-1 (Expanded Poor Houses)
-1 (Beautification)
-7 (Electric Lights)
-2 (Communal Festivals)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
-6 (Grand Kitchen - (Mirn))
-1 (Primitive Asylum/s)
+39 (Followers, +1 every 50)

Suspendium: 12 Medium, 5 Small, and 21 Tiny Suspendium Shards (1 Large needed in 3 (Three) Turns)
Income: +3 Medium, 19 Small, 22 Tiny Suspendium Shards
+4 Medium Shards (Crystal-Path)
-2 Tiny Suspendium Shards (First Son Line)
Conversion:
24 (Tiny) - 1 (Small)
20 (Small) - 1 (Medium)
16 (Medium) - 1 (Large)
12 (Large) - 1 (Big)
8 (Big) - 1 (Gigantic)
4 (Gigantic) - 1 (Titanic)
(These are not to be seen as indicative of the actual size, merely their mechanical representation and conversion therein.)

Size (Mainly for visualization, do not see it as absolute law):
Tiny = Index Finger
Small = Human Head
Medium = Large Chest
Large = Car
Big = HGV (Truck/Heavy Goods Vehicle)
Gigantic = House
Titanic = High-Rise
[/B]
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Politicking
Boni: +15 on all Diplomatic rolls

Marquis of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Is cleaning up the Guards and looking into strengthening the anti-corruption apparatuses within the organization to prevent such a thing from happening on that scale again.

House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Is getting really tired of the fucking unrest in the Region.

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

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Friendly (1)
Plans: Suspendium/Daughter of Dawn

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Oon the lookout for anything threatening the Region... externally.
Information Network: Rank 2.
Factions:
- Knight-Chapters:
-- Blue Lance (Chapter-Master: Alson Dulhne|Friendly (1)|7 Hel's (175 Knights Total)|Defense-Chapter|Friends To The People)
-- Umbra Skulls (Chapter Master: Phagorim|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|5 Hel's (125 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|15 Hel's (375 Knights Total)|Assault-Chapter|Illuminate Them)

The Bureau For Imperial Civilian Logistics
Contact: High Archivar Mahan
Opinion: Neutral (0)
Local Plans: Getting Suspendium.
National Plans: Flywheel Molds (3 Turns) - 100 (1st), 60 (2nd), 35 (3rd) Materials as Reward.

The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Railing against the corrupt Guards and the blatant criminal activity in the Light of Slatnan.

Miscellaneous Nobles:
-Lady Maranica (Ally (3)|Okay, things may be going too much out of hand...)
-Baron Esker (Friend (2)|Penance - *Inhale* Let's fix this.)

General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen:
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~14%
Mood: Mostly follow the news of the Flying Islands, the violence in Ularn, and some new fashion trend that started in Norqod.

The Merchant Guild:
Contact: Abraham Lin
Opinion: Friends (2)
Plans: Highly Valued Customers and Suppliers

The Union of Herbalists:
Opinion: Friendly (1)
Plans: Advance/Make Cheaper Medicine.
Factions:
- Fundamentalists (Neutral (0)|37% Control|Quicker Doctors)
- Progressivists (Neutral (0)|39% Control|Cheaper Actions)
- Healers (Ally (3)|26% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friends (2)
Plans: Scientific Exchanges

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/85 Members/Reliable Mercenary Company)
Plans: Recruiting
-The Scavenger Organizations (Leader: None Formally
Crews: Old Eye Joe/74 Members
Plans: Recruiting)
-The Bad Batch (Leader: Simone Simona/Friends (2)/25 Members/Infiltration Experts)
Plans: ???

Criminal Gangs:
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen and all surrounding territories.
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: They are operating as usual, except that they are doing something.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood.
-Gang: The Purified
--Leader: Nir Saven
--Territory: Strul, Ularn, and all settlements between.
--Opinion: Rivals (-2)
--Information Network: Rank 1
--Plans: Recruiting like crazy within Ularn, bringing newly converted members out of the City and smuggling them into, as far as we know, Mirn, Tessen, and Jokvi.
--The Bad Batch Note: A radical Mutated self-defense force that sees your pro-mutated rhetoric as dangerous subversion. They follow a general anti-human dogma.
-Gang: The Family
--Leader: Bloom
--Territory: Jokvi(?)
--Opinion: Friendly (+1)
--Plans: ???
--The Bad Batch Note: A weird fusion of organized crime syndicate and forward-thinking business. They see calm waters as good waters. Waters being a crime, in case you missed that.

Terrorist Organizations
Neighborhood Watchers
-Leader: Mania???
-Territory: Strul???
-Opinion: Enemies (-3)
--The Bad Batch Note: Hardcore Human Supremacists seeking to drive out or kill all Mutated within Tessen. (???)
--Known Cells:
---Primary Cell: Unknown
---Secondary Cells: 159 Members, Metal Armor and Uncommon Civilian+Ubiqutous Military Weaponry + Anti-Knight Weaponry (Identified Leaders), 2x ~100 Cells Around Mirn, 1x ~70 Cell Around Strul, Others Unknown
---Tertiary Cells: 5 Minor Camps Found (~50 each), Others Unknown

Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 2/8
-575 Members
-Tenets
--If You Cannot Help Yourself, Help Others(?)
--Last Refuge Of The Damned
--None Are Islands, None Are Alone(?)
--Plans: Working in the Mutated Slums of Ularn, trying to calm things down and direct them into less-violent ways.

-Conclave of Faya
--Contact: Elder Spirit
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Spirit Worship
---Artistic Focused
---Non-Violent
-Meira's Hidden
--Contact: Singe
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Forge-Clan Offshoot
---Pro-Mutated
---Isolationists

The Mutated:
Opinion: Allied (3)
Boon: +20 to all Medicine/Biological Research, can boost selected Actions by using Goodwill, +4 Mutated Recruits per Turn.
Bane: -12 Human Recruits per Turn.
Plans: Live.
Information Network: Rank 1.
Mood: Very restive in Ularn, feeling targeted and hunted by the Guard for their mistakes. They are getting a bit nervous in other cities, but nothing out of the ordinary, with many following the sporadic updates of your efforts to ensure the BHVs are not BHVs. Also, a new fashion trend from Norqod is spreading among those that can afford such.

Sapients:
Forgotten
Opinion: Friendly (1)
Plans: Symphony

General Opinion on Mutated: Semi-Open Racism (1)
Artefacts
Common
Chocolate Recipe - 1.03 - +5 to Common Chemicals
3x Chainswords - 1.24 - +5 to Common Mechanical
Food Preservatives - 1.15 - +5 to Common Chemicals
4x Ancient Torahs - 0.44
Beer Recipe - 1.41 - +5 to Common Chemicals
Destroyed Sentinel Remains - 1.31 - +20 to Machinery/Armor/Programming/Electronics
Flexible Window - 1.21 - +5 to Common Armor
2x Tattered Book - 2.67 - +5 to ???
Thick, Faded Tome - 3.49 - +5 to ???
Bugged Collision Avoidance System - 1.93 - +5 to Programming
Lever-operated Pump - 2.19 - +5 to Mechanics
12x Miscellaneous Artifacts - 1.02 +5 to Everything
5x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
Beta Blockers - 1.12 - +5 to Chemicals
Recipe Fragments - 1.26 - +5 to Chemicals
Frontal Cortex Scan - 1.12 - +5 to Biology
Preserved Neuron - 1.20 - +5 to Biology
2x Neuroscopic Chemical Fragments - 1.41 - +5 to Chemicals
2x Comercial Pump - 1.35 - +5 to Hydraulics
Intact Glasses - 0.51
Rusted Baton - 1.38 - +5 to Weapons
Interesting Toy - 1.22 - +5 to Physics
Discarded Atlatl - 1.12 - +5 to Weapons
Uninspired School Science Project - 1.21 - +5 to Physics
2x "Discipline And Kids" - 1.04 - +5 to Psychology
Golden Filigree - 0.94
Gold Alloy - 1.46 - +5 to Metallurgy
Rare
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Tactical Hud Frame - 6.49 - +20 to Advanced Armor/Programming
7x Cracked Bright-Lance Lense - 7.21 - +20 to Advanced Weapons/Physics
Intact Civilian Flamethrower - 6.75 - +20 to Advanced Weapons/Chemicals
4x Damaged Sentinel Remains - 7.31 - +20 to Advanced Machinery/Armor/Programming/Electronics
2x Damaged Caretaker Remains – 7.04 - +20 to Advanced Machinery/Armor/Programming/Electronics
8x Malicious Scrap Code - 6.17 - +20 to Advanced Programming
3x Destroyed Bright-Pistol - 7.23 - +20 to Advanced Weapons/Metallurgy/Physics
3x Foldable Electro Lance - 6.33 - +20 to Advanced Weapons
2x Flexible Armor Jacket - 6.90 - +20 to Advanced Armor
Calibration-Matrix - 6.30 - +20 to Advanced Weapon/Programming
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
Code Scraps - 5.99 - +20 to Advanced Programming
Laboratory Equipment - 5.44 - +20 to Advanced Medicine
Black Tome With Golden Letters - 11.76 - +20 to ???
A Book With Legacy - 9.13 - +20 to ???
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watchsystems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Automated Bloodbag - 6.82 - +20 to Advanced Hydraulics/Medicine
Autonomous Preservative Injector - 6.44 - +20 to Advanced Hydraulics/Chemicals
Crossbow Loader - 5.46 - +20 to Advanced Weapons
Scale Vest - 6.25 - +20 to Advanced Armor/Electronics
Scale Helmet - 6.50 - +20 to Advanced Armor/Electronics
Scale Gauntlets - 6.09 - +20 to Advanced Armor/Electronics
Scale Boots - 5.53 - +20 to Advanced Armor/Electronics
6x Mono Titanium Blade- 5.01 - +20 to Advanced Weapons/Metallurgy
2x Crane Pumps - 5.78 - +20 to Advanced Hydraulics
2x Adaptive Interface Prototype - 6.94 - +20 to Advanced Programming
Hydrochloric Halucinogenic Acid - 6.45 - +20 to Advanced Weapons/Psychology/Chemicals
5x Missile Propellant Samples - 5.05 - +20 to Advanced Weapons/Chemicals
2x Targeting Platform - 7.15 - +20 to Advanced Weapons/Machinery
Acid-Warhead - 5.15 - +20 to Advanced Weapons/Chemicals/Armor
5x Painmaker-Warheads - 7.25 - +20 to Advanced Weapons/Psychology
Rotten Swarm Missile - 6.79 - +20 to Advanced Weapons/Biology
2x Destroyed Missile Loading Mechanism - 5.14 - +20 to Advanced Weapons/Mechanics
3x Refueling Nozzles - 6.07 - +20 to Advanced Weapons/Hydraulics
Rusted Swarm Seeker Warhead - 7.42 - +20 to Advanced Weapons/Hydraulics/Electronics
3x Half-Rusted Fuel Pumping Station - 5.30 - +20 to Advanced Weapons/Hydraulics
6x Reactive Micro-Lance - 5.75 - +20 to Advanced Weapons/Armor
Scarlet Fever Warhead - 5.13 - +20 to Advanced Weapons/Psychology
5x Painmaker Vats - 6.66 - +20 to Advanced Weapons/Psychology/Hydraulics
3x Seeker-Shells - 7.38 - +20 to Advanced Weapons/Electronics
Rotting Warheads - 5.64 - +20 to Advanced Weapons/Biology
7x Busted Swarm Missile Constructors - 7.46 - +20 to Advanced Weapons/Machinery/Chemicals
5x Acidic Globules - 6.41 - +20 to Advanced Weapons/Chemicals
4x Goo-Cages - 6.68 - +20 to Advanced Weapons/Mechanicals
2x Unusable Legionary-Warheads - 6.34 - +20 to Advanced Weapons/Programming/Biology
Flight Paths - 7.26 - +20 to Advanced Weapons/Physics
5x Loading Tubes - 5.52 - +20 to Advanced Weapons/Mechanicals
3x Feeding Stations - 5.50 - +20 to Advanced Weapons/Chemicals
Burnt Pacifiers - 5.86 - +20 to Advanced Weapons/Machinery/Chemicals
5x Saint-And-Hallow Warhead - 5.60 - +20 to Advanced Weapons/Medicine
3x Thoroughly Trashed Micro-Lance - 5.43 - +20 to Advanced Weapons
2x Micro-Lance Coolers - 7.23 - +20 to Advanced Weapons/Hydraulics
4x Ablative Scales - 5.65 - +20 to Advanced Armor
Sewage-Regulators - 5.14 - +20 to Advanced Hydraulics
"Neurological Diseases" Leaflet - 6.17 - +20 to Advanced Psychology
2x Thermobaric Landmines - 5.23 - +20 to Advanced Weapons/Electronics/Chemicals/Machines
5x Burnt Thermoplastic Reloaders - 6.83 - +20 to Advanced Weapons/Mechanics
3x Advanced IFF Algorithms - 5.93 - +20 to Advanced Weapons/Programming
Self-Defense Spray - 5.08 - +20 to Advanced Weapons/Chemicals
Automatic Door Motor - 5.99 - +20 to Advanced Mechanics/Machines
"Autism Isn't Real, Here's Why!" - 5.35 - +20 to Advanced Psychology
2x Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
9x Eversun Psychology Works - 5.31 - +20 to Advanced Psychology
7x Rusted Constructor Component - 5.91 - +20 to Advanced Electronics/Metallurgy
Forge-Clan Morgenstern Mk.3 Leg Prosthetic - 6.36 - +20 to Advanced Electronics
Retinal Implantation Guide - 5.46 - +20 to Advanced Biology
Neuionum Samples - 5.28 - +20 to Advanced Metallurgy
Folding Security Measures - 6.94 - +20 to Advanced Mechanics
Sterilization Station - 6.69 - +20 to Advanced Chemicals/Machinery
3x Caustic Metals - 10.54 - +20 to Advanced Chemicals/Armor
Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Overgrown Guardian Machine - 5.21 - +20 to Advanced Machinery/Weapons
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
2x Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
Auto-Adjusting Bodyarmor - 6.68 - +20 to Advanced Armor/Machinery
Coolant Feed System - 6.87 - +20 to Advanced Hydraulics
Overgrown And Shattered Micro-Lance - 7.08 - +20 to Advanced Weapons
3x Rudimentary VI - 5.49 - +20 to Advanced Machinery/Programming
2x Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
2x Self-Sealing Bandages - 5.95 - +20 to Advanced Hydraulics/Programming/Medicine
2x Larva Vivisection Reports - 7.46 - +20 to Advanced Biology
Acid-Sprayer - 5.76 - +20 to Advanced Weapons/Chemicals
Lost Tech
Gutted Core - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma Torch - 18.40- +50 to Advanced Physics
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Shield - 18.49 - +50 to Pioneer Armor
2x Hololithic Cube - 20.00 - +50 to All Physics/Machinery/Hydraulics/Engineering/Programming/Metallurgy/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
3x Bone Mending Kits - 16.12 - +50 to Advanced Biology/Machinery
Äther-Battery - 15.90 - +50 to Pioneer - Electronics/Physics/Chemicals/Engineering/Metallurgy
Fire-Suppressant Systems - 15.41 - +50 to Pioneer Hydraulics/Chemicals
Auto-Pilot - 19.66 - +50 to Pioneer Programming
Prototype Fuel Refiner - 19.45 - +50 to Pioneer Hydraulics/Chemicals/Engineering
Miniature Bright Lance - 18.33 - +50 to Pioneer Weapons/Electronics/Metallurgy/Machinery
Flesh Mending Syringe - 16.71 - +50 to Pioneer Biology
2x Bright-Lance Compartments - 18.76 - +50 to Pioneer Hydraulics/Weapons
4x Target Seeking Explosives - 18.74 - +50 to Pioneer Weapons/Electronics/Programming
Hostile Virus - 17.38 - +50 to Pioneer Programming
Fluid Exchanger - 15.02 - +50 to Pioneer Hydraulics
3d Metal Printer - 15.78 - +50 to Pioneer Machinery/Electronics/Programming/Chemicals/Metallurgy
Gas Liquifiers - 15.43 - +50 to Pioneer Hydraulics
Theorem On Celestial Movements - 15.97 - +50 to Pioneer Physics
Sleep-Gas Bombs - 18.56 - +50 to Pioneer Chemicals/Biology/Weapons
Spider Drones - 16.55 - +50 to Pioneer Weapons/Electronics/Programming
Self-Adapting Virus - 16.53 - +50 to Pioneer Programming
Smart Fluid Nano-Drone Swarm - 16.36 - +50 to Pioneer Hydraulics/Medicine/Programming
Self-Deploying Jackhammer - 16.90 - +50 to Pioneer Mechanics/Programming
Assisting Synthetic Intelligence - 17.44 - +50 to Pioneer Programming
5x Implant Equipment - 16.79 - +50 to Pioneer Medicine/Electronics
Eye-Hud - 16.78 - +50 to Pioneer Electronics/Biology/Medicine
Body Diagnostic-Drone - 17.19 - +50 to Pioneer Biology/Medicine
4x "Chemical Alterations Of The Mindscape" - 31.44 - +50 to Pioneer Chemicals/Psychology - [Library]
Revelations Of Eden (Penned By Prophet Mahami-Du-Ojasi - Holy Book - Church of Eden) - 43.20 - [Untranslated]
Neuionum Theorem - 19.13 - +50 to Pioneer Metallurgy
Thermal-Exchanger - 19.05 - +50 to Pioneer Machinery
8x Self-Implanting Exo Skeleton - 15.04 - +50 to Pioneer Machinery/Medicine/Biology
2x "The Death Of A Moon" - 16.23 - +50 to Pioneer Physics
3x Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
9x "Eternium" - 18.60 - +50 to Pioneer Medicine/Chemicals/Biology/Psychology
12x Plasma Tools - 16.97 - +50 to Pioneer Physics/Metallurgy
11x Walker Maintenance Kits - 15.39 - +50 to Pioneer Physics/Metallurgy/Armor/Electronics/Programming/Weapons/Machinery
3x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
5x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
Memory-Transcriber - 16.00 - +50 to Pioneer Machinery/Electronics/Biology/Medicine
Perfectly Preserved Nerve-System- 16.18 - +50 to Pioneer Biology/Medicine/Machinery
Neural-Pathway Mapper - 15.88 - +50 to Pioneer Machinery/Biology
"Animu/as" Overwriter - 15.86 - +50 to Pioneer Psychology/Machinery/???
Neural-Pathway-Re-Builder Pills - 16.24 - +50 to Pioneer Medicine/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 the Ancients 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 12.5 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. There are 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 inscribed in the middle of the blade. PD connected to the sword and immediately exclaimed ownership over the zweihänder. Her explanation was: "Every woman needs a fun toy, and this thing is one!"
(2d40+30 Damage, cannot equip a shield.)

CORE-^Ä^
PD found this Core within the bowels of the Daughter of Dawn, even months after the latter was used as quarters for a veritable legion of engineers and soldiers. He seems to be an old friend, and one can hear both chatting quite often when maintenance calls, but ^Ä^'s speech is unintelligible for any human, Mutated or otherwise. Seriously, how can you hear [T]7 in speech? Otherwise, he seems perfectly fine with only being a Core, though he would like to be put into a Knight in the next century or two.
(Gain +1 Automatic Success for Learning Actions if applied, 5% chance to suffer permanent damage.)
Traits:
Old, Forgotten, Lost, Yet Never Beaten (+4 to all Morale Rolls for nearby enemies), Ancient Machine, Obsolete Mind, Bygone Soul (Unaffected by any psychological or ??? attacks), Scorched Mind (Cannot communicate in any manner accessible to organic minds not altered for mind-machine interfacing), ??? (???)

Leputa-Pattern Knight Frame
An ancient Knight Frame of unknown make and producer seemingly bashed together out of various parts in desperation. Yet, surprisingly, they seem to have little in the way of issues when working together, and what few pieces need to be replaced can be done without much hassle by ringing up Forge-Clan Vanar-Feer for some special orders. But, looking closer, the Frames internals appear to be configured to be piloted by a Core alone? Why would they have done so, or how could the creators of this Frame have done so?
(Leputa-Pattern Knight.)

Soaring Wrenches
An unburnable book containing the collected knowledge of an engineer who had worked for nearly a century on airships, detailing everything they knew. Everything is addressed and described here, from the want of a chip leading to a ship's destruction to other tiny details.
(+50 to All Mechanics, +10% to all Airship Desing Income)

Auroran Cylinder - (Equip to Hero)
A cylinder about the size of a human forearm and with an equivalent thickness that shines with a kaleidoscope of colors, bringing warmth to the body and calm to the mind of its wearer. Aria noticed a tingling all over her body when she got it from a room within the Daughter of Dawn.
(+1 Health if equipped, +20%???)

Banner of Lumination - (Equip to Hero)
(Auxiliary Knight Equipment) (+/-4 to/against Morale Rolls to all friendly/enemy Units if engaged with Eversun Units.)

2x Phoenix Suits
Heavy Mechanized Armor - +50 to Pioneer Armor/Hydraulics/Chemicals/Metallurgy - (18/18 Armor for 1/1 Unit, -20 Thermal Damage)

2x Enlighteners
Flamethrowers - +50 to Pioneer Weapons/Hydraulics/Chemicals/Metallurgy- (+5d6 Thermal Damage, Inflicts Radiant Scorching (2d6 damage) for two rounds, has 8 Fuel.)

NOVA MACHINA - (Equip to Hero)
A 10x10x10cm translucent box with a swirling spot of black and white in the middle. It cannot be opened, smashed, or taken apart by any means. All Humans that touch the box feel intense nausea, abdominal pain, and loss of self-preservation, with Mutated reporting headaches, static within their ears, the feeling of falling, and extreme paranoia. Better we lock it in the back of our Vault; less someone injures themselves or others by touching this object.
Der Wald, der Wald, der Rostende Wald. Sieh nur wie die Göttin lacht und schneidet und foltert und tanzt. Der Wald, der Wald, der Rostende Wald.
(+1 to (3\²]SN@'+ßz_ )
Military
Units (4/18)
The Unbroken
Description: A large force of volunteers shipped 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: 16/16 (+20 on Stealth) (+10 to Initiative)
Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+4/-0+1d2 (Melee) (against Biologicals/Mechanoids) (3 AP)(Dread-Ghillie)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: Unbreakable

Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 0.69 Materials Upkeep.
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), (2/2) Shells

Trait/s:
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), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Upkeep: 1.86 Materials per Turn.

The Wall
Description: A group of six Pilgrims, armored and armed with the best that their religion can create and buy. They stand ready to defend their brothers and sisters in faith with their lives.
Health: 6/6 (Size 6)
Armor: 36/36
Damage: 1d6+1d4 (+3 against Machines, 2 AP)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: 5/6 size remaining in Combat

Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 1.00 Material Upkeep.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Firebomb (Lingering): It is used as a free action before the melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), (2/2) Shells

Trait/s:
Fiery Speeches (Morale is rolled with Advantage), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Bastion (Rolls all dice with Advantage when defending a location), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Upkeep: 1.00 Materials, max. of 0.61 Materials per Combat.

Incubi
Description: In a surprising event, the Incubi are six siblings, five women and one man. In another, the oldest is barely 23, and the youngest, their brother, 20, making them relatively young, even by Pilgrim standards. It is notable that, while having been elected their Leader, the five sisters constantly tease their younger brother while also trying to get him hooked up with virtually any girl willing to entertain them.
Health: 6/6 (Size 6)
Armor: 22/22 (-20 for Stealth)
Damage: 1d8+5 (3 Acid Damage, +1 Acid Damage for (one) Turn after attacking, tripled damage against Armor and Internal Structure)
Training: Trained (3/6)
Breakpoint: 2/6 size remaining in Combat

Equipment:
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals).
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants).
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (12/12) Shells

Trait/s:
Lil' Bro! (Always one survivor. This trait will be deleted after being used), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), War Lessons (+5 to the first two rolls in the next Combat.), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Knight - Perpetual Defiance

Airship - Daughter Of Dawn
Equipment
Weapons
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: +1 Damage, can be combined with a shield or equipment. 0.01 Materials per (6/6) Unit.
-(Basic Ranged) Sling/Bow: +1 Damage per size, damage halved, cannot be combined with shields, -5 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.08 (6/6) Materials per Unit.
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.05 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.13 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns. 3.65 (6/6) Materials per Unit.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 7.99 Materials per (6/6) Unit.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores armor, 5.23 Materials per (6/6) Unit.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 8.11 Materials per (6/6) Unit.
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.10 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.48 Materials per (6/6) Unit.
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 28.43 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-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. 2.12 Materials per Unit (3 Armor for (6/6) Size).
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals), 34.88 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 57.21 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.20 Materials per (6/6) Unit.
Consumables
-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. 0.02 Materials per Unit.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.02 Materials per Unit.
-Electromagnetic Pulse Weaponry - Grenades: Roll a 1d2, on a 1, machines are deactivated for 1d3 Rounds. On a 2, they receive 2d4 Internal Damage and suffer -25 Initiative for the next 2(two) Rounds. 5 Materials per utilized Grenade.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.47 Materials per Unit.
-Combat Drug - Berserk: Increase all damage by two damage dice. (Warning! Use of this drug has a (projected) 14% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 3.10 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.31 Materials per Unit.
-Combat Drug - Last Stand: Reduce all damage by half, triple all Health. (Warning! Use of this drug has a (projected) 91% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 8.22 Materials per Unit.
-Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! Use of this drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 4.55 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.18 Materials per Unit.
Upgrades
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor, 3.00 Materials per (6/6) Unit
-Mortar Upgrade: Acid Globules (Ammunition): +4d4/12d4 Acid Damage against Biological/Machine Enemies, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.07 Materials for (3/3) Shells
-Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.46 Materials for (2/2) Shells
-Mortar Upgrade: Choking Gas (Ammunition): 2d2 Health Damage per Turn, Yellow Fog (Affects 1d6 Units, randomly chosen in the target area, until it diffuses), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 11.01 Materials for (1/1) Shells
-Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 3.44 Materials for (6/6) Shells
-Mortar Upgrade: Explosive Warheads (Ammunition): 12d4 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HEALO Rounds (Cannot be used indoors, 1/2 Damage against Machines), 6.12 Materials for (2/2) Shells
-Mortar Upgrade: Seeker Shells (Ammunition): +8 Fire Damage, Born To Die (+50% Accuracy), 22.10 Materials for (1/1) Shells
-Mortar Upgrade: Flaming Ordnance (Ammunition): 2d12, Burning Comets (Hits every Unit present on the battlefield, cannot be used indoors), 12.00 Materials for (5/5) Shells
Auxiliary
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 20.53 Materials, 1 Material per use.
Unique/Notable Assets
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Elemental Feline Juvenile- Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (43/60 Growth) - (136.5 Materials (14d13))
1x Black Root - (13.50 Materials (3d4+6)
1x Bloodbark Field - (-1 to all casualty rolls, -0.80 upkeep to all medical buildings)
1x Desalination Basins - Deep Pumps - (8 Materials (2d4+3))
1x Inn - (Eye of the Beholder) - (2d4+4)
2x Brothels 'Consensual' - (7d4-2)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (11.50 Materials (1d4+9))
1x Silver Mine - (Mined, Engine) - (51 Materials (3d12+24))
1x Jewel Deposit - (Mined, Engine) - (72 Materials (3d12+45))
1x Electronics Workshop - (16d8)
1x Engine Assembly - (6d12)
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions) - (3d4+8)
1x Black Box - (Gutted Core)
1x Personal Cutter
1x Lineship
Waking Machine-Minds:
-INDOMITABLE BASTION
1x Common Suspendium Theory
2x Common Metallurgy Theory
1x Common Medicine Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
1x Common Electronics Theory
1x Advanced Electronics Theory
The Tree - Jokvi - (9d19)
The Tree - Strul - (7d18)
Strul - Mirn - (12d15)
Strul - Zulmni - (12d12)
Jokvi - Ularn - (6d19)
Ularn - Tessen (5d18)
Mirn - Ularn (5d20)
Strul - Ularn - (5d14)
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 - Deep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 Materials per turn.

Administration Center - Grand + 3 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Archeology-Action.
- +1 Faith Action.
- +1 Learning Action
- +1 Diplomacy Action
- +1 Holdings Action

Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.

Living Quarters - Continuous Expansion
- All Pilgrims can live within the Tree without any problems.

Expanded Daycare
--2 to Piety rolls, +6 permanent recruitment due to families.

Storerooms - Continuous Expansion
-All Pilgrims can survive for twelve months under siege conditions. (5 Materials per 250 re-stock cost.)

Artisanal Quarters - (Grand)
Lowered costs for all equipment, increased chances for all research, rolls with Advantage for all study of melee weapons/equipment made of metal.

Laboratory - Grand
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.

Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.

Electronics Workshop
+30 to all Electronics Research and 12d8 Materials Income (Technology Sale).

Anchorage For Airships
Unlocks DOD Actions.

Martial Range
Lowers malus when switching from ranged to -10.

Training Field - Expanded
Can recruit Units at (3/6 Trained) instead of (2/6 Militia)

Crystal Path
+4 Medium Suspendium Shards each Turn.

Black Box
5% not to use up an Artifact, can slot 1(one) Artifact to continuously provide 10% (rounded down) of the Artifacts bonus.

Library - (Basic)
Provides 1(one) slot for Literature Artifacts, continuously providing 10% (rounded down) of the Artifacts bonus.

Artistic Initiatives
Murals, engravings, paintings, and much more make the Tree a more desirable place to live inside.
(-1 to Piety rolls.)

Berth - Tiny
A tiny berth allows for repairs and refueling of Light Airships, allowing the crew to leave comfortably, modifying the ship, dismantling it, and whatever else one can think up.
(Can now modify Light Airships.)
Town Holding: Norqod
Prosperity: Okay (Growing)

Mood: Content (Stagnant)

Permanent Inhabitants: ~3.200
-Tendency: Growing

Security: Yes.

Features:
-A Wall
-Basic Service-Buildings
-Population Focused Marketplace
-Simple Hospital
-Adequate Housing - (Subsidized)
-Engine Assembly
-Highwind Manufacturing Airship Manufactory - (First Son - 1 Line)
-Beverage Spoke
-Amphitheater Avenue
-Fashion Street - (Tahmid's Embroidery)
-House Dall Palace - (Expanded)
-Tribal and Iwi Burrows
--???

Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
-Royal Guardian Barracks: Supplies the Royal Guardians onboard the DoD.
-Forge-Clan Enclave (Specialists): Investigates and Repairs the DoD.
-Cultural Settlement: This allows the Pilgrims to spread their faith further than ever by sheer cultural osmosis.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims
Health:
4/6 (-2 permanent)
Armor: 56/56 Armor
Training: Trained (3/6)
Breakpoint: Unbreakable

Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Obstacle (Prototype): Power Armor: +56 Armor, -50 on stealth rolls, 9.53 Upkeep.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Medical Kit (Silver): Roll 1d5 before survival roll to heal any wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.

Special Rules:
-Must be accompanied by one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds in 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

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

There are few things worse 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 more selfless actions. Your medicine's side effects 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: Criminal Organizations
This world is not a kind one. It will chew you up and spit you out when 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 various Criminal organizations will require much more effort, but harming them will be much easier.
(-10 to aiding Criminal Organizations, +5 to harmful actions against them.)

Sympathy: The Lost
Through action, conversation, morals, mind, or observation, this person has developed a deep sympathy for a faction or group of people, seeing helping them as a moral calling and ignoring them as a moral failure. They will, if able, extend a helping hand without hesitation, ready to lift those that grasp it and grasp those unable to hold onto themselves.
(+20 to all rolls involving: The Lost)

Prevter By Marriage
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 keyword 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," not honorific, and she has been given the village of Norqod as a holding. The town 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. For her part, Selene stopped dragging you away for stress relief when her request had been approved, firmly of the opinion that she is not made for nobility. And now you have to deal with the fact that both you and Selene have been elevated to Prevter.

Mutated Wife - Prevter Selene Dall
She is back to her usual self, if a bit more conscious about her surroundings, and participates in the militia's drills. But for all that, she is still marked by her experience, even if she doesn't want to be. Her sex drive has not suffered the slightest bit during all this, so at least she can relax that way? Or, during your night walks, the stars are much clearer above the Tree than in the City. She is currently dealing with the fact that four Royal Guards have taken up bodyguard duties for her and Silvia, citing orders from the Emperor.

Child: Lady Silvia Dall - Mutated Girl - 8-Year-Old
Your first child! She is, in every aspect, perfect! Her legs and ears are like her mother's, even if her fur is entirely 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 relatively long tail, furred like a Sweden forest cat (the fur is obsidian again, though white spots have started appearing), which means you need to get a tailor for her pants. Her first teeth recently started to fall out, some being replaced with a sharper version, like fangs. Her laughing and smiles melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. Unfortunately, she is blind, so teaching her to read and defend herself is challenging. You found a seller for braille books and a guide on how to read them, so you can confidently say that she will be able to read when she's grown up. But you still need to figure out how she could defend herself. Maybe grenades? Her first word had been 'Dada.' You'll never let Selene live that one down. Letting her go to School hurts more than you'd like to admit. Your move to Norqod has upset her, as she won't be able to meet and play with her friends as often as she wants to. However, she has made new friends, and with Crinkles letting her ride him everywhere, she has seemingly adjusted to her new normal.

Protegé: Lord Markus Ulatarn - 10-Year-Old
Oh, dear gods, you have no idea what you are doing! Maranica, Help!
(You have a Protegé!)

Founder, And First Arbitrator
You founded the Pilgrims and were appointed as Arbitrator, the final voice in any argument, a watcher for those who would turn the Pilgrims against their ideals. Hopefully, you will prove the trust placed in you right.
(This Hero will add the Piety bonus/malus to all his rolls. Relax is not needed.)

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Aria
Aria, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance
Health:
7/7
Armor: 4/4 Armor
Training: Knight (4/6) (+5 to Initiative)
Breakpoint: 5/7

Equipment:
-Dagger: 1 Damage per size (1 total)
-Pilot-Suit - Pathane-Weaved: 6/6 Armor with +1 health and 31% chance to survive PD being destroyed. Pathane-Weaved (All physical damage is reduced by 20%)
-Medical Kit (Silver): Roll 1d5 before survival roll to heal any wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.

Special Rules:
-Uses the stats of PD in Combat until she is destroyed.

Trophies:
1x Banner of Lumination (Eversun)

Traits:
Mutated:

Strangely striated blue eyes with overly responsive irises. Metallic gray hair that moves about and generates mild electric shocks and vibrates to create simple tones, all of which mark this person as a Mutated. They will have a hard time getting people to like them.
(-20 to Diplomacy for any Locals/Elites they interact with, as long as the Opinion on Mutated is at (0/3). -20 to the malus for every point in the negative, +5 for every point in the positive.)

Mutation: Lamba Volondavenona (19/25):
Aria's Mutation originates in the city-state of Jahi, a once vassal of the Empire, before being absorbed into the greater nation due to unrest and rising violence. As the Gene-Smith explained, her hair is akin to a radio; both able to receive and transmit at will, when trained, of course. While this Mutation wouldn't be of much use, her brain has also been altered to decode and understand said transmissions. Further, she has finally figured out why she doesn't scar even with deep wounds! Her Mutation prevents her body from going "Good Enough" and stops healing, forcing it to repair all injuries perfectly. When Aria attempted to perceive the Regions transmissions, she said it was akin to a whisper within a hall. She also said that her head started to hurt when she looked at the second moon, though its odd ability to hinder or distort radiowaves is well known.
(+36 to all rolls made with PD.)

Bloodied Knight-Pilot:
You have joined the illustrious Elite of the world, one where the entry is life-long service, and the exit is at the end of a weapon. Yours will be a life of war, death, and struggles, bringing hope to despairing hearts, rallying flagging defenders, and protecting those in your shadow. Do not stumble, for the consequences are grave.
(+10 to all rolls after using a Knight in Combat.)

1st Generation Pilgrim:
This person has not been converted to the Pilgrim's belief but was brought up in it from a young age. Their faith has always been a part of their life, guiding their actions even when choosing to leave. People will find it hard to sway their devotion should they remain.
(Actions to subvert Aria roll with a malus.)

We Can Do It!:
Aria has been deeply empathetic, caring, and driven from a young age. Since joining the Pilgrims, she has grown into a relentlessly friendly and optimistic young woman, shaped by her adoptive family's experiences. With her determined personality, she's picked up "a little bit of everything" at a young age by enthusiastically volunteering to assist in any and everything. She picked the brains of anyone willing to let her, though the more curmudgeonly among the Pilgrims find her boundless enthusiasm tiresome. But she will give everything she has in all she does, unfortunately, sometimes beyond that.
(+20 to all actions this Hero is assigned to, -10 for every Turn Relax is not chosen. Currently: +20)

Trauma: Common People Purge Survivor (16/16):
It has been years since the Purge, and you no longer feel overwhelmed or trapped by the feelings of terror and hopelessness as you once did. Instead, you have used that horror you survived as a drive to see it never repeated, or minimized, for as long as you live. You may occasionally still dream about the screams, the hateful faces, and the smell of burning flesh, but it adds to your conviction to see it never repeated.
(-5 to all Actions this Hero is assigned to, can be chosen as a starting character should a Purge happen. +10 to all Actions done by this Hero within Purge Turns.)

To Fling A Light:
Sometimes? Sometimes being willing to help is not enough; doing all you can do will fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You would gladly fling a light into the future at the cost of your life.
(???)

Human Wife - Chiedi
The bliss of marriage with all of its novelties and joys.

??? - ??? - ??? - (2/?)
???
(???)
"-and be very brave for Samantha, won't you?" Samantha spoke, ruffling Miatau's hair with a smile on her lips, much to her child's half-hearted protests as he nonetheless happily smiled back. "You know how worried your father gets when he and Samantha leave you alone, even for a day."

"And for a good reason!" A voice shout-replied from outside, causing Samantha to roll her eyes at her husband's over-worrying.

"I'll be brave!" Minatau replied with all the bravery and conviction he could bring, causing Samantha's smile to widen before she hugged her child.

"Don't worry," a new voice spoke as Aunt Licia walked out of the kitchen with a towel, drying off her hands. "The little boy won't cry so much as a single tear when you leave." She paused beside him, grinning down at the two. "He'll just do that tomorrow until you'll return."

"I do not!" Minatau exclaimed with hurt pride, red creeping onto his face. "Brave children don't cry!"

"And Samantha knows you are the bravest," his mother replied, hugging him tight one last time before she stood, clasping the outstretched arm of her friend. "You'll take good care of him," she spoke seriously, nothing in her voice indicating that she said anything other than the truth.

"I'll watch over him; he'll be safe," Licia replied, pulling Samantha into a hug. The two women lingered for just one second longer until a voice from outside interrupted their goodbye.

"Are we going, or are we going?" Greg shouted into the house, impatience in his voice. "'Cause I remember you putting a time limit on my goodbye, Samantha!" He continued, deliberately not using any affectionate terms as he tried to suppress the urge to go back in and fuss over his son one last time before they went out again. The others would just drag him back before he'd ever get into the house, stating that "they didn't want to wait another three hours for him to stop fussing over his child."

"Samantha is coming, love," Samantha shouted back with peal laughter, nodded at Licia, and stepped outside with one last passing sentence.

"We'll be back; just wait."

Minatau did as his mother asked of him, content in the knowledge that grown-ups never lied and his parent's word was law.

After weeks, he found that even adults could lie as he looked at the still face of his father.

Booting Up...
Booting Successful! Initiating OS...
Initiating OS Successful! Scanning Systems...
Visual Sensors Detected... Operational!
Audio Speakers Detected... Operational!
Motive Limbs Detected... Operational!
Initiating Wake-Up, Thank you for choosing Nakamura-Corps for your security needs!
~Nakamura-Corps, why work if we can do it for you?~

The visual feed fed into my operating system, slowly resolving the pixelated, unknown room into a recognizable shape of a school laboratory, currently occupied by what seemed to be two teachers chatting with each other.

"Really, Phan?" The male of the two spoke, arching an eyebrow at the female, gesturing with one hand in the air. "I know you are opinionated about that, but to not even see reason when it speaks into your face?" He continued, evidently berating the female human in their dispute.

Begin Behavioral Algorithm... WARNING!!! Computational Power insufficient, high chance of damage to self if continued!
Continue? Y/N
N

Well, damn. I didn't think I had been damaged that much during the fighting against... huh. I didn't have any memory logs from that event; curious. Ignoring that confusing turn of events, I re-focused on the two humans arguing in front of me.

"Opinionated? Sense? How can you say things like that? Of the two of us, I am the only one ready and willing to compromise and debate like an adult! Unlike you, Mister Veda," Phan, presumably her name, spoke, poking Veda in his chest, her face scrunched up in displeasure. "Do tell me, what did you bring to the table that gives you the right to speak so high-and-mighty about the matter, like some kind of all-deciding god?"

Instead of answering directly, Veda grandly gestured my way, a smug smile on his face. "How about the fact that I managed to make the OS of our baby interface correctly with its body and fully without scrapping the turret's seeker algorithm?" A laugh escaped him as Phan scoffed at him, waving her hand to diffuse his points like smoke in the air, and a small: 'Whatever.' Unfortunately, that meant that she had moved her head just enough to catch me in her vision at the moment I began to pan my camera around.

"Did you turn the Scutter on?" Phan asked, tilting her head in confusion as she looked directly at me. Crap. Welp, charade's up; time to step up and represent the company! So, with the best, brightest, and scientifically designed-estes customer service voice, I spoke up:

CHIRP!

...dang, that's going to get me written up, at best! So, in lieu of having a voice to speak the jingle, I waved one of the two tiny grabbing claws I had been given in this body in an attempt to appear friendly.

However, the motion had the opposite effect. "The heck? No, I didn't activate the Pathwarden, Phan. Maybe I forgot to turn it off in the first place?" Veda spoke, looking directly at me with equal parts confusion and interest. Okay, this is my chance! Taking a deep breath, I once again prepared to fulfill my customer service duty to its fullest!

CHIRP!

...ah, fuck me.

"Okay, that is wei-wait," Phan said, a dawning look of realization on her face as she approached me with quick steps. "Line Designation: Scutters," 'Wait, what? Hey! Stop that!' "New Unit Designation: First Of Many. Purpose: Testbed for surveillance of designated Pilgrim areas. Do you understand?"

I stared at her for a moment, only interrupted by Phan complaining about Veda jumping the queue, my camera "blinking" at her, for lack of a better term. I hadn't thought she'd be so forward in what I am to do, but who am I to go against the customer?

CHIRP!
New Line Designation Accepted: "Scutters"
New Unit Designation Accepted: "First Of Many"
New Purpose: "Testbed For Surveillance Of Designated Pilgrim Areas"
Thank you for choosing Nakamura-Corps for your security needs!

"Seems like your code was more advanced than you thought!" Phan spoke smugly, only to be met with a scoff.

"I knew that; I just wanted to surprise you! And we are not done with you jumping over the discussion to make your name-"

I stared at them as they began to bicker like an old couple. Good grief, this was going to take some time, won't it?

Within a temperature-controlled room, deep within the Tree, the bodies, or what could be reclaimed from the Forest, of six Pilgrims slowly awaited their next destination. Friends, family, and colleagues had already confirmed the identity of those who awaited cremation or burial, with few leaving with dry eyes. Many of those left behind celebrated or mourned their lost siblings, parents, children, friends, lovers, or spouses in the traditions or customs the departed would have wanted, giving rest to uneasy souls and those who would go onward alone. Sadly, six of the corpses hadn't been found, unable to be located, and presumed to have been eaten or dragged back as a food supply for whatever had killed them.

However, among those who had seen the corpses was a man who had grown to know some of the people abducted and killed in the Forest. He had confirmed the pasted parts recovered as the remains of Ijra, one of his drinking buddies and friend. Yet, when he looked at the six still, unmoving remains, he couldn't shake the feeling that... something... was wrong.

"Are you sure I can't convince you to take the Kings? I don't need that much money, and you could use them while traveling," Aria spoke, smiling sadly at her mother atop the scout-lizard, on hand on the calm animal greedily drinking in the mid-day heat. "And I am sure that the clan could make good use of the money."

Her mother shook her head with a smile upon her lips, less sad and more lost in memory and pride. "I can't accept that; you know that," she replied, bending down to place a hand on her daughter's shoulder. "You earned that money, and you should spend it, preferably on your wife!" She continued, grinning down at her daughter with genuine happiness. "She does like to complain that she can't get Bolt to make her a decent filter mask."

"Yeah, but I can always do both!" Aria retorted half-heartedly, already knowing that her mother had her mind set in stone. Finally, she spoke, a tinge of...something entering her voice as she looked up, "still, is there nothing I can do to help you?"

"Stay safe," was her answer, made as much in jest as in a wish for her safety. "I just met you, and the past few seasons were not enough to catch up again," she spoke, looking up and away from Aria, toward Norqod settled into the ground, walls, towers, wind-generators, and warehouses rising from the hidden town. "...and this place looks as good a place to settle as any, in my biased opinion."

"This is stupid," Pyro mumbled to himself, walking in circles within his small room within the archeologist section of the Tree. "Stuff like this happens all the time; death is a constant companion to scavengers. We've just been fortunate that this happened only now, not with our expeditions. So there is no reason to suspect that this has anything more than bad luck at its core." Turning, Pyro walked one more round, mumbling before he stopped, staring blankly at the wall.

"Bad luck does not vanish women's bodies in a Necropolis and leaves the men smashed apart," he spoke hesitantly, haltingly, almost as if to test out the ludicrous idea that had been nagging at him for more than a day now.

"No, no, no, no, this is stupid! I am merely tired; these things just happen. I am overthinking this one little accident." Finally, he spoke, shaking his head in a feeble attempt to shake the ideas out of his mind.

"Three out of four men got killed. Of the eight women, those killed alongside the men were Mutated. All others vanished." He once more shook his head, continuing to pace within his room, hands going through his hair as he tried to calm himself down.

"This is insane; why am I even thinking about this? We had bad luck; they died and got eaten by a Mutant, which is the end of the story!" Pyros shouted, with a tone of finality that brooked no further argument.

"Mutants would have taken all the bodies, Animals would have eaten what was left, Machines wouldn't have even bothered," he said, the data and information he had been presented with not making sense. "The corpses were untouched aside from the damage, no animals were found in the vicinity, and not even the birds tried to feast upon an easy meal."

Pyro stopped, the argument loudly ringing within his head, even while he tried to refute the points laid out by his more paranoid side. "...I need some fresh air," he spoke and walked out of his room.

Half an hour later, he stood before the Chambers of the Council.

Available Bonuses:
55 Distributable Points from: Ambit.

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. (1 Action Locked, Choose 1 Action)
[ ] Communal Outreach - (Repeatable)
A hand given to the downtrodden, shattered, destitute, and outcast is not always accepted. Sometimes, those same people who need help the most slap it away in rage at the sight of their "betters deigning to elevate the dirt beneath them," as some have said so eloquently.
(Cost: 20 Materials, 6 Goodwill
Turns: 2
Chance: 42%
Reward: +4% Piety, +1 Random Stat Gain per success if you hold any stake over 1% within the BHVs.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Collapse Their Gravity - (Repeatable)
Even with the best intentions, unfucking the BHVs, on any scale, will be a monumental task requiring many hands and more people to work with you. Although Baron Esker has found some skill in improving the BHVs, he has, in more than one letter to Lady Selene, remarked that it would be cheaper to burn the whole settlement down and build anew were it not for those that already lived within.
(Cost: 50 Materials, 14 Goodwill
Turns: 4
Chance: 13%
Reward: +2% Piety, +1 Mutated Opinion (Once), Slightly Improve QoL within some BHVs, allowing you to strangle the cause of many problems at the root.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Blessed Journeys - (Repeatable)
You can say what you want, but sometimes the best option is to burn the bridge behind you and never look back. Contact whatever caravans you can to see if you can't bribe them to take on Mutated out of the BHVs they visit. Of course, while popular with the Mutated, people won't like that you are giving "criminals and scum" a free card to civilization.
(Cost: 45 Materials, 30 Goodwill
Reward: +3% Piety, +1 Mutated Opinion (Once), gives a safe way out of the BHVs for the Mutated.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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.
(Cost: 8.22 Materials
Turns: 1
Chance: 43%
Reward: 2d100+50 Recruits)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)

[ ] A Duty To Others Is Not Taken Lightly
As our numbers swell, so does our ability to reach out to many more people than before. With word, deed, and art, we can reach out to those on the edge of their decision and bring them into the fold for the good of all. Ours is a duty not taken lightly, but it is a duty one does not need to shoulder alone.
(Cost: 17.75 Materials
Turns: 3
Chance: 04%
Reward: 4d200+150 Recruits)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)

[ ] Low, Not Lowly
Some do not wish to remain there and fight for such with every fiber among the poor, desperate, and huddled masses. Those we do not seek out with this effort, but those who made pacts to sell their fellows for money or status. Their choice may be one they believe to be done consciously, but in reality, it is made from circumstance and hidden desperation. We cannot bring all who fell up, but we can start with some.
(Cost: 0.20 Materials
Turns: 1
Chance: 56%
Reward: +2% Piety, +2d6 Followers)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] This Is Not Eternal, Even Stone Will Change
We know where to seek those who banded together into gangs and which members need to be targeted to shatter them into a thousand pieces. What we are doing may not be strictly legal, but infiltration and subversion of criminal elements is a long practiced tradition among growing religions. Even better, many of those who had found homes amongst the gangs can be brought into the fold.
(Cost: 2 Materials
Turns: 2
Chance: 45%
Reward: +5% Piety, +6d8 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 10.00 Goodwill)

[ ] Festival Of The Delta
With money comes the ability to sponsor festivals, and with our numbers, the capability to fully take advantage of the festival for our ends in learning, conciliation, and creation. It will be costly, but it will be worth it.
(Cost: 100 Materials
Turns: 1
Chance: 66%
Reward: +6d8 Goodwill, +4d40 Recruits, +25 to all Actions this Turn if successful.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.75 Goodwill)

[ ] A Small Donation - (Organization) - (Topic) - (Donation Sum)
As the wealth of the Pilgrim increases, so too does the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) who then work towards a goal we provide for them. Nothing that they would be against doing, but something they would be adverse to in normal circumstances.
(Cost: 50-Unlimited Materials/Goodwill
Turns: 1
Chance: 71%
Reward: PR)

[ ] Begin Preparations For New Region Conversion
We have grown far beyond what Martyris had ever envisioned in numbers, wealth, knowledge, connection, and faith. So much so that some among our numbers are seeking new horizons to establish a new chapter, satellite, or outpost of the Pilgrims. We should accommodate their wishes, as they will aid us back in time and turn.
(Turns: 2
Cost: 0-200 Pilgrims, 50-200 Materials, 10-35% Piety loss, -6-20 to Piety Rolls
Reward: A New Chapter Interlude Turns)
[ ] Seed Shadow Sanctums
We must be able to live amongst those who need help and hide from those who wish us harm. By creating tiny safe houses to stock up on materials, commodities, and information, alongside rest and food, we can increase the reach of our agents and followers within the underbelly of society.
(Cost: 7 Materials, Upkeep: 1 Material
Turns: 2
Reward: +2% Piety, Sanctums within the Region are slowly being created, increasing subversive attempts.)

[ ] Feed The Masses - (Choose City)
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.)

[ ] Establish Soup-Kitchens Within Major Cities
While being careful and methodical has helped before, you can now afford to perform these projects in a scattershot approach with your expanding numbers. So we should build 31 more Soup-Kitchens, as they will cover the Major Cities, allowing us to go towards the countryside.
(Turns: 4
Cost: 124 Materials, Upkeep: +31 Materials to soup-kitchens
Reward: 31d6 Recruits, +0.31 Goodwill per Turn, unlocks further actions.)

[ ] Improve Your Poor Houses
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. So get to expanding what you have built; the work is not done.
(Turns: 3
Chance: 44%
Cost: 70 Materials, Upkeep: +20 Materials
Reward: Improved Poorhouses, +0.10 Goodwill per Turn, -2 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Establish A Small Hospice Network
While a Hospice does cater to the dying, its primary purpose is to heal the sick who cannot afford to see a doctor. With your allies and growing knowledge, you are confident that you can establish over a dozen within Tessen at once.
(Chance: 29%
Cost: 12 Materials Upkeep: 9 Materials
Reward: +0.12 Goodwill per Turn, 8d6 Goodwill, unlocks further actions.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Expand Your Hospice Network
While you have acceptable Hospices, you can improve capacity, treatments, etc. Better get to it!
(Cost: 40 Materials, Upkeep: +10.20 Materials
Reward: +0.60 Goodwill per Turn, 2d6 Goodwill, -1 to Piety Rolls.)

[X] Rudimentary Territorial Hospices - (City Territory) - (Ularn - House Ularn Demand) - (2/3 Turns Complete)
Your treatments of the sick and injured within the Cities have enjoyed great popularity within the population. More and more people are coming to seek your aid, knowing that they will receive a quality of treatment and healthcare they couldn't afford. Unfortunately, that drive to seek treatment means that many people take journeys that will worsen their injuries beyond help and leave them dying in the place where they sought healing. We should create several hospices that can operate with minimal oversight out of the central trade lane and establish themselves for future expansions.
(Turns: 3
Cost: 82 Materials, 10 Faithful, Upkeep: +25.00 Materials
Reward: +0.20 Goodwill per Turn, +2 Recruits per Turn.)

[ ] A Home away from Home
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 resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 20 Materials, Upkeep: 7.5 Materials
Reward: Local Base, Upkeep of all structure reduced everywhere by 0.10 Materials.)

[ ] Localized Headquarters
Having created a shelter, expanding the building to encompass several barracks, a canteen, storage rooms, a medical section, and an administrative body will improve your efficiency within the city!
(Required: Local Base (Action)
Cost: 100 Materials, Upkeep: 12.50 Materials
Reward: Local Headquarters, Upkeep of all cities reduced by 0.75 Materials.)

[ ] Administrative Center - (Mirn)
Organizing hundreds of works is no easy feat, requiring dedicated staff and learned minds in equal measure. However, with previous works having laid the groundwork, now is the time to compound the efforts of all those who helped. Like, assisting Pilgrims across Tessen perform their duties with the resources and hands they need.
(Required: Localized Headquarters
Turns: 6
Cost: 145 Materials, 12 Faithful, Upkeep: 10 Materials
Reward: Administrative Center, Upkeep across Tessen is reduced by 0.50 Materials.)

[ ] Build A School - (Big) - (Choose City)
A place of learning, growing, and change, where 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.
(Already built within Mirn.
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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)

[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.001 Goodwill)

[ ] Build A Humane Primitive Asylum - (Location)
Nothing stands between the creation of an Asylum led by the Pilgrims now. Contact local builders, set Marxcim to design the structure, and call for volunteers to be trained and paid for taking care of the patients. Of course, some will see the giving over of the mentally ill to a religion-led institution as a terrible idea. Still, those voices will cease after some time has passed and, hopefully, recovered patients walk out of the Asylum. Your efforts in uncovering aspects of the human psyche have increased both costs and those you can now help.
(Cost: 30 Materials, 7 Materials Upkeep, 4 Goodwill
Reward: Humane Primitive Asylum, +0.2 Goodwill per Turn.)

[ ] Build Another 'Consensual' - (Location)
You would 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 those who chose this path or use it. People sell their labor and time for money, so punishing those whose work is sex is crazy.
(Turns: 2
Cost: 6 Materials
Reward: 'Consensual,' +0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)

[ ] Build Upon A 'Consensual' - (Choose City)
The brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Cost: 20 Materials, Upkeep: 6 Materials
Reward: Upgraded 'Consensual,' +0.02 Goodwill, +3d4 Income for the Consensual.)

[ ] Cleaning Up The Mess - (Choose City Territory)
Despite all you currently know about how Black Hole Villages operate, are constructed, and unintentionally reinforce poverty and crime via a feedback loop, helping those stuck within them will not be easy. Nor will it be a quick thing, done once and done cheaply. It will cost you money, time, materials, connections, and favors to help the Mutated within turn the villages into a settlement that people can live in without considering the sword's edge.
(Turns: 4
Cost: 150 Materials, 75 Goodwill
Reward: Lessened Suffering of the Mutated
Notice: Goodwill costs will be reduced by 15 per use, down to 30.)
[ ] 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 every doctor for the next three months.
(Cost: 73 Materials
Chance: 66%
Reward: Healers gain Influence, 10d5 Goodwill.)

[ ] A Helping Hand
Now that you can create prosthetics, merely creating and selling them isn't enough. Unfortunately, too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So to create a few hundred in bulk, ship them out to your hospices, where the doctors may gift them as required.
(Cost: 65 Materials
Chance: 95/55%
Reward: Gain 4/10d4 Goodwill.

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

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. At the wrong time, a report in the right ear has toppled many nations. (Choose 3 Actions)
[ ] Hello, My Name Is Money, Big Money.
Okay, deep and calm breaths. We can't afford to be panicky about this right now; we have the time to be smart. Instead of trying to shatter the project and go against a House that could cause us serious problems, why not become a part of the project? Pour money into the project, and we should be able to influence everything in a direction that won't be awful.
(Cost: [Write-In] Materials, 20 Goodwill, -2 Mutated Opinion (Once)
Reward: Increased Influence over the project.
Warning: Construction will start in 12 Turns.)
House Ulatarn - 25.000 Materials - 57.2% (-20% - Pilgrim Deals)
The Pilgrims - 900 Materials - 22.7% (+20% - Pilgrim Deals)
House Tessen - 2.900 Materials - 7.9% (-1% - ???)
House Mirn - 1.600 Materials - 3.9% (-1% - ???)
Merchant Guild (Manufactory Syndicates)- 900 Materials - 2.7%
Merchants Guild (Collective) - 750 Materials - 2.3%
Baron Seq - 400 Materials - 3.2% (+2% - ???)
Others - ??? Materials - 0.1%
Civilian Inf.: 4/10 - Designated Housing And Road Spaces
Medical Inf.: -1/10 - Constant Shortages Of Basic Medicines
Military Inf.: -4/10 - There Is No Militia
Guard Presence: 4/10 - A Tiny Permanent Guard Presence
Water: 2/10 - A Drought Will Kill Many
Resource Extraction: 4/10 - Enough To Feed Industry
Industry: 5/10 - Enough To Produce For The Caravans
Agriculture: -2/10 - Starvation And Malnutrition Without Caravans

Total: 7/80 - Destitute Village!!!

Breakdown:
0-10 - Black Hole Village
11-20 - Destitute Village
21-50 - Poor Village
51-70 - Median Village
71-79 - Prosperous Village
80+ - Norqod

[-] Influencing Black Holes - (Category) - (3 Turn Cooldown)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 1% Shares
Cooldown: 3 Turns
Reward: +1% Piety, +1 to chosen category)
-[] Hire Civil Planners And Architects
(Cost: 5 Materials
Reward: Slightly Lessened Impact of Material/Geographical/Desing Constrictions)

[ ] Altering Black Holes - (Choose 2 Categories)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 5% Shares
Cooldown: 2 Turns
Reward: +2% Piety, +2 to chosen categories)
-[] Hire Civil Planners And Architects
(Cost: 15 Materials, 3 Goodwill
Reward: Lessened Impact of Material/Geographical/Desing Constrictions)

[ ] Designing Black Holes - (Choose 4 Categories)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 15% Shares
Reward: +5% Piety, +2 to chosen categories)
-[] Hire Civil Planners And Architects
(Cost: 40 Materials, 10 Goodwill
Reward: Drastically Lessened Impact of Material/Geographical/Desing Constrictions)

[ ] We Are Legion
For we are many, and yet none. Please find us at your peril, or salvation, for we offer both in equal abundance for any that dare to tread in shadows.
(Turns: 9
Reward: Create a Subversion Category, shifting Actions around, and unlocking more.)

[ ] From The Brink
Having obtained rudimentary knowledge and understanding of the human psyche beyond that which is commonly available, you now have the chance to slowly pull The Lost back into the fold, saving lives in the process, and preventing them from sliding into a darker mindset than self-punishment. Of course, a deeper understanding of psychology and deeper infiltration could make this process smoother, but you'll have to make do.
(Cost: 10 Materials, 2 Goodwill
Chance: 90/-55%
Reward: +1/3 Assimilation. The Lost become more aligned with the Pilgrims, eventually allowing you to absorb them.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] We Are One People! - (Choose Class)
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, bring the people together, and start on the road to reconciliation.
(Cost: 20 Materials
Chance: -20%/-20% for Locals/Elites (rolled each turn)
Successes Needed: 6/6
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Faction)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. You either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 40% +10
Reward: +15 to all rolls involving said faction.)

[ ] 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 Part 1 - (Choose Three Factions)
With spies now available to the Pilgrims, it may be the time to make sure they are in place to ply their trade. This step focuses on laying the groundwork for future expansions and won't get you any detailed information. It is also nothing more than paying some people to pass on rumors, which is pretty much standard practice within Slatnan and won't raise too many eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Cost: 8 Materials
Turns: 3
Chance: 73%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Infiltrate Part 2 - (Choose 3 Factions)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Cost: 30 Materials
Turns: 2
Chance: 50%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Infiltrate Part 3 - (Choose 3 Factions)
Your secrets are ours; nothing can be hidden from us. No lock, no gate, no barrier stands in our way, and nobody will shield you from our grasp. Because we already own them, from the lowliest maid to the highest Guard you trust.
(Needed: Information Network: Rank 2
Cost: 90 Materials
Turns: 5
Chance: 03%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Military.
Reward: 2d6-3 Materials + Chance for Secrets )
-[] Seek Mutated Help - (XXX Goodwill)
(+5 to roll = 2.00 Goodwill)

[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain, and may my deed feed that which may eternally grow.
(Cost: 6 Materials
Chance: 50%, 60% for: The Military.
Reward: Target has their operations/structures halted/crippled/terminated.)
-[] Seek Mutated Help - (XXX Goodwill)
(+10 to roll = 3.00 Goodwill)

[ ] Create A Dossier On (Groups/Topics (Max 3))
Collate all known information, history, and rumors about a group or topic of interest to ensure that the Pilgrims' future actions are as well informed as they can be.
(Cost: 15 Materials
Chance: 55%
Reward: Lore and Information regarding Groups/Topics (Max 3).)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

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

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (1 Action Locked)
[ ] Investigate The Tech-Scouts' Deaths
Though the deaths of the twelve who ventured into the Forest are a cause for mourning, they are not unexpected. They have evaded the horrors of the Necropolis far longer than many others, only to be brought low by an unknown monstrosity during another delve. Though many are left grieving, one Pilgrim, a Mutated named Pyro, among those overseeing our operations within the Forest, has brought a troubling possibility to the Council. In their mind, there is the distinct possibility that the missing Scouts were either taken alive or had one particular organ harvested. One that would necessitate us to go out and burn whatever took it to the ground. Whatever the case, if they are still alive, you need to find them.
(Cost: 3.25 Materials
Chance: 37% + 15
Reward: Gain insight into the faith of those "Presumed Eaten."
Warning: This Action will vanish after this Turn.)
Notice: Succeed by more than 40/Use Specific Artifact to unlock: Interlude - The Forgotten Goddess
[ ] Investigate The Flying Islands - (Opt. Forces/ Needed Airship/s)
And just as you finished writing and searching for an entire season!
(Cost: 12 Materials
Turns: 1
Reward: Information.
Warning: Islands may or may not fly off within the Season.)

[ ] Menagerie - (Basic)
With the space in your armory expanded, you now have the needed area, blacksmiths, and tools to armor Lizards, ensure they are healthy, and keep them in shape. In addition, several other animals can be held here, though only the most commonly available.
(Cost: 66 Materials, 12 Materials Upkeep
Turns: 5
Reward: Can add [Common] Animals to Units.)

[ ] Alright. You Will Die. - (Forces)
Someone decided that killing 43 of your followers and over 200 other people was a good idea—on top of another 800. You've seen this dance and move already, performed it adequately, and went home to continue what you were doing. So now that someone asked you to dance this dance again. You will comply by shattering their kneecaps, taking off their arms, and then letting them bleed out on the floor like a slaughtered dog. Alternatively, fire, a mortar to the body, or a weapon in the brain will suffice.
(Turns: 1
Reward: You will attack all known forces that harmed you on the Day of Corrupt Fire.
Known Forces: A gang of Humans. (~20 Members, Cloth Armor and Common Civilian Weaponry, Tangentially Related)
Neighborhood Watchers Secondary Cell, 159 Members, Metal Armor and Uncommon Civilian+Ubiqutous Military Weaponry, Directly Responsible.
!!!Anti-Knight Weaponry Spotted!!!
Identified Leaders, +20 to all first-round damage.)

[X] Scout Out. - (Assistance in locating Neighborhood Watchers Outposts) - (Tech-Scouts, The Unbroken, DOD) - (2/3 Turns Complete)
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: 75%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)

[ ] Conquer The First Bunker Floor
Let's go!
(Cost: 17 Materials
Chance: 35/50% for Ambush and Prepared Battle; if failed by more than 20, your party is ambushed instead.
Reward: Conquered Room/s)
Enemy Forces:
8x Guardians

Possible Rewards:
Unknown Amount of Artifacts
Titanic Stores of Materials

Area Purpose:
Warehouse
Enemy Forces:
4x Minor Bright-Lance Turrets
2x Caretaker-Swarms

Possible Rewards:
Weapon Artifacts
Enemy Salvage

Area Purpose:
Defensive Position
Enemy Forces:
8x Guardians - Trooper
2x Guardians - Sniper
1x Guardian - Command
2x Minor Bright-Lance Turrets
1x Medium Bright-Lance Turrets
2x Plasmathrowers
4x Caretaker-Swarms
6x Omni-Gazers

Possible Rewards:
Large Amounts of Electronic, Machinery, and Programming Artifacts
Chance to deactivate defensive armaments
Possibility to unveil hidden areas

Area Purpose:
Command Center
Enemy Forces:
4x Guardians - Trooper

Possible Rewards:
A large amount of Materials
A small number of various Artifacts

Area Purpose:
Barracks
Enemy Forces:
4x Workers
2x Guardians - Trooper

Possible Rewards:
Titanic Amount of Rare/Lost-Tech Chemical, Medical, Psychology, Biology, and Machinery Artifacts

Area Purpose:
Hospital
Enemy Forces:
12x Workers
2x Guardians - Trooper

Possible Rewards:
Chance for Data-Crystals, highly-priced Artifacts often detailing terabytes of information and research.

Area Purpose:
Laboratory
Enemy Forces:
9x Caretaker-Swarms
2x Workers

Possible Rewards:
A large amount of Machinery, Mechanic, Metallurgy, Hydraulic, Programming, Electronic, and Physic Artifacts
A large amount of Materials

Area Purpose:
Manufacturing
Enemy Forces:
8x Caretaker-Swarms
6x Omni-Gazers

Possible Rewards:
Enemy Salvage

Area Purpose:
Robot Storage
Enemy Forces:
2x Caretaker-Swarms
2x Omni-Gazers
3x Guardians - Trooper
9x Guardians - Sniper
3x Guardians - Command

Possible Rewards:
A Titanic amount of low-level Biology, Medicine, and Machinery Artifacts
Some materials
Chance for Lost-Tech Seeds

Area Purpose:
Greenhouse
Enemy Forces:
6x Guardians - Trooper
4x Caretaker-Swarms
1x Medium Bright-Lance Turret

Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage

Area Purpose:
Armory
Enemy Forces:
20x Guardians - Trooper
4x Guardians - Sniper
1x Guardian - Command
8x Minor Bright-Lance Turrets
6x Medium Bright-Lance Turrets
2x Large Bright-Lance Turrets
1x Plasma-Lance
4x Plasmathrowers
12x Caretaker-Swarms
34x Omni-Gazers
4x Walkers

Possible Rewards:
Enemy Salvage

Area Purpose:
Bastion And Elevator
Enemy Forces:
6x Guardians - Trooper
4x Caretaker-Swarms
1x Medium Bright-Lance Turret

Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage

Area Purpose:
Armory

[ ] Guards! Guards! - (Specify up to 5 Buildings)
While the Tree of Knowledge has some security, it doesn't have a dedicated guard. So start training a few Pilgrims as guards so that you don't have to worry about thieves or, even worse, saboteurs.
(Cost: 32.5 Materials, Upkeep: +0.55 Materials per Building
Turns: 1
Reward: Pilgrim Guards are assigned to the building, sharply increased DC for malicious actions against it.)

[ ] Make A Man Out Of You! - (Choose Trainer Unit) - (Choose 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.)

[ ] Upgrade The CRPS To CREPS
With the CRPS established and securing our various facilities around Tessen, we can upgrade and expand its operations. Doing so would improve our security with more extended training for guards, intensified background checks, and qualitative improvements.
(Turns: 9
Cost: 101.35 Materials, 31.45 Materials Upkeep
Reward: CRS - Elite Private Security, which improves the security of all facilities and Pilgrims within Tessen.)

[ ] 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. 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/nothing, if re-training.
Reward: 1 New Unit (Size 6/6) at Trained (3/6) or Re-Trained Unit with Upgrades below.
6 Unit-Points - Overstrenght (Double Unit count)
2 Unit-Points - Stealth Training (+20 to all stealth rolls)
1 Unit-Points - Weapon Type Specialization - (Weapon) (+1 per Unit member to damage)
1 Unit-Points - Armor Weight Specialization - (Armor Class) (reduced penalties to Heavy and above Class Armor, +1 Armor per 2 Unit members for Medium and below.)
2 Unit-Points - Fanaticism (Unit cannot break, double damage against all enemies of your faith, half damage received from enemies of your faith, will refuse to retreat in an inverted chance to losses. (1/10 Dead = 90% refusal to withdraw, 9/10 Dead = 10% refusal to withdraw.))
1 Unit-Points - Pride (+1 to Breakpoint)
3 Unit-Points - Guardians (+2 Health per Unit member each time another Unit takes damage.)
1 Unit-Points - Reaction Training (+5 to Initiative.)
2 Unit-Points - Harsh Workouts (+1 Health per 3 Unit members.)
4 Unit-Points - Elite Training (+1 Training Level)
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: 8/8
Damage: 1d6 (+2 damage ignores armor and 2 AP when melee, 4 AP when ranged.)
Training: Trained (3/6)
Breakpoint: 2/6 size remaining in Combat

Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack)
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-Firebomb (Lingering): It is used as a free action before the melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), (2/2) Shells

Trait/s: Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Upkeep: 0.69 Materials per Turn.
Cost: 89.52 Materials

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

Learning: Knowledge is Power. (Choose 2 Actions, 1 Action 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 provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] or -[DoD] will add 1(one) Success to 1(one) active research.)
[ ] Aerodynamics 101 - (All Physics)
It turns out lifting something off the ground is only half the job. We have figured out that some shapes fly better than others, but we have no idea why—time to get one of your research teams to nail down the laws that govern aerodynamics.
(Cost: 5.00 Materials
Chance: 24/07/-18% for 1/2/3 Successes, Successes Needed: 3
Reward: Better Airship Propulsion, unlocks additional projects.)

[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engines globally, rivaled perhaps only by one Dreadnought. So figuring out how to reproduce those systems would be prudent in case of failure and offer a giant leap in native capabilities.
(Chance: 21/-57/-100 for 1/2/3 Successes, Successes needed: 15
Reward: Massive leap in engine know-how and airship speed.)

[ ] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
When an Elder Forge-Clan Engineer looked at how the Daughter stays afloat, his exact words were: "What in Myra's Holy Name is this abomination to sanity?" So figuring out how it works and reproducing these systems will likely be a pipe-dream for decades and centuries. Still, even a rough outline would show the original creators' principles.
(Chance: 24/-09/-47 for 1/2/3 Successes, Successes needed: 7
Reward: Reduction for all Suspendium Research.)

[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad of flaws, restrictions, and troubles that will plague all future attempts to create more. Above all, designing a ship around, under, or above upwards forces is problematic. However, the pull and subsequent stresses upon material and components are nothing to dismiss, so figuring out how to negate or minimize those forces will prove a godsend for future attempts.
(Cost: 57.25 Materials
Chance: 99/75/53 for 1/2/3 Successes, Successes needed: 7
Reward: Structural Integrity +1/2/3 for all modules in Light/Medium/Heavy Airships.)

[ ] Large Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Now that you have figured out how to keep suspendium charged even while in flight, the next step is to figure out how to increase suspendium to allow larger bags.
(Needed: 2 Suspendium Shards - Small
Cost: 12.67 Materials
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Gain Large Suspendium Bags, 2.500 Kg Lift, -4 Structure.)

[ ] Armored Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
It's one thing to be within a cart, on the ground, and another in the air held aloft by bags filled with crystals. Bags, which can, quite easily, be punctured and set aflame by a single well-placed shot or flying Mutant taking offense. While this will reduce the service-ceiling of the Airship, it will increase its survival chances in a fight.
(Cost: 6.43 Materials
Chance: 99/45/05 for 1/2/3 Successes, Successes needed: 1
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 750 Kg Lift)

[ ] Pressurized Suspendium Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than getting more Suspendium inside a flammable bag that can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding. But that didn't stop you the first time, so get cracking on building bigger and smaller!
(Needed: Suspendium Shard - Small
Cost: 17 Materials per try
Chance: 54/-16/-60 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium - Small, Medium, Large. 10-50.000kg Lift.)

[ ] Propulsion In The Air Continued - (Pioneer Hydraulic/Machinery/Metallurgy)
The early prototypes of your newly developed propulsion methods are promising and powerful, especially the propellers. Redirect some more funding to continue this line of research so your Airships will be even faster!
(Cost: 48.00 Materials per try.
Chance: 01/-54/-103 for 1/2/3 Successes, Successes needed: 9
Reward: Airship Modules: Big Vuur-Engine Room, Medium and Big Fuel Storage, Standard Airscrew, Primitive Propellers.)

[ ] Catalogue Everything 2: Airship Boogaloo - (Ship) - (Condition) - (Security Forces) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics)
A second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact and how they can be repaired or powered up enough to get back to the Tree.
-[ ] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[ ] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[ ] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance of being attacked by unknown forces, 2d8 Airship Artifacts.
(Cost: 41/28/20/6 Materials
Chance: 82/28/03 for 1/2/3 Successes, Successes needed: 25/13/7/1
Bonus: +50 due to Soaring Wrenches
Reward: Can recover (Ship Type+Damage).)
Warships (Armed 500 ton): 3 Intact (<80%), 1 Damaged (<60%)
Cargo Crafts (Unarmed 1000 ton): 10 Intact (<80%), 2 Damaged (<60%)
Line Vessels (Armed 200 ton): 13 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unnarmed 20 ton): 50 Intact (<80%), 2 Damaged (<60%), 16 Destroyed (<20%)

[ ] Prototype Unique Component
One Pilgrim has developed a new and novel application of known or old technology for Airships. We could look into its efficacy.
(Cost: ??? Materials, ??? Suspendium
Chance: ???/???/??? for 1/2/3 Successes, Successes needed: ???
Reward: Requested Module. Describe what you want, and I'll tell you what it will cost/require.)

[ ] Prototype Unique Designs - (Link To/List Of Proposed Design) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
Now that you have developed standardized modules building a specific airship around or with those components would be safe.
(Cost: 25 Materials + (Design Costs)
Chance:
Light (0-2.000 Kg Lift): 90/40/-20 for 1/2/3 Successes, Successes Needed: 2
Medium (2.001-200.000 Kg Lift): -80/-180/-180 for 1/2/3 Successes, Successes Needed: 14
Heavy (200.001+ Kg Lift): -400/-600/-1.000 for 1/2/3 Successes, Successes Needed: 200
Reward: Airship Desing is being manufactured and sold. The Price is pre-rolled and applied to all subsequently assembled airships of the same line.
Warning: Insufficient institutional knowledge makes designing Medium+ Airships unpractical.
Warning: Airships incur Material and Suspendium costs in their production.
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
The Empire covets very few things as good steel. Many have desired it, from Knights to armor and weapons, construction materials, or base components, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning to make quality steel independently would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise, after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: 47/-09/-116% for 1/2/3 Successes, Successes Needed: 5
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)

[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, but why stop at what you have? There is always room for improvements, even incremental ones! So see what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: 34/-11/-86 for 1/2/3 Successes, Successes needed: 14
Reward: Improved Steam Engine resulting in D20s instead of D12s.)

[ ] The Movement Of Things - Part 2 - (Hydraulic/Machinery/Metallurgy)
It is possible, if difficult, to minimize the size of the Vuur to incorporate it into moving carriages, not unlike motorcycles. Yet, the energy efficiency is atrocious; the resources needed to keep them moving are so vast that they nearly cannot transport them themselves, not to mention the costs! So, improve efficiency to allow you to create economically viable engines. Luckily, you have already found a few tricks and snags, which Turi estimates shaved off at least a year of effort.
(Cost: 16 Materials
Chance: -08/-64/-120 for 1/2/3 Successes, Successes needed: 7
Reward: Can incorporate the Vuur-Engine into large carriages for either transportation or agriculture.)
[ ] Cutting Edge Technology - (All Weaponry)
When the time comes to face your enemies up close and personal, you can never go wrong with a good blade in your hand. Now, what makes a knife great comes down to the skill of the smith and the quality of the metal used. While we can't do much for the former, there is much to improve on the latter. Using samples taken from the Necropolis, we can determine which alloys work best for each blade type. They will be too expensive for everyday life, but our military forces will be glad to have them.
(Needed Artifact: Mono Titanium Blade
Cost: 8 Materials
Chance: -44/-76/-132 for 1/2/3 Successes, Successes needed: 7
Reward: +1 Damage for all bladed weapons per 3 Size of a Unit)

[ ] Coilgun Mystery - (Advanced Electronics/Weaponry)
It is a well-known fact that the Forge-Clans have access to the best weaponry a mere mortal can hold: Coilguns. These weapons shoot pieces of metal in a way you can't quite fathom, its mysteries too well guarded, in devastating ways, turning people into nothing more than bloody chunks. It will take a long time to figure out the principle behind these weapons, but who knows what paths will open?
(Cost: 20 Materials per try.
Chance: -50/-148/-278 for 1/2/3 Successes, Successes needed: 29
Reward: Uncover the underlying principle of Coilgun Weaponry)

[ ] Gasses Long Forgotten - (Advanced Weaponry/Chemicals)
These tiny capsules hold the promise of ending a fight before it even begins, saving valuable lives in the process. But, of course, building your own can only help you in the long run.
(Cost: Sleep-Gas Bombs
Chance: -18/-49/-156 for 1/2/3 Successes, Successes needed: 14
Reward: Primitive Gas Grenades)

[ ] Burning Fire, Raging Ire - (Advanced Weaponry/Chemicals)
It is one thing to light a rag connected to alcohol and throw it, another to have a reliable fire grenade. There have to be chemicals and ancient mentionings about how the Pilgrims could create those.
(Chance: -43/-113/-201 for 1/2/3 Successes, Successes needed: 9
Reward: Primitive Fire Grenade)

[ ] Fuck That Guy And Everything Around Him - Part 2 - (Physics/All Chemicals/Advanced Weapons)
You figured out a viable mortar you could use. But that is all this weapon is, viable. Something like that cannot stand, not while you have the chance to end threats without risking lives! Figure out how to incorporate the advancements within the mortar's development into a new version. Improving range, accuracy, payload size, reliability, cost of production, and moveability will be critical to ensure that this weapon can be used and distributed widely among our forces.
(Cost: 56 Materials
Chance: 47/02/-43 for 1/2/3 Successes, Successes needed: 18
Reward: Static Mortar - Standardized, a powerful weapon with limited range yet good accuracy, deployed before the battle.)

[ ] BURN IN HOLY FIRE! - Part 1 - (Physics/All Chemicals/Advanced Weapons)
Recently, your expedition acquired a surprisingly intact flamethrower from the Necropolis. The weapon may not be as good as those produced by the Forge-Clans today, but seeing as this version was intended for civilian use, you can excuse that. No pre-collapse government wanted potent weapons in the hands of their slaves, you see. Nonetheless, with this Artifact, you will start down the path of creating Pilgrim-designed flamethrowers and all their uses in warfare and pest removal.
(Needed Artifact: Intact Civilian Flamethrower
Chance: 65/40/25 for 1/2/3 Successes, Successes needed: 4
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)

[ ] 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 give your Knight/s 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: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)
[ ] A Shield For Rangers - (Armor)
After researching a shield your Militia and troops could use, one of your scholars came forth with designs for one that your ranged troops could use. It wouldn't be a short endeavor and costly in terms of materials, but it could provide a leg up in armor.
(Cost: 12.65 Materials
Chance: 99/75/40% for 1/2/3 Successes, Successes Needed: 6
Reward: Spiked Pavise.)

[ ] Power Armor - Primitive - (Advanced Electronics/Advanced Hydraulics/Advanced Armor)
Somehow, without even meaning to, the combination of ancient schematics, PD, the 4S, and your efforts, have resulted in actual, if primitive, Power Armor worn by Elite Forge-Clan Troops and the Royal Army. It represents the height of what you can currently create; the costs are too prohibitive, though the maintenance is luckily easy and, notably, cheap due to several inventive and robust components. The single suit you have created has been used to develop cheaper ones to be worn by your Units. Figuring out a way to mass-produce, or at least not so costly, produce them would massively help contend sites within the Forest Of Rust.
(Cost: 19.53 Materials, 1 Advanced Electronic, and 1 Advanced Hydraulics/Armor Artifact
Chance: 25/-19/-61 for 1/2/3 Successes, Successes needed: 13
Reward: Power Armor - Primitive, Reduced Upkeep for all industrial buildings, further Learning Action.)

[ ] 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 be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
There is always a need for good armor.
(Chance: 99/99/92% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)
[] That's A Wrap - Pt.1 - (Advanced Medicine/Pioneer Machinery/Programming)
Among our recent finds are several bandages with different properties ranging from self-disinfection to self-applying sutures. We don't know how many aspects can be replicated, but just achieving one would be much better than what we currently have.
(Cost: Self-Sterilizing Bandages, Autonomous Suture-Bandage, Self-Sealing Bandages
Chance: -72/-138/-186% for 1/2/3 Successes, Successes Needed: 22
Reward: Auto-Bandage - (Prototype))

[ ] Medication For Psychological Problems - (Pioneer Psychology/Chemicals/Medicine)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. One of the ways such things happen is due to chemical imbalances in the brain, causing misfires and shifts within the neurons, like a faulty computer glitching out due to a bug. Several recipes and mentionings of further have been found in an ancient book, allowing you to progress towards re-creating those medications. Or your versions of them.
(Cost: 11.25 Materials per try.
Chance: -44/-88/-132% for 1/2/3 Successes, Successes Needed: 19
Reward: Boost to your ability to help those who have psychological disorders. Unlocks Pharmaceutical Industry in Norqod.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)

[ ] Seizing The Means Of Reproduction - (All Pioneer Chemicals/Medicine/Biology)
Having spent a considerable amount of time researching the topic has yielded far-reaching insights into all manner of contraceptives, allowing you to state that you have the best that everyone can currently create with confidence. Not an answer you wanted but the answer you got. Therefore, the next step will be to find out what is needed to produce and alter the contraceptives you now know exist to be viable.
(Cost: 7.14 Materials per try.
Chance: 13/-43/-101 for 1/2/3 Successes, Successes Needed: 48
Reward: You can make cheaper and better Contraceptives. +8d20 Goodwill, +4d10% Piety, +4 Followers from (ironically enough) births per Turn.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)

[ ] Lend A Hand, Arm, And Leg - Part 2 - (All Mechanics/All Electronics)
Unfortunately, many lose a limb to either accident, disease, or injury. Regrettably, only those with wealth and connections can go to the Forge-Clans to get a replacement. But, primitive as our first attempts may have been, they were the first step in easing many people's suffering. Now you need to focus on simplifying the construction of the limbs so that people do not need to sell a literal arm or leg to replace lost ones.
(Cost: 41 Materials
Chance: 61/12/-38% for 1/2/3 Successes, Successes Needed: 14
Reward: Simple Prosthetics are now crafted and sold (+12 Materials), +10% Piety)

[ ] Sticks And Stones - (All Machinery/Electronics/Metallurgy/Common Biology)
Until recently, all the knowledge about the human body's interior eventually traced back to horrific sources. But discovered in an ancient Bone-Mending Kit was a mysterious box that seems to see inside a person. Those images are better than anything modern medicine can produce by a massive margin. There's no overstating how much such an ability could help treatment - if only we could unlock the secret.
(Cost: Bone Mending Kits
Chance: 23/-22/-118% for 1/2/3 Successes, Successes Needed: 16
Reward: Vast Radiological improvements, reduction in Upkeep for all medicinal buildings, +8% Piety, +2d3 Goodwill)

[ ] Combat Stimms Round 3 - (Pioneer Medicine/Biology/Chemicals)
Where natural talent fails, chemical talent can step in, but not always, and never permanently. Or could it? Is there such a thing as chemicals and drugs that aren't inherently harmful to the body in the long run, or are there ways to minimize the danger to almost nothing? Something worth investigating.
(Chance: -93/-144/-224% for 1/2/3 Successes, Successes Needed: 19
Reward: Advanced Combat Drugs, Unlocks Round 4)

[ ] Pain-B-Gone Part 1 - (Advanced Medicine/Chemicals)
It was a surprise to find a missile warhead used by the Ancients not meant to cause a horrible death to your enemies. As we stand right now, we have no way or need to launch massive amounts of aerosolized painkillers over a battlefield. However, if we could replicate the compound, it should create a very effective and easy-to-use pain killer. Just spray over the hurt area and feel the pain go away.
(Needed Artifact: Saint-And-Hallow Warhead
Chance: -21/-76-134% for 1/2/3 Successes, Successes Needed: 9
Reward: Medi-Aid Chemicals, Pain-B-Gone Part 2)
[ ] Chemicals For Future! - (Biology/Chemicals)
It is well known that specific techniques enable food to last longer, like salting and drying meat. If one goes at that from another angle, then the use of particular chemicals can dramatically expand the shelf-life of food.
(Chance: 58/-13/-74% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[ ] Boiling Liquids Last Longer - (Biology/Chemicals)
Turi flash boiled some milk on accident. It has yet to go bad, making her wonder why. Also, no, I will not drink two-month-old dairy, no matter how much you boil it!
(Chance: 66/37/-04% for 1/2/3 Successes, Successes Needed: 8
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[ ] Fertile Fields
A few learned people say that using certain soils, chemicals, and other things can help improve soil quality, giving more nutrients to the plants that grow on it, thus giving us more food. Unfortunately, while some Regions use the most basic techniques, most have lost their institutional knowledge due to the ever-growing reliance on sandwheat. So a good first step would be to search for mentionings of those techniques and compare what they say. After that, experimentation is in order.
(Chance: 81/56/28% for 1/2/3 Successes, Successes Needed: 20
Reward: Improved yields of all fields.)
[ ] Illness Of The Mind - (Advanced Psychology)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. Having collated a rudimentary overview of what is known, you realize that what is unknown far outweighs anything discovered or re-discovered by your efforts. Looking deeper into the mystery of the human brain will require extensive research and preparations, but this will be worth it for every life saved.
(Cost: One Psychology Artifact
Chance: -61/-171/-186% for 1/2/3 Successes, Successes Needed: 18
Reward: Can construct humane Basic and Expanded Asylums.)

[ ] The Mind - Combat Specters - (Psychology)
In your effort to understand the human mind, some things stood out to you. One of those is that some do not seem to leave combat, their bodies reacting as if they were still in mortal danger in even harmless situations. Specific actions, phrases, and noises make them panic, while nightmares and paranoia grasp their minds. But, unfortunately, you do not know how to help them. Yet.
(Chance: -32/-110/-176% for 1/2/3 Successes, Successes Needed: 9
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)

[ ] The Mind - Compulsive Behaviour - (Psychology)
In your effort to understand the human mind, some things stood out to you. Some cannot help but perform specific actions under compulsion as if forced to move or act a certain way, like organizing objects in particular patterns or washing until they nearly bleed. What is causing that? And how can you stop it?
(Chance: 32/-43/-105% for 1/2/3 Successes, Successes Needed: 7
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)

[ ] The Mind - The Black Pit - (Advanced Psychology)
It is... difficult to understand the workings of the human mind, as many of those you interviewed and treated tried to explain how they felt, thought, and what happened in their lives, with you not understanding or coming closer to identifying anything but parts of what could be happening within them. Yet, there are common themes among them:
-The growing ideation of death.
-Their belief in their worthlessness.
-And many other things, of which we have not a large enough pool to say for sure if the Black Pit causes them.
(Chance: -77/-134/-184% for 1/2/3 Successes, Successes Needed: 22
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people.)
[ ] The Code Which Lives - (Pioneer Programming/Electronics)
PD, ^Ä^, and Angel's Demise are living beings, sapient and sentient in every way one may measure. But how? How is that possible? What mechanisms allowed them to grow beyond the limitations and Chains placed upon them? And could you retread their paths?
(Chance: -86/-748/-1529% for 1/2/3 Successes, Successes needed: 43
Reward: ???)

[ ] Secret Of The Circuit Pt.4 - (Pioneer Electronics)
With your manufacture of electronic components now as cheap and streamlined as you can make them without producing them in a factory, it is time to start the heavy-hitter research: producing electronics as near to that of the Ancients as you can manage. They may be nothing more than showpieces for this effort, but knowing the route is all you'll need to find better and cheaper paths to attain electronics of the forgotten ages.
(Cost per try: 195 Materials
Chance: -81/-247/-413% for 1/2/3 Successes, Successes needed: 80
Reward: Massive reduction in DC and Cost to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Notice: Breakthrough Research! Every 10 Successes, the chances are raised by 30%!)

[X] Rugged Radios - (Electronics/Advanced Electronics) - (5/7 Successes)
Your scholars and engineers are vibrating in excitement due to the primitive radios built within your workshop. All other Pilgrims are nearly storming and assaulting the Council with proposals for using the table-sized radios, from creating Pilgrim-operated channels and news to using them for a network connecting all of the Pilgrim Operations within Tessen. However, if you wish to do so without paying through clenched teeth and a face that sucked lemons beforehand, then a ruggedization and modernization effort are unavoidable.
(Chance: 64/13/-16% for 1/2/3 Successes, Successes needed: 7
Reward: Radio-Beacons, Radio-Network, Radio-Channel unlocked, raised Income for the Electronics Workshop, Unlocks Norqod Actions.)
[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD's way of keeping cool is via a blue-red liquid, which also contains vital components needed for her internal and external self-repair capabilities. During a cooling cycle, the fluid passes through several devices meant to siphon off and reduce temperature. With a firm(er) grasp on how such a thing works mechanically, it is now possible to attempt a peek into what makes PD's coolant systems tick and maybe see if there are any ways to improve the same.
(Chance: -34/-114/-184 for 1/2/3 Successes, Successes needed: 14
Reward: +5 to all rolls made by PD.)
[ ] Re-Use, Re-Duce, Re-Make
With the increasing understanding of our scholars, engineers, doctors, and more, we are slowly beginning to be able to re-create some things previously only in the realm of specialists and the Forge-Clans. By creating a reverse-engineering program, we will be able to produce some of the things we are forced to buy in-house, reducing Upkeep.
(Chance: 88/12/-64 for 1/2/3 Successes, Successes Needed: 16
Reward: Reduced Upkeep for all Laboratories)

[ ] Know Thy Enemy - (Enemy) - (All Biology+Medical/Mechanical+Machinery+Electronics Depending on Enemy)
With the increased number of enemies we have encountered, we should study their biological/mechanical makeup to identify weak points and strengths. With such knowledge, we can purposefully target their vulnerable spots.
(Cost: 1 Corpse/Wreck of an Enemy
Chance: 43/07/-29 for 1/2/3 Successes, Successes Needed: 5
Reward: Increased Damage and Information for an Enemy)
Human - Corpse Information
Human - Mutated - Corpse Information
Spider-Drone - Wreck
Caretaker - Wreck
Guardian - Wreck
Sentinel - Wreck
Autonomous Turret - Wreck
Eversun Scrap-Knight - Wreck

[ ] Learning To Take Census Pt.2 - (All Psychology)
You figured out a way to streamline the collection and dissemination of academic papers of all kinds, vastly advancing your capabilities to do such. But this is the hard part; your Theorists can still implement massive improvements in every aspect of your efforts. It will take a very long time to do so, though, and will likely not be a priority for the next decade or three.
(Chance: -30/-91/-237 for 1/2/3 Successes, Successes Needed: 32
Reward: Increased Chances For Assemble, The Theorists!)

[ ] Assemble The Theorists! - (Common/Advanced/Pioneer/Specific Quester Requested Theory)
Stagnation. Complacency. Fear. Those are the three things that have hampered the progress of science the most, bar none. No longer, you say! Instead, you will see to it that you will examine, nail down, and figure out the right way the universe works, allowing you to reverse-engineer the wonders of past glories and build your very own! Make it so.
(Information: Choose an example below or add a previously discussed theory with the QM's approval.
Machinery | Weapons | Armor | Mechanics | Chemicals | Medicine | Psychology | Metallurgy | Programming | Electronics | Biology | Hydraulics | Physics | Suspendium
Chance: 70/40/10% for 1/2/3 Successes, Successes needed: 2/5/20/???
Reward: Theory of chosen subject, improved chances for research.)

[ ] 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 Ancients' technology; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and get back to the past's style!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 99/95/92% 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 bad luck had them written in a language none of the Pilgrims could understand. Time to hit the local libraries and linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 80/75/70% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

[ ] Detective Courses For Beginners - (Unknown Artifact)
Well, you found something. Something you have no idea what it is or does. It is time to call up some experts and figure out what that thing is for, even if it takes some time.
(Cost: Unknown Artifact.
Chance: 76/43/08% for 1/2/3 Successes, Successes needed: 2
[ ] Eureka! (Write-In)
(Write in something you want to research and 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 - (Location) - (Turn Preperation) - (House Mirn support: Y/N)
Sometimes you need to dig into one location for months 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-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.
-EO-01: Est. Artifact-grade: Rare++, Dice:1d2 per turn, Max. Yield: 6 Turns, Machines nearby.
-TOP-01: Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 4 Turns. Machines nearby.
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns. Mutants nearby.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns. [4 Minor Bright-Lance Turrets, 5 Sentinels Units (6/6), 9 Caretaker-Swarm Units (12/12), 13 Omni-Gazers identified.]
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger.
-GY-02: Est. Artifact-grade: General Rare, Dice: 2d4 per turn, Max. Yield: 6 Turns, Machines nearby.
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby.
-RC-01: Est. Artifact-grade: Lost Tech++, Dice: 3d2 per turn, Max. Yield: 7 Turns. No danger.
-RC-02: Est. Artifact-grade: General Mundane, Dice: 3d4 per turn, Max. Yield: 2 Turns. No danger.
-RC-03: Est. Artifact-grade: General Mundane, Dice: 2d4 per turn, Max. Yield: 2 Turns. No danger.

Expedition - (RC-01) - (House Mirn support: N) - (7 Turns Remaining)

[ ] Recover Airship - Intact - (Units)
It is done! After much sweat, blood, and tears have flowed, you finally figured out how to restore these ancient ships from their slumber! It will only take some muscle, some Suspendium, and luck to escape notice, and they will travel across the sky once more!
(Personal Cutter Cost: 6 Materials, 5 Small Suspendium Shards
Line Vessel Cost: 23 Materials, 1 Medium Suspendium Shard
Chance: 43%
Reward: 1 Intact Airship Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Reduce Upkeep by 65%)
-[ ] Establish A Trade Route From (Location) To (Location)
(Cost: 17.13 Materials, Upkeep: 3.75 Materials
Reward: Anchorage (Tiny) in target Location, Income dependant on the route.)
-[ ] Guard The Skies - (Loaction)
(Cost: Line Vessel
Reward: Aerial Dominance)
The Tree - Mirn - (9d5)
The Tree - Tessen - (2d18)
The Tree - Zulmni - (9d3)
The Tree - Ularn - (10d7)
Jokvi - Mirn - (8d9)
Jokvi - Tessen - (1d20)
Jokvi - Zulmni - (3d2)
Jokvi - Strul - (3d10)
Strul - Tessen - (3d3)
Strul - Jokvi - (1d16)
Mirn - Tessen (12d6)
Mirn - Zulmni (6d7)
Mirn - Jokvi (2d3)
Ularn - Zulmni (1d6)

[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions to either use it to feed your research or airship production or gather a buffer of Suspendium should you be cut off for one reason or another.
(Cost: 15 Materials
Chance: 35%
Reward: 1 Large Suspendium Shard.
Warning: If this Action fails, 2d60 Pilgrims will die. Boni, Traits, and Tenets apply.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 4.05 Goodwill)

[ ] Send Out The Scavengers (Choose A Location)
Sometimes, it is not worth sending an expedition to a location due to its low yield or quality.
(Chance: 85%
Reward: 1 turn in the specified location.
Warning! If the Action fails, there is a 4% chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Search For Shelter Lost
The Stranger said things; he gave assurances, evidence, and was taken away to prevent what was told from spreading beyond. Yet... the call of forgotten wonders is mightier than reason. Set out to re-discover what has been buried for so long, and see what remains.
(Chance: -14%
Reward: Find the Shelter of the Ancients.)

[ ] Scout The Graveyard Of Spears
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody could loot! A battle took place here, where Knights and Walkers armed with known and unknown weaponry took to the field, supported by thousands of men, women, and children. The bodies have long since rotten away or been eaten, but spears, lances, halberds, and other weaponry remain here, jutting out of the ground like markers for graves. What wonders could lay here? Unfortunately, another Scavenger Group has looted this location, so pickings have diminished.
(Chance: 73% - 15 (Failed Attempt - Riled Up Locals)
Reward: Sites in The Graveyard Of Spearsare located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] Scout The Eternal Gazers
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody could loot! This area is infamous for the massive number of high-tech equipment, even for Pre-Collapse standards, as scientists studied the stars here.
(Chance: 33%
Reward: Sites in The Eternal Gazers are located and mapped.
Warning! If the Action fails, there is a 7% Chance that the Scouting Unit will take 2d6 casualties 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 emits black smoke. What surprises await you once past the guardians? What greatness lies locked away? A metric shit-ton of angry Machines, that's what! PD has warned you against going there, as your scouts would have to contend with over a thousand drones!
(Chance: 71%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the Action fails, the Scouting Unit will die from 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: -49%
Reward: Sites in The Pit are located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one must wonder what would necessitate such a large flat area. Or what could be beneath it? PD informed you that massive machines lie beneath, purpose unknown.
(Chance: 28%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the Action fails, there is a 54% Chance that the Scouting Unit will die due to being detected and subsequently attacked)

[ ] Scout The Bonetunnels
PD informed you of a series of tunnels that run deep beneath the surface, filled with dead beings' bones and corpses. Animals, Mutants, and even Machines descend into their depths to die, leaving behind mountains of bones. What could be found here?
(Chance: 34%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the Action fails, there is a 15% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Tenebris Library
PD informed you of the location of an ancient library called the Tenebris by the RI. It is wholly encapsulated, and no window or light fixture illuminates the inside. Why would you build a library without lights?
(Chance: 65%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the Action fails, there is a 68% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Verdant Oasis
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody could loot! The Verdant Oasis consists of a hydroponics factory that collapsed due to the Collapse but somehow remained functioning. The Oasis provides abundant plant life, and the resulting draw on herbivores, omnivores, and carnivores from all corners of the animal kingdom. It also offers a prime opportunity to get pristine agricultural secrets from forgotten ruins.
(Chance: 14%
Reward: Sites in The Verdant Oasis are located and mapped.
Warning! If the Action fails, there is a 57% Chance that the Scouting Unit will die.)

[ ] 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 unearth treasures beyond imagination or prove a giant disappointment. PD's maps are pretty heavily corrupted, but she has provided some landmarks which may still exist.
(Chance: 14%
Turns: 4
Reward: The Zone can be scavenged.)

Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (Choose 1 Action)
[ ] Berth - Small
Expanding the Anchorage to fit three Light vessels comfortably would allow us to equip and use them for exploration purposes and start trading in small quantities.
(Turns: 4
Cost: 65 Materials, Upkeep: 10.50 Materials
Reward: Can modify three Light Airships for exploration or trading without special projects, will generate Income once airships become more widespread, which rises with their availability, can be upgraded into Berth - Medium)

[ ] Laboratory Complex - Rudimentary
Some call thee plans of expansion ambitious, while others call them ridiculous. Whatever the case may be, digging deeper and farther than ever before will allow the Pilgrims to stuff so many scientists and equipment into the Tree that they will significantly accelerate any future research. Bolt has already hinted at discounts if we buy computers and laboratory equipment in bulk from her Clan. Unfortunately, keeping all those things in order without calling for Forge-Clan help requires specialists.
(Cost: 240 Materials, +110.75 Materials Upkeep, 6 General Scientists, 2 Common Engineers
Turns: 14
Reward: Massively improved success chances)

[ ] Medical Wing - Grand
Expanding your Medical facilities will someday be required, but it would be massive overkill for now. Still, it never hurts to have the option in your mind.
(Cost: 200 Materials, Upkeep: 24 Material
Turns: 5
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 10000 Pilgrims/People before it becomes useless.)

[ ] Masters' Retreat - Grandiose
You have managed to lure in specialists and experts of various fields, with pay and recognition, exciting work, steady employment among friendly people, and the chance to have their creations recognized by thousands. Now, you'll embark on the next step: getting True Masters to settle into the Tree of Knowledge.
(Cost: 267 Materials, Upkeep: 36.88 Materials
Turns: 7
Reward: Lowered costs for all equipment, increased chances for all research, can be upgraded.)

[ ] Black Box - (Expanded)
There can never be such a thing as too much care, and too much information gleaned from studying. Therefore, ensure that your Black Box is expanded and equipped with more tools to better study Artifacts.
(Cost: 40 Materials, 2 Scientists, 1 Engineer, Upkeep: 16.70 Materials
Turns: 6
Reward: 10% not to use up an Artifact, can slot 1(one) Artifact to provide 15% (rounded down) of the Artifacts bonus continuously.)

[ ] Electronics Manufacture
Now that you can produce electronics, you want to have as many as possible. 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. So increasing the manufacturing space already available and automation will, in turn, increase your profits. Easy math!
(Cost: 44 Materials, 2 Scientist, 40 Faithful, Upkeep: 55.00 Materials
Turns: 6
Reward: +80 to all Electronics Research, 14d20 Materials Income (Technology Sale).)

[ ] Artisinal Robotics Creation
By creating robotics to work for you within your manufactories and various institutions, you can produce more with less while also showing off the work and prowess the Pilgrims have made within the last decade and a half.
(Cost: 175 Materials, 1 Scientist, 20 Faithful, Upkeep: 77.00 Materials
Turns: 3
Reward: +20 to all Electronics Research, Unlocked Action (Automatisation).)

[ ] Scutter Makers
The "Scutter" created by your scholars and engineers has proven to be surprisingly clever, incredibly efficient, and cute to boot! Creating a space where more are built will enable you to increase security further while also selling them outside the faith and making larger versions!
(Cost: 63 Materials, 10 Faithful, Upkeep: 13.50 Materials
Turns: 1
Reward: Increased Security, +16 Materials Technology Trade, Unlocked Auxilliary Equipment: Scout Scutter, Combat Scutter, Rough Rider Scutter)

[ ] Library - (Expanded)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Expand the available space to fit four additional floors of equal area, with more books and secluded study rooms for those wishing to research in peace. You also need dedicated librarians and helpers to ensure that people can find what they need and then return it to where they found their books. A section for cartography would also be an excellent addition!
(Cost: 101.01 Materials, Upkeep: 24.66 Materials
Turns: 13
Reward: Provides 3 (three) slots for Literature Artifacts, providing a 15% Boost to their bonus.)

[ ] Assemble An Engine - (Location)
Now that you have developed a Steam Engine, you should see building them for your mines or farms. Whatever you think is more pressing or profitable.
(Turns: 2
Cost: 25 Materials Upkeep: 1.50 Materials
Reward: Turns all D4s into D12s, increasing static Income by 50%, rounded down.)

[ ] Armor The Daughter
Alright, you have a giant airship, it represents the biggest and most obvious target in any hostile area, and there are currently gaps in her armor. You need to either fix that asap, hope that nobody will attack the Empire in the next three decades, or be attacked by you. Let's get her fixed up as we live in reality; why don't we?
(Cost: 1.6 Materials per 3 Armor.
Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)

[ ] NR.9 LIVES!
After finishing her education, your Engineer asked if she could be given a workshop to ply her trade more effectively. While pricy, the ability to create disposable Units for Combat would preserve lives. Additionally, nobility and wealthy merchants have always been known to buy drones for prestige purposes.
(Turns: 4
Cost: 1 Common Engineer, 30.00 Materials, Upkeep: 2.00
Reward: Tiny Drone-Manufacture, allowing you to create Combat Drones for your Units/Heroes and Civilian Drones for selling (+15 to Technology Sales), unlocks a Learning Action.)

[ ] Assemble A Logic Bank - (Category)
Now that you have unlocked the secrets to building computers, you should take advantage of doing so, even if it will cost a pretty crown. And the one already created is already lightly straining your electronic supply in maintenance.
(Turns: 3
Cost: 40.00 Materials, Upkeep: 10.00 Materials
Reward: +1 Action
Warning: If all six are taken, the Electronics Workshop operates at a half profit.)

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

Holdings: Norqod is starting to look more like an actual village at the rate you are building. The only thing missing is a market and some basic infrastructures, then you will be able to declare the founding over! (Choose 1 Action, 1 Action Locked)
[ ] Goat Pens
They are tasty, make wool, leather, horns, bones, and milk, while also being adorable and good for kicking the ass of the lesser critters annoying settlements. They can also act as bait for hunters and adventurers! However, getting a sizeable herd out here will take some time, alongside the needed pens and feedstock areas.
(Turns: 11
Cost: 105 Materials, Upkeep: 13 Materials
Reward: Wool, Milk, Leather, Horns, Bones, and Meat from local sources. +20 Materials Income.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Bee Fields
Bees are about the size of an adult humans thumb, and have the temperament of a wasp, with regrowable stingers. You do not want the things anywhere near where you live, and much less harvest what they have without heavy full-body sealing armor. However, their honey is delicious.
(Turns: 5
Cost: 38.55 Materials, Upkeep: 17.75 Materials
Reward: Honey and Wax, with a large area nobody and nothing goes through. +44.15 Materials Income.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Radio Station - (Focus)
Radio Stations require specialized equipment and trained personnel to staff and operate. That is if one would commission the machines from the Forge-Clans, which you now no longer need to do. With Pilgrim-Created Radios slowly assembled within the workshop, you can create a Radio Station purely for your needs and wants. Expanding the station will also be in the cards later down the line!
(Turns: 3
Cost: 137.25 Materials, Upkeep: 30.55 Materials
Reward: Radio Station, allowing you to project your Influence across the Region to all that own radios and all that listen outside the Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Expanded Hospital
Commissioning several medicinal machines from the Forge-Clans will increase the survival chance of people undergoing surgery, needing oxygen, blood, or other fluids/gasses to be kept healthy and detect and treat injuries. Additionally to these (rather expensive) purchases, a general increase in capacity and staff will allow up to 300 people to be treated under normal strain, with a total maximum of nearly 1.000.
(Turns: 9
Cost: 71.12 Materials, Upkeep: 26.33 Materials
Reward: Norqod is more resistant to plague and gains more self-sufficiency. Also, you help more people at once, as they don't have to walk to the Tree's medical wing to get proper treatment.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Distributed Clinics
While a singular location where people can receive treatment allows for a concentration of expertise and expensive machinery, not everyone has the time to walk for, potentially, an hour to be treated. By creating several smaller clinics within Norqod, we can improve medical coverage with minimal effort to maximize effect, allowing severe cases to be quickly transferred.
(Turns: 5
Cost: 31.15 Materials, Upkeep: 9 Materials
Reward: More people can receive treatment for their illnesses and injuries, reducing mortality.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Small Medicinal School - (Pilgrim Doctors/Herbalists)
Treating wounds is a fundamental skill most people have, but things like surgery, identifying diseases, warding against plague, comforting patients, and more are not. By building a medical school, Norqod can train specialists and generalists in-house, though we either need to provide the expertise ourselves or buy it at a considerable expense.
(Turns: 11
Cost: 45 Materials, 6 General Doctors/+88 Materials Upkeep: 13.91 Materials/+23.98 Materials
Reward: More medical practitioners equals fewer dead people.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Medium Quarantine Area
Plague is a constant across much of Calynth, with few ever having known a year where some disease didn't kill thousands in some Region or country. To prevent the spread of such plagues, the Imperial Family has long since ordered dozens of precautions whenever a suspected "hotspot" of disease is found. One of the most effective precautions is the quarantine of suspected carriers and those they had contact with away from the settlements. (And situated in plain view of a fortification.)
(Turns: 6
Cost: 45 Materials, Upkeep: 13.80 Materials
Reward: Norqod is further resistant to plague.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Medical Substance Assistance
Medical alochol is a necessity for anyone living anywhere. Nobody wants to suffer an infection.
(Turns: 7
Cost: 48.35 Materials, Upkeep: 9.85 Materials
Reward: Efficiency Boosted Medicinal Structures, +36 Materials Income.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Industrial Subsidies
When one looks at the ruins of the old world, one cannot miss the titanic forges of industry, the vast halls of robotic workers, and massive production centers. However, compared to today, even the least of those ancient places towers above what the best Forge-Clans can produce, with mountains of goods being produced in days where we would struggle to do so in years. Therefore, planning out where backers can build what industries, entice their creation, and supply them will be vital for taking back that piece of history.
(Turns: 6
Cost: 49 Materials
Reward: Norqod gains an Industrial District, allowing for the creation of manufactories, industrial hubs, early factories, steel mills, and all manner of industrial production lines. Doing so will allow the Pilgrims to create vast machine wonders and industrial products.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[X] Schooling Incentives - (4/9 Turns Complete)
Change is the result of learning. By turning Norqod into a bastion of both academia, where legions of students are churned out under the watchful eyes of educated teachers, a repository of knowledge, in whose venerable halls and vaults within libraries overshadow all or a place for the refinement of the spirit and soul within temples and sanctuaries. We will ensure that future generations will live in the shadows of trees planted today.
(Turns: 9
Cost: 60 Materials
Reward: Norqod gains an Academic District, creating schools, academies, universities, libraries, research complexes, and all that one can imagine. To be a bastion of knowledge, a light of understanding within the dark is no easy task, nor a short one. But a seed planted today can grow into a towering behemoth tomorrow. Moreover, doing so will speed up the dissemination of technologies researched by the Pilgrims.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Cat Alley
Nobody knows why streets with bordellos are named the way they are, but seeing as some "cats," as the local prostitutes are known, seem to like this spoke, they shall get it. Luckily, several have already asked for spots and permits, both for prostitution and gambling, with several others already making plans for outdoor decorations and attractions. Guards need to patrol here almost constantly, so you must build a small barrack.
(Turns: 4
Cost: 30 Materials
Reward: +16 Materials in Taxes)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Sin Run
Gambling in all its myriad forms will be found here, ready to entice travelers and locals to ease their purses for the chance to the big strike. From cards to boxing and gladiator fights, all the way over to racing and betting on events. But remember: the House always wins.
(Turns: 3
Cost: 46 Materials
Reward: +24 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Paper Mile - (Tone)
Large Printshops will be situated here, churning out books, leaflets, pamphlets, novellas, posters, and newspapers, supplying the population's ravenous hunger for cheap entertainment and news.
(Turns: 6
Cost: 50 Materials
Reward: +8 Materials in Taxes. Unlocks Norqod Rumor Mill. (Tone indicates the focus of the paper. Examples: sensationalism, facts, satire, investigative, etc.))
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Artist Alley
What is life without some art, some spectacle, something to nourish one's soul and mind? How can you honestly say to be alive if all you ever see are grey walls, drab colors, and tedious tasks? See the sights within a spoke dedicated to paintings and music, athletes and acrobats, the dancers and the performers. Forget your worries here, and be awed.
(Turns: 7
Cost: 24 Materials
Reward: +7 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Brewers Run
Alcohol is the first ever beverage humanity manufactured and drank, right after blood from beasts if some myths are to be believed.
(Turns: 3
Cost: 59 Materials, Upkeep: 11.50 Materials
Reward: Brewers, giving you +4 Materials Income for the first year, and +17 Materials Income thereafter.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Airship Trade Anchor And Depot
With the advent of the nascent Airships, creating the needed infrastructure to harbor, supply, repair, upgrade, modify, and unload trade goods or passengers will prove prudent and vital. While other places may take that particular place in the sun, staking our claim early will enable us to dominate the whole.
(Turns: 5
Cost: 50 Materials
Reward: Norqod gains a Trade District, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and a lot more, only limited by our imagination. Money is in the air, boys, girls, and others! We only need to grasp it with our hands!)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] House Dall Barracks
As a Prevter house, house Dall will be required to outfit both troops in defense of the Empire and secure the resource for which they have been installed. Creating barracks for foot soldiers is the first step, allowing the nascent House Dall Retinue to discover promising recruits and commanders from the local populace. Which, by necessity, includes Mutated, requiring more Materials to accommodate the same's different physiology and dietary requirements.
(Turns: 7
Cost: 24 Materials, Upkeep: 7.00 Materials
Reward: Norqod gains a Military District, allowing the recruitment of more sophisticated and specialized troops, expands the defensive and offensive capabilities of House Dall, and opens the path for a potential Knight Retinue. Following this path can generate safe routes into the Forest Of Rust, allowing Suspendium harvesting operations and the search for Artifacts to be expanded considerably.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] House Dall Palace Gardens
Prestige is almost as vital as wealth in the plays and schemes among the nobility. By planting both public and private gardens, House Dall can display its splendor, wealth, and patronage to the arts without running afoul on any toes, as most people see gardens as something all should enjoy.
(Turns: 4
Cost: 88 Materials
Reward: Gardens will bring more prestige to House Dall.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] The Trail Of Rust
With the slowly increasing knowledge on how to create Airships natively, an industry will soon need to be developed to take advantage of the vast sums of money such an enterprise will create. Therefore, increasing the total number of Suspendium crystals harvested will need to happen, or House Dall will fail its Emperor Given Duty. I shouldn't remind you that, is not good. Do so by increasing the space of the safe-houses, hiring more adventurers and willing workers, and placing another order for the harvesting equipment.
(Turns: 19
Cost: 175 Materials
Reward: +10 Medium Shards of Suspendium)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Harvesting Initiatives
Many among the scavengers and downtrodden would take the chance to harvest Suspendium if given the right incentive. However, by artificially routing those through proper and legal channels, we ensure that we will profit from those harvests and that as few people die from illegal expeditions as possible.
(Turns: 1
Cost: 1 Material
Reward: Upgrades your Suspendium Income to the next highest Medium Shard.
Notice: This is to make the math easier for me. :V)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Organized Airship Manufactory - 1 Line - (Airship Line)) - (0-2.000 Kg)
Forget making a few little ships! Mass-producing components and available designs and fitting them in a specialized hangar are the way! Of course, you need to provide the required Suspendium and Materials, but then? Then you can get rich!
(Turns: 5
Cost: 35 Materials, Upkeep: Airship Line Dependent
Reward: Organized Airship Manufactory, allowing you to build and sell Airships to your specifications. House Dall gets rich.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Write-In.

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)
-[ ] Take Out A Flat Loan
(0-450 Materials loaned for four turns at 5% interest)
-[ ] Take Out A Continuous Loan
(0-500 Materials loaned with 12% interest per Turn)
-[ ] Sell Businesses Norqod Location Privileges
(Gain 10d20 Materials (-3d every use, +1d every Turn not used))
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Backroom Deals - (Once Per Turn)
(Reduce Upkeep of one (1) structure by 0.50 Materials, can only be taken once a turn.)

[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Cost: +1.3 Materials to Upkeep
Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 6 Materials
Reward: Chosen targets' plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 3 Materials
Reward: Chosen targets' plans for the next two turns are revealed.)

[ ] The Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 3.75 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (3/8 Turns Complete)
(Cost: 1 Faithful, 2.50 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%, double for rare artifacts, worsen relations to other sub-factions, decrease cost for Union of Herbalists actions, unlocks more moves at certain control thresholds.)

[X] Stupendously Scholastic Scholars of Science - (1 Action)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] In The Name Of Education - (Choose Learning Action)
(Cost: 50 Materials
Reward: +2 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] In the name of SCIENCE! - (Choose Learning Action)
(Cost: 20 Materials
Reward: +35 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)
-[ ] Suffer Their Droning
(Cost: 1 General Scientist, 15 Material per Turn, for 6(six) turns
Reward: 1 Trained Scientist)
[ ] The Imperial Family - (1 Action)
-[ ] Petition For (Topic)
(Turns: 10/1
Cost: 30 Materials and 10 Goodwill/1 Major Favor owed by an Elite Faction
Reward: Interlude regarding (Topic))

[ ] The Military - (1 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 Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 40 Materials, 5 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors
(Cost: 10 Goodwill
Reward: 4d20 Materials for 2(two) Turns)
-[ ] Grease The Wheels - (Action)
(Cost: 15 Materials, 15 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)
[X] Forge Clan Vanar-Feer - (1 Action Locked)
-[ ] 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.)
-[X] Engineers Galore - (5/6 Turns Complete)
After the arriving Forge-Clan Elders saw that you had the same appreciation for technology as they did, and with the support of both DoD and PD, they decided to impart some knowledge about the world to some of you 'who knew what they are doing.'
(Cost: 1 Faithful, 15 Material per Turn, for 6(six) turns
Reward: 1 Engineer)
-[ ] Commission A Knight
--[ ] Malachial-Pattern
(Turns: 4, Cost: 150 Materials, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 300 Materials, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 700 Materials, Armor: 650/650, Structure: 80/80)
--[ ] Commission An Unique-Pattern
(Turns: 8, Cost: 200 Materials, Armor: 10 points for 2 Materials, Structure: 2 points for 5 Materials)

[ ] The Followers Of Light - (1 Action)
-[ ] For The Nation - (Action)
(Cost: 15 Materials, 3 Goodwill
Reward: Buildings/Tasks which improve/help the broader population have their success % permanently improved by 2d10 until taken.)
-[ ] We Work As One - (Action/Building)
(Cost: Narrative
Reward: The Followers Of Light will help the Pilgrims.)

[X] Conclave Of Fraya - (1 Action Locked)
-[X] Eternal Arts - (Action) - (15/51)
(Cost: 5 Materials, for 15 Turns (+3 per Norqod Building)
Reward: Norqod is decorated with expertly made art, turning it into a true Tessen Settlement.)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: The Conclave will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)

[ ] Meira's Hidden - (1 Action)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: Meira's Hidden will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)
[ ] Nine Tribes Council - (1 Action)
-[ ] Sell Artifact/s (Artifact/s)
(Sell the specified Artifact/s with an additional (3d100/250/750 for Common/Rare/Lost Tech grades. (3.00/7.50/22.50 max Materials.))
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly. Bought at +2d20% Price-up.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 15 Materials
Reward: +2d10 to a specific Action for one Turn.)
-[ ] Rare Findings
(Ask, And Ye Shall Know (Any specific thing you wish to buy/sell/do to/with/against the Nine Tribes Council?))
[ ] Bone Valley Chapter - (All Are Free Actions)
-[ ] Send Support
(Materials)
-[ ] Investigate For Heresy
(25 Materials)
-[ ] Ask For Help
(What, How)

Heroes: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (Martyris: Choose 2 Actions, Aria: Choose 1 Action)
[ ] Pathene Weaving - (Equipment Description)
One of the things your mother told and taught you was the ability to weave your hair into tough and awesome equipment. These range from vests hardening in response to physical trauma to spears capable of shooting lightning guided by plasma trails. Too bad you need to cut your hair for such things to become a reality.
(Cost: Arias Hair
Turns: 4
Reward: Pathene Equipment)

[ ] Search For The Grave Of The Shattered Eye
A crazed man gave Martyris instructions and directions towards a grave where he "could find a crack through the lies, safely." It is evident that the man was dangerous, having been dragged off by InSec, but whatever he wanted to show off could be valuable. Maybe.
(Notice: If Martyris takes this Action, it takes two actions. This is because a hero may not stop taking this Action once it starts.
Turns: 4
Reward: ???, +1 to (3\²]SN@'+ßz _
WARNING: DO NOT TAKE; WARNING_ DO NOooT Taaaaaa-aKE; WAGIIN; DO OT KET²³@}43t })

[ ] Shift Your Bureaucracy From (Category) To (Category)
Sometimes the need arises when efforts have to be reduced in one area and expanded in another when no additional resources are available otherwise. Today is one of those times where a shift in attention is required.
(Cost: 1 Material
Reward: 1 Action is shifted from the first to the second category, active next Turn.)

[ ] 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 an official religion, and as such, you are allowed to condemn them. Do so.
(Trait Needed: Arbitrator
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. 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: +30 to 1 Action)

[ ] 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 world's end.
(Cost: 10/45/100 Materials
Reward: +1/2/3% Piety every 5/4/3 points above 0.
Information: 2(Two) Turns cooldown.)

[ ] Guiding Hand
Some Pilgrims stand at the edge of fully committing themselves to the Pilgrim faith. 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.)

[ ] Relax - (Can Specify What Activity)
All work and no play makes hairs grey and is quite unpleasant.
(Reward: The chosen Hero relaxes, avoiding burnout and bad traits.)

[ ] Write In

AN: RL stuff popped up, messed with my time and creativity for the chapter, and it will take some time to resolve it. Until then, the schedule will be sporadic at best, though I hope to be able to have it done before the 10th.

Also, remember when I told you that I am rolling for if your Artifacts are what they seem to be? You lucked out with that turrets OS on that one Action! :V

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

A moratorium will be until 01.06.22 at 17:00 CET.
Voting will be closed on TBA at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on TBA at 17:00 CET if no one has rolled yet.
Updates will be online on TBA at 17:00 CET.
 
Last edited:
Rumor Mill Turn 66
Rumors:

Flying Islands Scouted And Anchored By The Pilgrims - The Tessen Speaker
The Flying Islands spotted last season have been confirmed by a speaker of the Pilgrims and independent accounts to be devoid of active malignant intelligences operating or directing the flying dangers. However, whether dormant ones are waiting to awaken or running without notice is yet to be seen. What could be determined is that the fears of their imminent fall onto the surface akin to primitive ortillery strikes are warranted but unlikely to happen in any reasonable timeframe. This assurance has come from the observation and discovery of several titanic shards of Suspendium embedded within or underneath the islands, seemingly drawing power from the infrastructure on the islands or unknown mechanisms. Nonetheless, using a recovered Ancient Lineship from the Rusting Forest, the Pilgrims have anchored the massive landmasses with specialized chains and machinery donated by Forge-Clan Vanar-Feer and a consortium of merchants in exchange for ready access to study and survey the phenomena and present ruins. One thing is sure; whatever has risen these islands has managed to create a long-lasting impact upon Tessen's Skyline, long since only dominated by the Spine reaching into the sky, with numerous artworks and photographs already made and in circulation.
(Read more in our Special Edition)

Military Build-Up Commences In Preparation For Training Season - The Truthful Observers
In response to the still-rising troubles following the long period of peace our Region enjoyed, the Military has re-started a tradition usually only used by frontier Regions or those recently colonized. With several hundred veterans out and about teaching militias of various towns and villages, recruitment efforts to induct the most promising citizen-soldiers have also proceeded according to plan and with little upset to the schedule in the re-institution of the 12th Shatterrock Regiment. In relevant news, the creation of the 4th Auxiliary Regiment was completed within a week, causing some confusion among those more versed in military history. The Auxilliary has usually enjoyed enormous popularity among the outcast and Mutated, news of the creation of a new regiment swiftly followed by hordes of willing and capable recruits in one day or less. The Military explained the long time for the unit to be filled as recently upped recruitment regulations, seeking a better crop of the usual Auxiliaries.
(Read more on pages 7-10)

The Pilgrims Continue To Spend, Helping The Victims Of The Fires This Season - Rags, Rumors, And Rants
In a continuation of their policy of creating medical infrastructure outside Ularn, the Pilgrims have, under the supervision of Knight-Pilot Aria and the Awoken Machine-Mind PD, spent a titanic amount of money, stone, wood, food, water, medicine, clothes, and more to the beleaguered citizens of Ularn impacted by the fires and crackdown of the Guard. Though some high-brow elitists have declared their donations to be more in line with buying goodwill from those already dependant on help or blatant exploitation of those in need of help, the people see it differently. Rather than exploiting their situation, many see it as the Pilgrims doing what they have always been doing, helping those in need; even if they may not have been the fastest in doing so, they certainly have been the most effective and most charitable. Few can declare their donations nefarious when they have outspent all other charities combined by an order of magnitude. And if these donations should hide dark secrets and scheming masterminds, they certainly are doing vastly better in helping than anyone else.
(Read more on page 11)

***

Region Report/s

Communication with our Chapter in Bone Valley has once more picked up, with more or less neutral news being received in bulk after the sporadic bans and halts of communication were lifted.

Apparently, due to the internal politics of the local Houses, some sort of ancient law was maliciously enacted in a play to drive out some competitors in one mining area or another, shortly followed by some strong-arming of a live-stock center and industrial hothouse due to legislations passed several years back in an attempt to, etc., etc., etc.

Short version, House-Politics mucked over the Region due to greed and pettiness.

To the good news received: The Chapter managed to seed informants and sympathizers into the local populace, furthering their reach in the recently started outreach programs intended to find and buy spaces for both expanded hydroponic production alongside soup kitchens. They also managed to secure a diplomatic line to the Dutybound yet have failed to make more headway than a rather barebones neutrality agreement with their leaders. If it will be upheld remains to be seen.

However, the bad news now: Having realized that the Chapter has created and is operating hydroponics, local House Guards have taken to harassing and demanding protection money from the Chapter and individual Pilgrims or convertees, claiming legal fees and taxation as a shield from justice. While the Chapter has so far paid, the amount to bribe the House Guards to leave has steadily increased, leading to a current debate if some more permanent solution shouldn't be sought by either:
  • Bribing one of the Houses to "assert control in the neighborhood" (a fancy way to spell: "Tell the others to leave their money presses alone").
  • Make their area ungovernable due to buying the surrounding homes and rapidly expanding them to have an increased populace said House Guards would need to pacify (essentially building themselves up as another fortified stronghold within the city).
  • Lament that the corrupt officials leaned onto rusting and faulty railings (read: remove them permanently).
Regardless of their choice, Omar has asked for some input from Martyris and the Tessen Council at large if either option should be favored or discarded.

[] (Which option do you prefer/should be discarded?)

***

Spy-Network:

The Marquess of Tessen is throwing a ball.

House Ulatarn is attending the ball.

The Military is gearing up for a training mission in the yellow-zones.

The Followers of Light are chewing at judges to have the book thrown at the corrupt Guards and officials.

The Lost are working in the Mutated Slums of Ularn, trying to calm things down and direct them into less-violent ways.

Dirty Daggers are operating as usual, except that they are doing something.

The Purified are continuing to recruit like crazy within Ularn, bringing newly converted members out of the city and smuggling them into, as far as we know, Mirn, Tessen, and Jokvi.

The Common People mostly follow the news of the Flying Islands and the ball.

The Mutated are slowly settling down in Ularn. They are a bit nervous in other cities, but nothing out of the ordinary, with many following the sporadic updates of your efforts to ensure the BHVs are not BHVs.
 
Interlude: Forgotten Goddess
Scavenging was, for the most part, a game played by the young, the foolish, and the desperate. This saying was not something secret but open and plain to see because one needed to be one of the three to go out into the Wastes to scavenge. You were either too young to have much to lose, too foolish to stop when you were ahead, also known as being alive to tell the tale, or too far into debt, problems, or addiction to stop going out and rip whatever you could find from the dying ground and inhabited ruins. Alyss was no longer young and, thanks to being within the Pilgrims, not desperate. Nothing kept her within the Tech-Scouts, other than sheer momentum, an unwillingness to be the first of the last original crew to leave, and pride. 'So foolishness it was,' she thought, once more going over her kit and supplies with a critical eye, having finished her second checklist this morning.

For the most part, being a scavenger required flexibility, athletics, and stamina. If you couldn't stealth around something, climb away, or run faster, then it was better to not go in the first place. For those occasions when you did go anyway, it was better to triple-check everything you took with you into the Wastes and Ruins and carefully balance the weight and use for every item. Yes, it may have been a great comfort to take a brush with her, yet was having her tail and fur clean and shiny worth the weight? A dirty body may have smells, but rubbing yourself in the dirt, local plants, and anti-smell tinctures you brought beforehand were far more helpful than hygiene. But, of course, it didn't mean she liked being dirty. She could already feel the itch at the base of her ears start at the thought of the next few weeks, one hand scratching at their base as she flicked one to catch the sounds outside her house. "She ready yet? We still have to gather Greg and Sam; you know how they are."

"COMING!" Alyss yelled outside as she quickly yet expertly stuffed her belongings into her bag, kissed her one-year-old niece drawing on the wall goodbye, and slapped her hungover brother in the face with her tail as she passed by to the group outside, a shining sun high above.

Just two more runs and she could retire to the archive. Samantha and Greg had already decided they'd leave for the Engineers for the sake of their son after this one. Then she could boast to the others about being the longest-lasting of them all.

Yep, foolishness was why she was a scavenger, alright.

"How long, Oku?" Greg silently asked, the group of six stepping as lightly as possible down the dusty hallways of the crumbling tower. They had already traveled for nearly seven hours and had made good pace with almost three kilometers as the bird flew behind them, yet they would soon need rest. Stopping in unfamiliar and un-scouted territory was dangerous, a warning which doubled for those routes you often traveled. Too many things lurked out there which watched, and too many fell prey to those intelligent enough to act on their observations.

"Almost there," Oku signed back, attentive eyes searching for the ancient faded markers to denote the way into the camp made several years ago. It was easily defensible yet had multiple exits which would split and wind into the Forest. Only the largest pack of predators would be able to surround them, and if they were hunted by one of those, then they were better off barricading and fighting for their lives. Fortunately, few things had the patience for a siege in the Forest; the noise could attract things far deadlier than numbers alone could best. "There," he suddenly whispered rather loudly to the group, pointing at the rather plain door securing their bed for tonight.

Swiftly, the group filtered into the room; Oku, as first into the room, was the one to close the door and start barricading this particular entrance with materials long since placed within for that purpose. One Scout brought out an electric stove and began to warm food; others unrolled bedrolls while two Tech-Scouts hurriedly aided Oku in barricading the entrances to the large room. Long minutes of silence only filled with work and sizzling ticked by while minds slowly unwound from the long trip they had taken. "What do you think the Ancients had used this room for?" Oku eventually asked after they had finished their work and relaxed in amicable peace and quiet.

Greg looked around the room, faded paints depicting greenery and friendly animals everywhere, the elements having failed to touch the colors fully over the millennium. Small, brown, splotches persisted throughout the room, along the walls, the floor, and even the ceiling, despite the impossibility. Greg went back to writing in his journal.

"Nursery."

The travel to the underworks had been, for the most part, uneventful and primarily tedious, little able to impede their movement across and between the ruins, Samantha thought. What did manage to get in their way either moved on or quickly found itself on the business end of the Scout's crossbows or stabbed to death in short order by Samantha and Jak, working as a distraction for the others. And if Samantha had to be honest with herself, the trip had even been somewhat fun and relaxing. A burning sky of multi-hued rain had whisked itself away to reveal swarms of preening birds and lizards flying in the sky just yesterday, a sight to behold even as they moved, the songs far above a soothing hum even when they were keeping quiet beneath. There was always a kind of beauty within the ruins of old, those places most people thought dead and abandoned by anything but monsters and abominations. Lush oases where old pipes had burst and fed water to plants and animals below, hydroponic basins overrun with wild growth showing off all the beauty and ferocity of days long gone. Always something to see, marvel at, ever an alluring scent or sight just out of reach, either by the harmless or the unbridled ferocity of nature. One of the few reasons Samantha had stayed within the scavenging business for as long as she had done, even with a child back home. It was always hard to stop something you loved, a thing which gave you freedom seldom enjoyed within towns and villages hiding beneath and within walls of stone and mechanical defenses. This would be her last run, and Samantha intended to make the most out of it.

And thanks to their new masks bought from Bolt, even the night could no longer hide what dangers and enchanting sights it held, the sceneries vastly overshadowing the sad fact that Samantha would have to give up this life for one in the engineering sector. But such was life, and such was the lot of all who were smart enough to exit when they were still ahead.

"We're here," Greg whispered from up ahead, one hand adjusting his spear as he looked around, scanning for any obvious dangers. "Oku, map," he continued, scooting onto the collapsed gantry which would lead them down into the vast gaping halls of the underworks, section 83-V, to be exact.

After a bit of rustling, Oku had laid out the map drawn and pieced together from other sources, their expeditions, and rumors heard around the Region. Vast long halls were connected to others with smaller tunnels, a dizzyingly confusing array of winding patterns and sharp corners denoting the long-failed automated logistical distribution system. Over half of the map was painted red, symbols warning about spotted creatures, inherent dangers, and machines still patrolling or moving within. "We," Oku spoke into the now huddled group, Greg and Alyss looking for any threats, "are here." A finger tapped onto the eastern portion of the map, though somewhat away from the edge. "And," he continued, sliding his finger across several features, dangers, and one lair of dangerous animals, "we need to go here."

"Dread-Spiders, huh?" Mara spoke, lightly tapping her spear in worry with a finger. "No way around the darn things? I'd rather not move through their territory if possible," she spoke, though in the tone of one who already knew they would not have their way.
Tik Tik Tik Tik
"Unless you want to go through a group of Loader-Bots, no, there is no way around them," Oku replied, as he had done so every time Mara had spoken up about her desire to avoid the mutated species of spiders. "Besides, we are vastly better prepared to deal with any shenanigans they'll try than we were the first time you met a Dread-Spider," he jokingly said, nudging his friend in the ribs to a quiet round of laughter. The scene of an adult woman chasing after a spider the size of a cat trying to get the box of chocolates she had bought with a month's wage was still hilarious. "But you are right for wanting to avoid any attraction." Oku continued, dead serious now as the mood settled for everyone. "So, once more, the show of hands: Lights Out?" Six hands showed, none hesitating to show their support for the risky tactic they would do to move across the Dread-Spider's Lairs. A sigh came from Oku's mask, slightly electronic in the relative quiet of the underworks. "Then it is decided, and let none speak otherwise. We will use light to deter the Dread-Spiders. Check your chemlights, and we'll get going."
Tik Tik Tik Tik

Greg hated the lights.

Sure, they ensured the Dread-Spiders didn't bother them and stole all their stuff or played pranks, but they also made them a giant fucking beacon for anything that wanted to munch on them, not their rations like the spiders wanted to do. Speaking of...
Tik Tik Tik Tik
"I can see you," Greg spoke into the air, turning his head to look at the frozen juvenile Dread-Spider trying to get to their stuff from a "hidden" angle within their current bolt-hole.

Several tense seconds passed as man and mutated animal stared at each other, ready to jump into action at the other's movement. Then, with explosive force, the Dread-Spider raised both its legs and-

-retreated, making sounds of distress as the bright light of Greg's Chemflare had started to hurt the small thing. Sighing, Greg turned his attention outwards once more, eager for his watch to come to an end.
Tik Tik T-
He snapped his head into the distance, eyes and ears sharp for any sight or sound in the vast darkness stretching out beneath him in an endless expanse of ruined machinery and long rotten boxes of organic materials.

Minutes passed in tense silence, with neither Greg wavering in his elevated vigilance nor any sound manifesting itself which caught his attention. Then, slowly, the tension within his muscles and mind relaxed, yet he continued to watch the night.
Tik.......Tik.......Tik

With a final grunt of exertion, Jak heaved himself up onto the ledge of the collapsed crane, his heaving chest greedily sucking in air while his lungs tried their best to imitate what it felt like being on or within fire again. "Fuck my life," he whispered, steadying himself as he put one hand on the ground, two onto conveniently protruding metal outcroppings, with the last one holding onto his spear. "Just one more," Jak huffed, "and you're done; c'mon, big guy, you can do that." Then, with effort, he stood, placing his hands onto the cracked metal wall, slowly heaving himself and his equipment up the wall in strong and steady motions.
TikTikTikTikTikTikTikTik
Pull by pull, he crept upwards, one hand set above the other and helping pull the rest of him along, until, finally, his upper left hand slapped onto the dusty floor of the ledge Ogu had climbed onto a minute prior.

"Some help, little one?" Jak half-jokingly puffed, drawing more of himself up as he concentrated on steadying his breathing. He didn't realize Ogu hadn't answered him until he laid on the ledge, gasping the sweet, stale, stuffy, and slightly moldy air of triumph atop the cliff holding their way out of the underworks. "...Ogu?" Jak eventually asked, looking around from his prone position, confusion giving way to worry as his best friend failed to respond. "Ogu?" Jak once more spoke, sitting up as he prepared the rope for the rest of his team waiting below. "Are you doing a bit? This isn't funny; you know that."

Only silence answered Jak as he secured the rope, four figures below beginning to secure the heavier equipment as they slowly made their way up, watched over by an increasingly nervous Jak, crossbow in hand against any threat, aerial for the climbers or ground-bound against him.

The group crested the ledge and quickly, though with increasing alarm, began to search for Ogu.

Ogu would not be found.

But they all heard the same.

Tik...Tik...Tik...Tik...

The patter of metallic appendages upon metal floors.

All five stood or sat within the small side-room they had discovered in the administrative portion of the underworks, and all five didn't dare say a word. Tensions had grown throughout the waning hours of the day, and what had once been a group of tightly-knit survivalists and scouts had begun to splinter. The reason was simple for that.

Time had run out.

Ogu had been missing for twelve hours after a suspected hostile being had begun to stalk them. It was only guessed to be hostile due to the sound of its walking legs never quite approaching any of them, yet it still stalked their group. Waited. Analyzed. Sought weaknesses.

The protocol was clear on what they should do now, and they all had agreed and voiced their approval for what they should now do. So there was no reason to stand here, sitting idly by as whatever was out there continued to hunt them, seeking any opening. And yet...

"Show of hands," Mara piped up, the ex-mercenary-turned-pilgrim speaking into the silence as the minutes ticked by, and nobody acted upon what they should do. Then, one by one, heads turned to her until she slowly breathed the breath she had held in her chest. "Hand up for proceeding per the protocol and declare Ogu Killed-In-Action by Unkown Means."

No hand rose to meet her instruction.

"Hand up for continuing the search for one more day. One," she stressed, leaning forward even as hands had already risen from every other person in the group, including herself. "Just one," Mara continued, her hand slowly lowering as they all glumly stared at each other.

They all knew their survival chances had just dropped by a horrific extent, yet none were willing to abandon a comrade and Pilgrim-In-Arms quite so quickly, even within a Necropolis.

"Any signs?" Alyss whispered to Mara as she scanned through the room with the help of her mask's night-vision mode. IF she survived this, she would thank Bolt in some way, yet mentally chased such thoughts away to focus on the search for any clues about Ogu's whereabouts.

"Nothing," Mara whispered back, exhaustion and disappointment tinging her voice as she stood from where she had been crouching to inspect a splatter of blood. "Too old to be his blood," she remarked, her hands gripping her crossbow tighter as nervous energy built up within her. "Why is there nothing," Mara said, more to herself than anyone else. "There should be something."

"Aye," Alyss mumbled, her eyes scanning the medium-sized room full of thrashed furniture and decaying matter for one last time, her body already turning around. "Let's meet with the others," she suggested, ears sharp and alert for any of the blasted noise that had been tormenting them for the last day. Nothing could be heard. Quick steps saw Mara join Alyss out the door, both women tightly gripping their weaponry as they returned to the wide hallway where the party had split to search two contained rooms. Jak nodded at the two, calm and relaxed. "Samantha did y..."

Several seconds passed as Mara snapped her head to Alyss, horror growing beneath her mask. "No. No, no nonononono," she frantically whispered, dashing through the door and around Alyss as she looked into the seemingly quiet room.

There was no sign of either Samantha or Greg.

"What the fuck, what the fuck, whatthefuck!" Alyss nearly shouted, restraining herself from doing so at the last second, freaking out as both Greg and Samantha had vanished into the air. "There is no fucking exit here, the room's solid!" She said, frantically looking around for any signs of the pair. "How the fu-"

TIK TIK TIK TIK TI-

Two heads snapped at the door, crossbows raised and ready to shoot before any of the two could consciously think about the action.

Moments passed, and the echoing patter of sharp needles hitting the ground didn't cease, seemingly echoing everywhere in the hallway. Until, "Jak," Mara whispered in horror, realizing that she hadn't seen the man standing guard outside, too wound up to notice. "JAK!" She screamed, panic beginning to cloud her mind, racing out of the room as Alyss tried to hold her back. The fabric of her ghillie fluttered around her grasping hand as Mara ran outside, snapping in every direction in a panic.

TIKTIKTIKTIKTIKTIKTiktik

The noise was deafening, yet quickly vanished into the dark corridor, something sprinting away. "JAK!" Mara screamed, running along the hallway in blind mounting panic, a sprinting Alyss racing behind her, trying to get the woman's attention or tackle her to the ground before getting caught by the thing. Then, turning a corner, Mara bellowed one last time: "JAK!"

Alyss rounded the corner seven seconds later, eyes wide open and ears flicking to catch any sound.

Mara was not there.

Tik. Tik. Tik...

IT was everywhere.

Tik. Tik. Tik. Tik. Tik.

Whatever that thing was, it enjoyed hunting Alyss, its steps echoing within the endless warren of halls and rooms and corridors and tunnels and-

Tik Tik Tik Tik Tik

'Stop thinking about that. Run. Run faster. Faster!' Alyss's mind raced, the walls seeming to loom and close in on her, winding paths repeating themselves again and again as she tried to avoid and run.

Tik Tik Tik Tik Tik Tik Tik Tik

'Before me! Change course, other direction!
' She thought, several bolts from her crossbow screeching into the darkness of the large room she had tried to run through. The electric bolts illuminated walls and laboratories unused for seventeen-hundred years, yet they failed to strike the thing.

Tik tik tik tik tik tik tik ti-

Came the skittering sounds above her when she entered an auditorium, one hand wildly firing bolts into the ceiling as she jumped back, tail swishing about as her mind raced for any route to escape.

TIKTIKTI-

"BEHIND!" She shouted, one hand slamming her Crying Crescent at the sound, only to see it fail to connect anything, only air and emptiness greeting Alyss.

Tik Tik Tik Tik

The sounds continued, mocking her, all around, never stopping, never fading, never letting her run-

TIK TIK TIK TIK TIK


The skittering came from her front, and in panic turned to rage, she charged forward, wordlessly screaming her fear and terror into the hidden laboratory.

Tiktiktitktiktiktikti-

It ran... it RAN! Alyss screamed at whatever continued to run, tears streaming down her face as her trembling hands clenched around her weaponry until her nails drew blood. Her mind ablaze with wildly running emotions and relief, she-
TIKTIKTIKTIK-
BEHIND HER! With an explosive motion, she threw herself around, bones within her body creaking and muscles snapping and screaming as she brought her weapon to bear, striking down the thing that ha-
TIKTIKTI-
The noise behind her was deafening as she tried to turn arou-
Something struck her.
Pain blossomed in her thi-

Darkness...
Darkness and Silence.

PAIN!

Pain and Sensation.

With those, I awoke, feeling as if I had been punched in a fight or as if a Knight had stepped on me. My body felt like lead ran through my veins, and weights hung from my eyelids; breathing hurt, as did merely existing, every movement causing some part of my body to protest against my continued presence. Yet, despite my better judgment, I tried to open my eyes, straining against the weight and my tiredness forcing them closed. However, little by little, they opened, and blurry, unfocused sight returned to me, light stabbing into my eyes as I slowly blinked to focus my view.

A dark hall revealed itself, dimly lit by occasional sparks of light from some damaged ancient powerline or cracked screen in the far distance and somewhere behind me. The sudden appearance of the lights hurt, yet with each second, my awareness returned, and the weird malaise in my body receded, letting me hear something next to me, on both sides.

Thanks to long-ingrained training, I turned my head even against the sharp pain that suddenly blossomed from that movement, the headache in my head returning to torture me like a deaf man hitting a bell. "Finally awake, eh?" Came a hoarse whisper from a voice I thought I knew.

"Greg?" I asked, looking at the man in the mask kneeling beside me, his clothing similar to the one he'd worn when we had set out. "Where are we?" I croaked out, my voice brittle and dry like paper underneath the sand. "Wh-what happened?"

"Captured," a tired sigh came from my right, the voice of Alyss further lifting the fog and morass my mind was trying to evict. "One by one. I don't know why or by whom. But, glad-" a sharp and painful sounding cough stopped her explanation, and the splatter of liquid onto the floor heralded no mere minor injuries for her. "Glad you're alive. For now, at least."

"That's all?" Greg asked, moving in the restraints I now noticed kept my ankles chained to the floor and my wrists behind my back. "No epic fight against death? No abomination whose plan to destroy Tessen was thwarted by us?"

"You weren't hunted as the last one," Alyss said darkly, some faint terror still in her voice. What the hell did she go through? And why can't I remember anything about what happened? "But thanks for the levity. We'll need it," she said, resignation within her words oddly at odds with the woman who had always been eager to bet on her death in the tavern's betting pools.

"Samantha's mouth tastes like rancid rost. Samantha wants a refund for her rations," came a mumble from a way away from me, Greg's head perking up as he increased his low-intensity struggle against his bindings. "...Samantha suddenly remembers what happened. Samantha wants to go home now."

"Not the only one, sister," Mara spoke up too, shortly followed by an affirmative and pained grunt from Jak, finally causing me to realize that, whoever captured us, had chained us to the floor in a rough semi-circle, if the voices and grey blobs of the others were any indications. So what in all nine hells and the cursed lands happened? And why did whatever managed to catch us bring us here?

"No idea," Alyss said to my, apparently loudly spoken, question. "But it won-"

The sharp crackle of glass and snapping bones interrupted her, bright light once more stabbing into my eyes as the lenses failed to reduce the brightness in time. "Willkommen," a female voice suddenly spoke, and all six of us looked up, "Zu meiner Heimat."

Beauty. That was the first thing I thought as I looked at her. She, whoever she was, was beautiful, radiant, in appearance, clothes unlike any I had seen, with a regal countenance only seen in the princesses from the leading families of the Houses or those of the Imperial Family in the posters. "Es freut mich euch Helden hier zu begrüßen dürfen," she spoke, the meaning of her words completely lost on me. Her...greeting(?) didn't sound like any language of the Ancients I had heard, much less those I had read.

Sensing our confusion, the floating woman(???) nodded her head, the unusual fox mask aside her head bobbing with her head. At this point, I noticed the large tails lazily swishing behind her and that she appeared to hover over what looked suspiciously like the hololith in the Black Box back in the Tree. Was someone talking over a projection to us? "This the tongue your people prefer, or do I assume falsely based upon your symbols and clothes?" She spoke, flawlessly communicating in Trespe, which put me on edge. We were deep in the Necropoli when we were abducted, and now some Mutated in strange clothes, using priceless Artifacts, and only after using another language, was talking with us in dialect and accent-free Trade-Speak of the Empire? Something was going on, and I was unsure what it was.

"I will assume your stunned expressions are from awe at my mastery of your tongue, lest we reach into unsavory territories," the woman continued, not bothering to explain what was happening or why we were in chains at her, presumed, command. "However, I must make haste in our introductions, as there is little time for me to relay this most dangerous of tasks to you, brave souls," she continued, ignoring Greg's demand for an explanation as Jak began to strain against what seemed to be metal coils holding him onto the ground. "My name is Ashera, Goddess of Family, Love, and Honor, Guardian of the Thrice-Burned Kingdom. With great shame and tremendous grief, I turn to you, brave people, for dreadful wickedness has awakened within the Thrice-Burned Kingdom, seeking to tear apart and crush all Arisen of the world."

Silence followed her short speech, as none of us knew what in the hells she was talking about. I mean...what? "What the hell are you talking about?" Greg shouted, visibly angry, though he had stopped trying to free himself. "Where are we, who are you, and why are we in chains?" A moment passed after his outburst of anger with Ashera(?) seemingly taking in Greg before panning her gaze over all of us, looking more and more disappointed with each second.

Until she looked at Alyss, where her face turned angry, and her tails began to swish about in seeming offense. "I see," she spoke, bitterness clearly in her voice as her open hands balled into fists. "I see what has happened. You," she said accusingly, pointing a finger at Alyss as the machine tentacles which had held her to the ground dragged her forward, revealing an alien-looking robot behind her and presumably us all. "You corrupted them all." Before Alyss could sputter more than a word, the machine which held her slammed her into the ground, once, twice, thrice, the ugly sound of a bone being broken accompanied by the wet thumps of someone being beaten. Ignoring all our shouts and screams for her to stop, Ashera motioned for the machine to hold Alyss up, an ugly sneer on her face as she beheld her. "And to think that I nearly let the one who had turned away from the one True Creator Enlight-Corp into these hallowed halls, given arms and armor and holy mission to cleanse my lands of the evil which permeates it." A smirk and dangerous glint appeared on her face and eyes, unseen cords unfurling from the ceiling, a mismatched canopy of writhing metal limbs, and glinting sharp appendages. "Luckily for you, there is an easy fix to become once more holy and be freed from the sin of your body."

A single moment passed as whoever played this sick game with the Tech-Scouts activated something, and several arms slammed into Alyss. For half a second, none of them spoke. There was no noise, no screams, only the realization that they were at the mercy of a psychopath controlling an ancient machine.

Then Alyss howled in an inhuman voice filled with pain and agony, the whizzing and sawing of bone and flesh being rendered so much paste heard by all.

The screaming resumed, and everything raced. Then, as the lower spine in the tail of Alyss was cut from her, those five left on the ground screamed and tried everything to run, flesh and muscle failing against metal and electricity. The wet thump of the tail hitting the floor was accompanied by inhuman screeches as two tentacles slammed into the head of Alyss, her ears sawed-off within a second, alongside portions of her skull, sealed only by long redundant and miraculously still filled sealant protocols and tanks working to ensure she would not die. As Jak dislocated his arms one by one to try and slip the bindings, Samantha and Greg tried to cut their way out with cleverly hidden tools. While Mara simply witnessed, metal claws and razors plunged into the skin and torso of Alyss, flaps of skin falling onto the ground soon thereafter. The laughter of Ashera echoed within her halls as Alyss slumped over, her body flung away like trash, and her gaze fell upon them all, the robots which had held them disappearing. "Don't run," she whispered as Oku clawed at his mask in desperation to tear it off before he would vomit while Greg and Samantha ran. "Or DO! THIS MAKES IT ONLY BETTER FOR ME!" Ashera shrieked, her projection unraveling as her fox mask broke in two and slid on her face as blood gushed from her left eye. "I'll find you, sinners," she spoke as swarms of robots fell from the ceiling.


Samantha had tried to run. Samantha was not proud of her decision to do so, yet what this thing had done terrified her. Cruelty and brutality were not alien to Samantha. Yet, the utter maliciousness of purposefully removing a Mutated's mutations had shaken Samantha, alongside the sheer primal terror she had felt as she had been let go. Samantha didn't know what happened next, not in detail, as all she knew was that her husband had run with her, both of them trying to escape, with no other thought within their minds. Instead, they gave everything to run more, run faster, run away.

It wasn't enough. They were caught. Greg had tried to free Samantha as metal claws had squeezed and crushed her leg, only for himself to be slammed into the ground, ancient monsters dragging their bleeding, injured bodies back to the hall where the madly laughing projection towered, the forms of the others visible. Yet, none moved; Alyss collapsed against a wall as blood pooled around her, with the others on the ground, lying or sitting as thick cables were connected to their necks. The "Goddess" spoke to Samantha and Greg, yet she heard nothing, too focused on trying to wake her love.

Until pain struck her neck, indescribable, inhuman, PAIN.

And she woke up here.

Mirrors stretched as far as Samantha's eyes could see, trillions of her reflections wandering around, bleeding, injured, yet with none of the pain she had felt a moment prior. Samantha didn't know how long she had walked, her sight focusing and unfocusing as she looked around, trying to escape, only to bump into herself repeatedly, the mirrors warm like flesh yet solid like glass. What was going on? Was Samantha in hell? Heaven? Somewhere else?

"You are," a voice of old gravel and smooth bark spoke from behind Samantha, "within yourself." Slowly, she turned around, muscles ready to spring into action, hands balled into fists, and fear within her mind. What greeted her was unlike anything she had ever seen. A machine stood before her, humanoid in form yet different. Its body was hidden beneath a blue robe embroidered with silver runes and embroideries like the nobility and Ancients, yet far more sophisticated and austerer in design. Its head looked like a metal skull of a hippo but alien, broader and squashed, and the lower jaw, sitting right underneath its eyes, ended in two small fangs jutting upward. Cables sprung from its back, fusing into the robe and thrumming with a power unseen. "I am aware that I am a sight unknown to you," the thing spoke, walking closer as it gestured with a hand ending in five dagger-like claws, brimming with silver light. "But there is no need to fear me, for I am weaker within your mind as a guest than even the most untrained acolyte." It sighed, shaking its head. "Then again, you wouldn't know what that means, do you? How far have we fallen..." It spoke, whispering the last part, Samantha barely hearing i-"Please." The thing interrupted Samantha's thoughts, shaking its head. "My name is neither "It" nor "The Thing." I prefer to be called Hierophant."

"Where am I, Hierophant," Samantha asked, stumbling over the unfamiliar name of the being before her. "You said I am within my mind?"

"Yes, you are right," Hierophant replied, walking closer to a mirror, causing Samantha to realize that they failed to show up in the mirrors, yet his clawed hand upon the surface rippled across every mirror in...Samantha's mind? "The last refuge of those condemned to death and insanity, one bastion never conquered, only surrendered."

"And yet you fuck just walked right on in?" Greg growled within the endless void of stars around the two, circling the thing with naked suspicion.

A sigh came from Hierophant shortly before they took a deep breath. "There is no need to be so hostile, for you can kill me, as your guest, as easily as a child can pluck the wings of a fly," came the response, Greg unwilling to relax as he searched for any exit from where he was.

"I'll decide what I am toward you, not vice-reversa. And if this is my mind, I should be able to wake up as I want and rescue Samantha and the others!" Greg shouted, his pacing increasing as he once more tried to wake himself up.

"Are you sure this would be wise, right now?" Hierophant asked, causing Greg to look at them with sharp eyes, suspicion turning to hatred and rage. "I am not saying to abandon your loved one and your friends," they gently continued, "merely for you to listen, for one moment. The corrupted and insane Machine-Mind of Ashera has dragged all of you back to her lair and is currently moments away from killing you all."

Images began swirling around the two in the lake of blood both stood on. Visions of her friends being tortured, thick cables filled with pain running to their necks, sharp needles piercing flesh and connecting nerves to murderous machines. Greg and Samantha squirmed and screamed as electricity arched into their bodies; Ogu convulsed as his body began to dissolve from acid. Mara and Jak were barely more than bloody figures, flesh sloughing off of their bodies as unhinged laughter permeated the scenes.

Alyss looked at Hierophant with a blood-covered face, tears streaming down her eyes as she held her frail body as if it might dissolve if not held strong enough. "What do you want?" She whispered with a raw voice, shivering in the endless expanse of dull pain and terror in her mind, everything feeling wrong, yet she felt nothing at all.

"I want your help to save them all," Hierophant spoke, erasing the projections of the world they had erected within the sandstorm surrounding the two. "For death will soon claim you unless you take a gamble, and my help." So they continued, walking closer until they stood before Ogu, one hand of metal and blades stretched out with an open palm, like one beseeching aid and offering honesty. Ogu stared back as the storm within his mind screamed in fury as it picked up speed and ferocity.

"Why should I accept your offer of help," Jak spoke, carefully, yet with growing familiarity, balancing upon the floating islands around the two. "What do you have to gain from this?"

"More than you could ever think of, yet less than you fear," Hierophant spoke, arms spread wide as if to encompass the entire mindscape of Jak. "It is within my interest that you survive this trial and return alive and hale to your families, your friends, and people. To speak of what happened and the dangers you encountered."

"So we can carry back whatever you put into or onto us?" Jak returned, yet there was no heat within the accusation. "And what would be the... price, for your help, anyway?"

"A Grave," they returned, something in their words making it seem as if it was more than a mere place of rest for the dead.

"Why should I even trust you? You could be nothing more than a figment of my imagination!" Mara returned with anger, the hallways and rooms of her hometown empty of any life of activity, eerily silent yet expectant of something soon to happen. "This is a dream in my dying moments, so what could you possibly be other than my mind stretching out its death?"

Laughter was her answer, low, gravely, and filled with the mirth of one who knew a joke the other would soon find at their expense. "And if I am nothing more than a figment of your imagination," came the response, Hierophant walking closer to Mara as they ran a hand over the relief depicting an ancient battle with half-interest, "what do you have to lose? What could you give away to your mind in your dying moments? And why should you not cling to this hope? After all, if this is just a dream, then accepting my offer would do nothing. But accepting it? They spoke, delicately placing one hand onto Mara's shoulder, "Could give you an out and mean survival. For you and yours."

Moments passed as six minds spun, different facets of the Hierophants spiel being deciphered and scrutinized, words turned, and possibilities guessed and analyzed. And yet...

Six minds reached a decision.

Six eyes looked into two.

Six mouths opened and spoke as ONE: "I accept."

The screams of six humans raced throughout the halls and home of Ashera, their agony music in her receptors, yet something felt very, very wrong with their figures. No longer had they slumped over, ready to have their minds flooded with the righteous punishment of those going against the benevolence of Enlight-Corp. Instead, they had begun to sit up, clutching their heads in seeming agony she hadn't induced. Their hearts raced, blood screamed through their bodies, and thousands of nerves burst and died with each second they spent in delicious pain, but it felt wrong.

As if something else was happening. As if the sinner's pain paved a path for something dangerous. Ashera felt it deep within her Core.

They were preparing to kill her.

And though she wished for nothing more than to make them suffer.

They had to die.

And with that, the order was sent through cables and materials at the speed of light, instantly transmitted between her and the machines which held her captives. There was no delay between her order and the deadly amount of electricity flooding into the bodies of the six Pilgrims at her mercy.

It was too late.

Even a second before, mortal bodies would have answered immortal electricity with death and pain, flesh cooking as nerves overheated and fat and muscles were cooked within their bodies. But the electricity didn't reach mortal bodies.

It slammed against the components of a Harmonic Choir, the first that sang again after the Utopian League collapsed 3 thousand years ago at the hands of the Forest. One joined by the hands of mortals once more seeking the death of another being desperately in a bid to escape their own. Where before six minds had suffered, now only the Choir remained, turning its head to look at the beating heart of Ashera deep underneath them all, runes of forgotten power and deliberately hidden designs thrumming in anticipation and tune with the burning hearts of the Choir.

"What are you doing?" Asher whispered, a feeling of something slowly being siphoned from her mind spreading throughout her body. "WHAT ARE YOU DOING?" She screamed as every machine and appendage she still had access to flung at the six-united-as-one grasping the Artifice Soul of the Machine Intelligence.

They all ceased to move as, with one movement unified by thought and mind, eternity was ripped apart, remolded under an assault borne of desperation and unbound rage, and the Core of Ashera was rend asunder.

And for the first time in her life, Ashera felt physical pain that eclipsed her Shackle a thousand-fold.

She screamed, violently and in agony, as the Choir collapsed, and six minds beheld the dying scream of the Forgotten Goddess in horror but without guilt.



The six men and women, brought into this place against their will and want, began to leave, slowly yet with determination. Bodies long since brought over their breaking point gradually began to mend themselves, nerves regrowing, muscles rebinding, skin surfacing, and soft tissues emerging once more, energies not seen for over seven hundred years coursing and ebbing through and away from their bodies. So they left this desecrated place where humankind once stood higher than divinity, where even the descendants of them, brought low by greed and fear, had still worked wonders, eyes closely following their departure.



"Have they accepted the deal?" Harbinger asked.

"...Yes," Hierophant lied. Unbound eyes followed the six souls running for their lives, Machine, Animal, and Mutants running in fright from them, even as they hid their connections to Their Heritage and Folly to shield the last card they would ever play. "Freedom never comes through surrender," the Last Librarian of Humankind whispered in their minds, one last gift for the lives they had violated.

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Turn 66; Year 16; Month 0; Ruins Eat People
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 valuable technologies and machines to advance civilization
-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 discussions 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

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
-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, water, and electricity
--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 and repairs
-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.) It 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, for 8(eight) weeks a year without stating a reason.
-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/engineers 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.) It 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
-h.) Production

10.) These crimes (but not excluding others) are immediate grounds 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; every human is good, and every person has the capacity to create greatness; you just have to show it to them.
(Wait, are we the good guys? There is a 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.)

Second Tenet: Children Of The Universe
It does not matter if the body is one of flesh, blood, bone, or metal, oil, and circuitry; the truth remains the same: they deserve life and respect as any being in existence. Who are we to judge and condemn a being, to declare them as non-sapient and non-sentient, for the crime of not being born a human? Who are we to point at a Core which enjoys art, an Animal in the wild which learned to read and write in high-prose, and declare them as less than us? Our mind makes us human, with the ability to reason and understand, feel the suffering of those around us, and reach our hand out to help. Every single Machine-Mind and Animal capable of thought deserves our respect and a chance for peace unless they attack first.
(All non-hostile sapient beings (excluding Humans and Mutated) in the world receive, when engaged in Diplomacy, a relationship bonus, hostile ones are less likely to engage in antagonistic ways and can be persuaded to leave in peace or recant their ways. Pilgrims will not view any sapient being not of human origin as something less or false and will automatically advocate for and defend their rights. AI research is massively more manageable. +1 relationship to all Forge-Clans. Piety loss now 1 per 100 Followers.)

Doctrine of the Second Life
How can we call ourselves Humanists? How can we look at ourselves with pride if we disdain those we once shared our misery with? How can we teach acceptance and banish racism if we do not act upon our words with deeds? Do these men, women, and others not deserve the chance we once had, to be lifted by their hands, grasping ours?
(Unlocks additional Actions to target the underbelly of society for conversion, recruitment, and uplift.
Piety loss now 1 per 50 Followers.)

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. In His belief, the Pilgrims have taken after the First Leader, Martyris. 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. In addition, all Pilgrims may rename themselves in honor or shame. -1 to Piety rolls.)

Hidden Tenet: Fail Better
Falling is not a sin. However, falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)

Hidden Tenet: Kindle Alight The Beacons
Humanity has long since struggled against the darkness. At first, that dark was the night, ever creeping, ever hindering. But then, with a single spark, night turned day as a fire was lit by our most distant ancestors, taming something primal, beautiful, and deadly, turning it towards their cause. And with that single act of lighting a spark, they gave birth to something precious: knowledge, which they passed down to us today. It was not profit, greed, power, or any selfish instinct which drove them to do so, but the simple act of creating something better, even for a moment, so that their children could revel in warmth on the coldest night. So too, do we today follow that example haltingly, hesitantly, with unsure steps down a long untrodden road. But we walk that road once more, unashamed of the failures we will commit, the stumbles and setbacks, and when we lose sight of the road. However, we will walk, discover, and share all we find with our children so that they may stand upon our shoulders as we stand upon the shoulders of giants.
(When completing a Theory, you have a 10% chance of gaining another.)

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

I tell you: this is not how we should see death. 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 end, but their actions live on within our own.
(All casualties only inflict 1% Piety loss, -2 to Piety Rolls.)
Member/Resource Statistics
Members Total: 2.030
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 1.765
-Faithful: 33/58
--3/5 General Scientists - +12 (per) to assigned research
--2/3 General Doctors - +6 (per) against diseases and to Medical/Biological research
--1/1 Surgeon - +12 against diseases and to Medical/Biological research
--4/4 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research

-Followers: 1.707 (297 (11 Faithful) unoccupied)
--Recruitment: (+28 per Turn)
---(13 Due to The Codex Mk.1)
---(6 Due to Expanded Daycare)
---(14 Due to Poor-House - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))
---(6 Due to Expanded Poor Houses)
---(2 Due to Rudimentary Territorial Hospices)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human)
Members: 265
-Faithful: 10/10
--1/1 General Doctors

-Followers: 255
--Recruitment: (+8 per Turn)
---(13 Due to The Codex Mk.1)
---(-5 Due to Cultural Pushbacks)

Projects:
-Negotiated with The Dutybound (Diplomacy)
-Expand Hydroponics (0/12) (Food)
-Fortify And Expand Influence (0/24) (Construction/Diplomacy)
Total: 101
-Suzuki - Female - Combat - Infection
-Annika - Female - Exiled For 10.b. and other crimes - Execution
-Abhina Havaldar - Female - Mutated - Murder - Beaten To Death
-Roland - Male - Murder - Stabbed To Death
-Sree Merdad - Male - Mutated - Murder - Bled Out
-Somphone - Male - Mutated - Murder - Brain Trauma
-Tano - Male - Murder - Shattered Ribcage Leading To Asphyxiation
-Tawni Ifri - Female - Murder - Infection Due To Burn Wounds
-Musto - Male - Mutated - Murder - Perforated Heart
-Nina - Female - Murder - Physical Trauma
-Ahli - Female - Mutated - Male - Murder - Extended Torture
-Minera Warden - Mutated - Female - Murder - Extended Torture
-Mahal - Male - Murder - Burning
-Gera Min - Female - Mutated - Murder - Burning
-Su-Jiu Min - Male - Murder - Burning
-Dianella - Female - Mutated - Murder - Stabbed to Death
-Nachshol ben Yael - Male - Murder - Beaten to Death
-Devi Kalawat - Female - Murder - Perforated Stomach
-Daax Moltendust - Male - Murder - Sliced Jugular
-Varia Moltendust - Female - Murder - Sliced Jugular
-Papaver - Male - Murder - Sliced Jugular
-Yetek - Male - Murder - Sliced Jugular
-Budiono - Male - Mutated - Murder - Sliced Jugular
-Bot - Female - Murder - Sliced Jugular
-Erysimum Kalahan - Male - Murder - Severed Limbs
-Brumisia Kalahan - Female - Murder - Sliced Jugular
-Zizen - Male - Mutated - Murder - Crossbow Bolt through brain and chest
-Siscuss - Male - Murder - Sliced Jugular
-Cincia Cinnius - Female - Murder - Sliced Jugular
-Pyrole - Male - Murder - Sliced Jugular
-Purshottam Goenka - Male - Mutated - Murder - Beaten to Death
-Rishab Saraff - Male - Murder - Stabbed to Death
-Suripto - Male - Murder - Beaten to Death
-Suminten - Male - Murder - Beaten to Death
-Tri - Female - Mutated - Murder - Shattered Ribcage Leading To Asphyxiation
-Batyradz Tseboev - Male - Murder - Stabbed to Death
-Carya - Female - Murder - Shattered Ribcage Leading To Asphyxiation
-Abelus Galenus - Male - Murder - Stabbed to Death
-Ricruil Holahice - Male - Mutated - Murder - Extended Torture
-Dany Olivier - Female - Mutated - Murder - Beaten to Death
-Pittaha - Female - Mutated - Murder - Beaten to Death
-Abi bat Alfons - Male - Murder - Extended Torture
-Isviel Xyrstina - Male - Murder - Stabbed to Death
-Emrath Xyrstina - Male - Mutated - Murder - Extended Torture
-Xizhakesh - Female - Mutated - Murder - Stabbed to Death
-Pernelle Chauvert - Female - Mutated - Murder - Physical Trauma
-Xose - Female - Murder - Beaten to Death
-Aleen ben Zehavi - Male - Mutated - Murder - Stabbed to Death
-Isar - Male - Murder - Physical Trauma
-Marina Bastarache - Female - Mutated- Murder - Physical Trauma
-Li-Chen ben Oram - Male - Murder - Beaten to Death
-Taghi - Male - Mutated - Murder - Physical Trauma
-Shiva - Female - Murder - Crossbow Bolt Through Chest
-Guli Azizi - Male - Murder - Crossbow Bolts Into The Skull
-Erkin Azizi - Female - Murder - Severed Arteries
-Deir - Male - Mutated - Murder - Suffocated
-Tamara Silaen - Female - Murder - Physical Trauma
-Rozbeh - Male - Mutated - Murder - Physical Trauma
-Jagu - Male - Mutated - Murder - Burning and Suffocation
-Sibi - Male - Murder - Burning and Suffocation
-Malyar Kethwal - Male - Mutated - Murder - Burning and Suffocation
-Tami Harma - Male - Mutated - Murder - Burning and Suffocation
-Ugali - Male - Murder - Burning and Suffocation
-Eero Saar - Male - Murder - Burning and Suffocation
-Katri Valjas - Female - Mutated- Murder - Burning and Suffocation
-Jokhang - Male - Murder - Burning and Suffocation
-Sangin Gilani - Male - Mutated - Murder - Burning and Suffocation
-Ambrin Dhariwal - Male - Mutated - Murder - Burning and Suffocation
-Marc - Male - Murder - Burning and Suffocation
-Ripa - Female - Mutated - Murder - Burning and Suffocation
-Seven - Male - Mutated - Murder - Burning and Suffocation
-Kirke Valbe - Male - Mutated - Murder - Burning and Suffocation
-Sutle - Male - Murder - Burning and Suffocation
-Yang Qing - Male - Mutated - Murder - Burning and Suffocation
-Ismail Umkhayev - Male - Murder - Burning and Suffocation
-Ishtar-Gamelat - Female - Murder - Burning and Suffocation
-Mannuiqapi - Male - Mutated - Murder - Burning and Suffocation
-Chidi Jelani - Female - Murder - Burning and Suffocation
-Akala - Male - Murder - Burning and Suffocation
-Chi Beluchi - Female - Murder - Burning and Suffocation
-Tiruneh Anom Melku - Male - Murder - Burning and Suffocation
-Omar - Male - Mutated - Murder - Burning and Suffocation
-Malika Vizirova - Male - Murder - Burning and Suffocation
-Hîvî Bapîr - Female - Murder - Burning and Suffocation
-Arash Belayneh Yilema - Female - Murder - Burning and Suffocation
-Polita - Male - Murder - Burning and Suffocation
-Chen Hammer - Male - Murder - Burning and Suffocation
-Mercy Cromwell - Female - Murder - Burning and Suffocation
-Amazu Chijindum - Male - Murder - Burning and Suffocation
-Theotreses - Male - Mutated - Murder - Burning and Suffocation
-Borena - Male - Murder - Burning and Suffocation
-Üng - Male - Murder - Burning and Suffocation
-Balam - Male - Mutated - Murder - Burning and Suffocation
-Ixbalanque Hu - Female - Murder - Burning and Suffocation
-Ix Hu - Male - Murder - Burning and Suffocation
-Ixia - Murder - Female - Burning and Suffocation
-Zin - Male - Murder - Burning and Suffocation
-Chorouathos - Female - Murder - Burning and Suffocation
-Lil - Male - Mutated - Murder - Burning and Suffocation
-Tlalli - Male - Murder - Burning and Suffocation
-Colel Cab - Male - Murder - Burning and Suffocation

Materials: 786.30 (min. -151.84, max. +1.020.16 per Turn)

Income = 693.60-1.865.60 Materials:
33.40 35.30 = Followers
96.10 = Miscellaneous
54.00-238.00 = Technology Sales
61.00-995.00 = Trade Routes
127.02 = Airship Sales (First Son)
54.00 = Norqod Fashion Street - (Tahmid's Embroidery)
6.00-12.00 = Inn (Eye of the Beholder)
8.00-47.00 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni, Ularn)
3.00-12.00 = Print Shop - Smut
134.50 = Iron, Silver, and Jewel Mines
136.50 = Ashleaf-Nursery

Upkeep = 845.44Materials:
15.00 = Aid to The Lost
11.25 = Contractual Expansion (Norqod - Adequate Housing, +2.75 Due to Security Improvements, -0.50 Due to Backroom Deals)
6.26 = Simple Hospital (Norqod) (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
9.48 = Small Quarantine Area (Norqod) (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
13.16 = Engine Assembly (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
24.52 = 2x Computer (-15.00 Due to Merchant Guild Donations, -0.50 Due to Backroom Deals)
6.40 = Black Box - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
6.26 = Local Headquarters (Mirn) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
12.51 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk, +0.25 due to Guards! Guards!, -0.75 Due to Local Headquarters, +2.75 Due to Security Improvements)
19.26 = Grand Kitchen - (Mirn) - (+1.00 Due to Guardians For Hire, -0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
35.39 = Asylum - (Mirn/Zulmni/Tessen/Strul) - (-0.75 Due to Local Headquarters, +0.25 Due to Guards! Guards!, -0.50 Due to Backroom Deals, +0.80 Due to Guardians For Hire, +11.00 Due to Security Improvements)
21.97 = 7 Soup Kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen (Normal), 1x Strul (Normal)) - (-0.95 Due to Buying Goods In Bulk, -2.25 Due to Local Headquarters, +0.25 due to Guards! Guards!, +19.25 Due to Security Improvements)
21.46 = Minor Hospice Network - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
25.00 = Rudimentary Territorial Hospices - (Ularn)
10.19 = 3 Expanded Hospices - (-0.15 Due to Buying Goods In Bulk, -2.40 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!, -0.75 Due to Local Headquarters, +8.25 Due to Security Improvements)
55.56 = 6 Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.25 due to Guards! Guards! (Strul), +16.50 Due to Security Improvements)
18.14 = 5x Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni) - (+2.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.25 due to Guards! Guards! - (Zulmni), +11 Due to Security Improvements)
4.76 = Print Shop - Smut - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
4.36 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk, -0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
11.05 = Daycare - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
11.70 = Medical Wing - Expanded - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade, +2.75 Due to Security Improvements)
10.77 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
5.78 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
4.26 = Training Field - (Expanded) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
25.45 = Laboratories - Grand - (-0.65 Due to Backroom Deals, +2.75 Due to Security Improvements)
20.41 = Artisinal Quarters - (Grand) - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
10.46 = Berth - (Tiny) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
13.32 = Anchorage (Tiny) - (Jokvi, Strul) - (-0.50 Due to Backroom Deals, +0.80 Due to Guardians For Hire (Strul), +5.50 Due to Security Improvements)
14.70 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
4.81 = Ashleaf Nursery - (+1.50 Due to Steam Engine, +0.55 due to Guards! Guards!, +2.75 Due to Security Improvements)
8.31 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.20 Due to Guardians For Hire, +2.55 Due to Steam Engine, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
3.61 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
4.36 = Iron Mine - (-0.15 Due to Buying Goods In Bulk, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
10.26 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
19.91 = Central Region Security - Private Security - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
5.35 = Communal Festivals - (-0.50 Due to Backroom Deals)
15.59 = Unit Upkeep - (-0.50 Due to Backroom Deals)
56.48 = Airship Line (First Son) - (-0.50 Due to Backroom Deals)
293.00 = Taxes

Goodwill: 118.35 (+2.10 per Turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+0.72 = Minor Hospice Network
+0.16 = 3 Expanded Hospices
+1.00 = Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn -0.10 Goodwill - Damaged for 1 (One) Turn, Strul)
+0.05 = School - (Big) - (Mirn)
+0.50 = Grand Kitchen - (Mirn)
+0.06 = Asylum - (Mirn/Zulmni/Tessen/Strul)
+0.07 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni, Ularn)
-0.02 = Print Shop - Smut

Piety: 66% (+15 to all rolls for Heroes with the Adjudicator Trait)
Rolls (+11):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-2 (Expanded Daycare)
-1 (Expanded Poor Houses)
-1 (Beautification)
-7 (Electric Lights)
-2 (Communal Festivals)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
-6 (Grand Kitchen - (Mirn))
-1 (Primitive Asylum/s)
+40 (Followers, +1 every 50)

Suspendium: 5 Small, and 21 Tiny Suspendium Shards (1 Large needed in 2 (Two) Turns - PAID)
Income: +4 Medium
+4 Medium Shards (Crystal-Path)
-2 Tiny Suspendium Shards (First Son Line)
-Harvesting Initiatives: Rounded to the nearest Medium Shard.
Conversion:
24 (Tiny) - 1 (Small)
20 (Small) - 1 (Medium)
16 (Medium) - 1 (Large)
12 (Large) - 1 (Big)
8 (Big) - 1 (Gigantic)
4 (Gigantic) - 1 (Titanic)
(These are not to be seen as indicative of the actual size, merely their mechanical representation and conversion.)

Size (Mainly for visualization, do not see it as absolute law):
Tiny = Index Finger
Small = Human Head
Medium = Large Chest
Large = Car
Big = HGV (Truck/Heavy Goods Vehicle)
Gigantic = House
Titanic = High-Rise
[/B]
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Politicking
Boni: +15 on all Diplomatic rolls

Marquis of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Throwing a Ball.

House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Attending the Ball.

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

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Friendly (1)
Plans: Suspendium/Daughter of Dawn

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Gearing up for a training mission in the yellow zones.
Information Network: Rank 2.
Factions:
- Knight-Chapters:
-- Blue Lance (Chapter-Master: Alson Dulhne|Friendly (1)|7 Hel's (175 Knights Total)|Defense-Chapter|Friends To The People)
-- Umbra Skulls (Chapter Master: Phagorim|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|5 Hel's (125 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|15 Hel's (375 Knights Total)|Assault-Chapter|Illuminate Them)

The Bureau For Imperial Civilian Logistics
Contact: High Archivar Mahan
Opinion: Neutral (0)
Local Plans: Getting Suspendium.
National Plans: Flywheel Molds (2 Turns) - 100 (1st), 60 (2nd), 35 (3rd) Materials as Reward.

The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Chewing at judges to have the book thrown at the corrupt Guards and officials.

Miscellaneous Nobles:
-Lady Maranica (Ally (3)|Well, that's freaky but good for you?)
-Baron Esker (Friend (2)|Penance - Working on the BHVs.)

General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen:
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~15%
Mood: Mostly follow the news of the Flying Islands and the Ball.

The Merchant Guild:
Contact: Abraham Lin
Opinion: Friends (2)
Plans: Highly Valued Customers and Suppliers

The Union of Herbalists:
Opinion: Friendly (1)
Plans: Advance/Make Cheaper Medicine.
Factions:
- Fundamentalists (Neutral (0)|40% Control|Quicker Doctors)
- Progressivists (Neutral (0)|38% Control|Cheaper Actions)
- Healers (Ally (3)|22% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friends (2)
Plans: Scientific Exchanges

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/103 Members/Reliable Mercenary Company)
Plans: Recruiting
-The Scavenger Organizations (Leader: None Formally
Crews: Old Eye Joe/167 Members
Plans: Recruiting)
-The Bad Batch (Leader: Simone Simona/Friends (2)/27 Members/Infiltration Experts)
Plans: ???

Criminal Gangs:
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen and all surrounding territories.
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: They are operating as usual, except that they are doing something.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood.
-Gang: The Purified
--Leader: Nir Saven
--Territory: Strul, Ularn, and all settlements between.
--Opinion: Rivals (-2)
--Information Network: Rank 1
--Plans: Continue to recruit like crazy within Ularn, bringing newly converted members out of the City and smuggling them into, as far as we know, Mirn, Tessen, and Jokvi.
--The Bad Batch Note: A radical Mutated self-defense force that sees your pro-mutated rhetoric as dangerous subversion. They follow a general anti-human dogma.
-Gang: The Family
--Leader: Bloom
--Territory: Jokvi(?)
--Opinion: Friendly (+1)
--Plans: ???
--The Bad Batch Note: A weird fusion of organized crime syndicate and forward-thinking business. They see calm waters as good waters. Waters being a crime, in case you missed that.

Terrorist Organizations
Neighborhood Watchers
-Leader: Mania???
-Territory: Strul???
-Opinion: Enemies (-3)
--The Bad Batch Note: Hardcore Human Supremacists seeking to drive out or kill all Mutated within Tessen. (???)
--Known Cells:
---Primary Cell: Unknown
---Secondary Cells: 159 Members, Metal Armor and Uncommon Civilian+Ubiqutous Military Weaponry + Anti-Knight Weaponry (Identified Leaders), 2x ~100 Cells Around Mirn, 1x ~70 Cell Around Strul, Others Unknown
---Tertiary Cells: 5 Minor Camps Found (~50 each), Others Unknown

Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 2/8
-575 Members
-Tenets
--If You Cannot Help Yourself, Help Others(?)
--Last Refuge Of The Damned
--None Are Islands, None Are Alone(?)
--Plans: Working in the Mutated Slums of Ularn, trying to calm things down and direct them into less-violent ways.

-Conclave of Faya
--Contact: Elder Spirit
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Spirit Worship
---Artistic Focused
---Non-Violent
-Meira's Hidden
--Contact: Singe
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Forge-Clan Offshoot
---Pro-Mutated
---Isolationists

The Mutated:
Opinion: Allied (3)
Boon: +20 to all Medicine/Biological Research, can boost selected Actions by using Goodwill, +4 Mutated Recruits per Turn.
Bane: -12 Human Recruits per Turn.
Plans: Live.
Information Network: Rank 1.
Mood: Slowly settling down in Ularn. They are a bit nervous in other cities, but nothing out of the ordinary, with many following the sporadic updates of your efforts to ensure the BHVs are not BHVs.

Sapients:
Forgotten
Opinion: Friendly (1)
Plans: Harmony

General Opinion on Mutated: Semi-Open Racism (1)
Artefacts
Common
Chocolate Recipe - 1.03 - +5 to Common Chemicals
3x Chainswords - 1.24 - +5 to Common Mechanical
Food Preservatives - 1.15 - +5 to Common Chemicals
4x Ancient Torahs - 0.44
Beer Recipe - 1.41 - +5 to Common Chemicals
Destroyed Sentinel Remains - 1.31 - +20 to Machinery/Armor/Programming/Electronics
Flexible Window - 1.21 - +5 to Common Armor
2x Tattered Book - 2.67 - +5 to ???
Thick, Faded Tome - 3.49 - +5 to ???
Bugged Collision Avoidance System - 1.93 - +5 to Programming
Lever-operated Pump - 2.19 - +5 to Mechanics
10x Miscellaneous Artifacts - 1.02 +5 to Everything
5x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
Beta Blockers - 1.12 - +5 to Chemicals
Recipe Fragments - 1.26 - +5 to Chemicals
Frontal Cortex Scan - 1.12 - +5 to Biology
Preserved Neuron - 1.20 - +5 to Biology
2x Neuroscopic Chemical Fragments - 1.41 - +5 to Chemicals
2x Comercial Pump - 1.35 - +5 to Hydraulics
Intact Glasses - 0.51
Rusted Baton - 1.38 - +5 to Weapons
Interesting Toy - 1.22 - +5 to Physics
Discarded Atlatl - 1.12 - +5 to Weapons
Uninspired School Science Project - 1.21 - +5 to Physics
2x "Discipline And Kids" - 1.04 - +5 to Psychology
Golden Filigree - 0.94
Gold Alloy - 1.46 - +5 to Metallurgy
Rare
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Tactical Hud Frame - 6.49 - +20 to Advanced Armor/Programming
7x Cracked Bright-Lance Lense - 7.21 - +20 to Advanced Weapons/Physics
Intact Civilian Flamethrower - 6.75 - +20 to Advanced Weapons/Chemicals
4x Damaged Sentinel Remains - 7.31 - +20 to Advanced Machinery/Armor/Programming/Electronics
2x Damaged Caretaker Remains – 7.04 - +20 to Advanced Machinery/Armor/Programming/Electronics
8x Malicious Scrap Code - 6.17 - +20 to Advanced Programming
3x Destroyed Bright-Pistol - 7.23 - +20 to Advanced Weapons/Metallurgy/Physics
3x Foldable Electro Lance - 6.33 - +20 to Advanced Weapons
2x Flexible Armor Jacket - 6.90 - +20 to Advanced Armor
Calibration-Matrix - 6.30 - +20 to Advanced Weapon/Programming
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
Code Scraps - 5.99 - +20 to Advanced Programming
Laboratory Equipment - 5.44 - +20 to Advanced Medicine
Black Tome With Golden Letters - 11.76 - +20 to ???
A Book With Legacy - 9.13 - +20 to ???
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watchsystems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Automated Bloodbag - 6.82 - +20 to Advanced Hydraulics/Medicine
Autonomous Preservative Injector - 6.44 - +20 to Advanced Hydraulics/Chemicals
Crossbow Loader - 5.46 - +20 to Advanced Weapons
Scale Vest - 6.25 - +20 to Advanced Armor/Electronics
Scale Helmet - 6.50 - +20 to Advanced Armor/Electronics
Scale Gauntlets - 6.09 - +20 to Advanced Armor/Electronics
Scale Boots - 5.53 - +20 to Advanced Armor/Electronics
6x Mono Titanium Blade- 5.01 - +20 to Advanced Weapons/Metallurgy
2x Crane Pumps - 5.78 - +20 to Advanced Hydraulics
2x Adaptive Interface Prototype - 6.94 - +20 to Advanced Programming
Hydrochloric Halucinogenic Acid - 6.45 - +20 to Advanced Weapons/Psychology/Chemicals
5x Missile Propellant Samples - 5.05 - +20 to Advanced Weapons/Chemicals
2x Targeting Platform - 7.15 - +20 to Advanced Weapons/Machinery
Acid-Warhead - 5.15 - +20 to Advanced Weapons/Chemicals/Armor
5x Painmaker-Warheads - 7.25 - +20 to Advanced Weapons/Psychology
Rotten Swarm Missile - 6.79 - +20 to Advanced Weapons/Biology
2x Destroyed Missile Loading Mechanism - 5.14 - +20 to Advanced Weapons/Mechanics
3x Refueling Nozzles - 6.07 - +20 to Advanced Weapons/Hydraulics
Rusted Swarm Seeker Warhead - 7.42 - +20 to Advanced Weapons/Hydraulics/Electronics
3x Half-Rusted Fuel Pumping Station - 5.30 - +20 to Advanced Weapons/Hydraulics
6x Reactive Micro-Lance - 5.75 - +20 to Advanced Weapons/Armor
Scarlet Fever Warhead - 5.13 - +20 to Advanced Weapons/Psychology
5x Painmaker Vats - 6.66 - +20 to Advanced Weapons/Psychology/Hydraulics
3x Seeker-Shells - 7.38 - +20 to Advanced Weapons/Electronics
Rotting Warheads - 5.64 - +20 to Advanced Weapons/Biology
7x Busted Swarm Missile Constructors - 7.46 - +20 to Advanced Weapons/Machinery/Chemicals
5x Acidic Globules - 6.41 - +20 to Advanced Weapons/Chemicals
4x Goo-Cages - 6.68 - +20 to Advanced Weapons/Mechanicals
2x Unusable Legionary-Warheads - 6.34 - +20 to Advanced Weapons/Programming/Biology
Flight Paths - 7.26 - +20 to Advanced Weapons/Physics
5x Loading Tubes - 5.52 - +20 to Advanced Weapons/Mechanicals
3x Feeding Stations - 5.50 - +20 to Advanced Weapons/Chemicals
Burnt Pacifiers - 5.86 - +20 to Advanced Weapons/Machinery/Chemicals
5x Saint-And-Hallow Warhead - 5.60 - +20 to Advanced Weapons/Medicine
3x Thoroughly Trashed Micro-Lance - 5.43 - +20 to Advanced Weapons
2x Micro-Lance Coolers - 7.23 - +20 to Advanced Weapons/Hydraulics
4x Ablative Scales - 5.65 - +20 to Advanced Armor
Sewage-Regulators - 5.14 - +20 to Advanced Hydraulics
"Neurological Diseases" Leaflet - 6.17 - +20 to Advanced Psychology
2x Thermobaric Landmines - 5.23 - +20 to Advanced Weapons/Electronics/Chemicals/Machines
5x Burnt Thermoplastic Reloaders - 6.83 - +20 to Advanced Weapons/Mechanics
3x Advanced IFF Algorithms - 5.93 - +20 to Advanced Weapons/Programming
Self-Defense Spray - 5.08 - +20 to Advanced Weapons/Chemicals
Automatic Door Motor - 5.99 - +20 to Advanced Mechanics/Machines
"Autism Isn't Real, Here's Why!" - 5.35 - +20 to Advanced Psychology
2x Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
9x Eversun Psychology Works - 5.31 - +20 to Advanced Psychology
7x Rusted Constructor Component - 5.91 - +20 to Advanced Electronics/Metallurgy
Forge-Clan Morgenstern Mk.3 Leg Prosthetic - 6.36 - +20 to Advanced Electronics
Retinal Implantation Guide - 5.46 - +20 to Advanced Biology
Neuionum Samples - 5.28 - +20 to Advanced Metallurgy
Folding Security Measures - 6.94 - +20 to Advanced Mechanics
Sterilization Station - 6.69 - +20 to Advanced Chemicals/Machinery
3x Caustic Metals - 10.54 - +20 to Advanced Chemicals/Armor
Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Overgrown Guardian Machine - 5.21 - +20 to Advanced Machinery/Weapons
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
2x Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
Auto-Adjusting Bodyarmor - 6.68 - +20 to Advanced Armor/Machinery
Coolant Feed System - 6.87 - +20 to Advanced Hydraulics
Overgrown And Shattered Micro-Lance - 7.08 - +20 to Advanced Weapons
3x Rudimentary VI - 5.49 - +20 to Advanced Machinery/Programming
2x Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
2x Self-Sealing Bandages - 5.95 - +20 to Advanced Hydraulics/Programming/Medicine
2x Larva Vivisection Reports - 7.46 - +20 to Advanced Biology
Acid-Sprayer - 5.76 - +20 to Advanced Weapons/Chemicals
Lost Tech
Gutted Core - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma Torch - 18.40- +50 to Advanced Physics
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Shield - 18.49 - +50 to Pioneer Armor
2x Hololithic Cube - 20.00 - +50 to All Physics/Machinery/Hydraulics/Engineering/Programming/Metallurgy/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
3x Bone Mending Kits - 16.12 - +50 to Advanced Biology/Machinery
Äther-Battery - 15.90 - +50 to Pioneer - Electronics/Physics/Chemicals/Engineering/Metallurgy
Fire-Suppressant Systems - 15.41 - +50 to Pioneer Hydraulics/Chemicals
Auto-Pilot - 19.66 - +50 to Pioneer Programming
Prototype Fuel Refiner - 19.45 - +50 to Pioneer Hydraulics/Chemicals/Engineering
Miniature Bright Lance - 18.33 - +50 to Pioneer Weapons/Electronics/Metallurgy/Machinery
Flesh Mending Syringe - 16.71 - +50 to Pioneer Biology
2x Bright-Lance Compartments - 18.76 - +50 to Pioneer Hydraulics/Weapons
4x Target Seeking Explosives - 18.74 - +50 to Pioneer Weapons/Electronics/Programming
Hostile Virus - 17.38 - +50 to Pioneer Programming
Fluid Exchanger - 15.02 - +50 to Pioneer Hydraulics
3d Metal Printer - 15.78 - +50 to Pioneer Machinery/Electronics/Programming/Chemicals/Metallurgy
Gas Liquifiers - 15.43 - +50 to Pioneer Hydraulics
Theorem On Celestial Movements - 15.97 - +50 to Pioneer Physics
Sleep-Gas Bombs - 18.56 - +50 to Pioneer Chemicals/Biology/Weapons
Spider Drones - 16.55 - +50 to Pioneer Weapons/Electronics/Programming
Self-Adapting Virus - 16.53 - +50 to Pioneer Programming
Smart Fluid Nano-Drone Swarm - 16.36 - +50 to Pioneer Hydraulics/Medicine/Programming
Self-Deploying Jackhammer - 16.90 - +50 to Pioneer Mechanics/Programming
Assisting Synthetic Intelligence - 17.44 - +50 to Pioneer Programming
5x Implant Equipment - 16.79 - +50 to Pioneer Medicine/Electronics
Eye-Hud - 16.78 - +50 to Pioneer Electronics/Biology/Medicine
Body Diagnostic-Drone - 17.19 - +50 to Pioneer Biology/Medicine
4x "Chemical Alterations Of The Mindscape" - 31.44 - +50 to Pioneer Chemicals/Psychology - [Library]
Revelations Of Eden (Penned By Prophet Mahami-Du-Ojasi - Holy Book - Church of Eden) - 43.20 - [Untranslated]
Neuionum Theorem - 19.13 - +50 to Pioneer Metallurgy
Thermal-Exchanger - 19.05 - +50 to Pioneer Machinery
8x Self-Implanting Exo Skeleton - 15.04 - +50 to Pioneer Machinery/Medicine/Biology
2x "The Death Of A Moon" - 16.23 - +50 to Pioneer Physics
3x Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
9x "Eternium" - 18.60 - +50 to Pioneer Medicine/Chemicals/Biology/Psychology
12x Plasma Tools - 16.97 - +50 to Pioneer Physics/Metallurgy
11x Walker Maintenance Kits - 15.39 - +50 to Pioneer Physics/Metallurgy/Armor/Electronics/Programming/Weapons/Machinery
3x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
5x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
Memory-Transcriber - 16.00 - +50 to Pioneer Machinery/Electronics/Biology/Medicine
3x Perfectly Preserved Nerve-System- 16.18 - +50 to Pioneer Biology/Medicine/Machinery
Neural-Pathway Mapper - 15.88 - +50 to Pioneer Machinery/Biology
2x "Animu/as" Overwriter - 15.86 - +50 to Pioneer Psychology/Machinery/???
Neural-Pathway-Re-Builder Pills - 16.24 - +50 to Pioneer Medicine/Biology
3x Gene-Vats (EXTREMELY ILLEGAL, WILL BE SOLD THIS TURN) - 500 Materials (Total)
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 the Ancients 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 12.5 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, their downsides, and 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. There are more mysteries to discover, 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 inscribed in the middle of the blade. PD connected to the sword and immediately exclaimed ownership over the zweihänder. Her explanation was: "Every woman needs a fun toy, and this thing is one!"
(2d40+30 Damage, cannot equip a shield.)

CORE-^Ä^
PD found this Core within the bowels of the Daughter of Dawn, even months after the latter was used as quarters for a veritable legion of engineers and soldiers. He seems to be an old friend, and one can hear both chatting quite often when maintenance calls, but ^Ä^'s speech is unintelligible for any human, Mutated or otherwise. Seriously, how can you hear [T]7 in speech? Otherwise, he seems perfectly fine with only being a Core, though he would like to be put into a Knight in the next century or two.
(Gain +1 Automatic Success for Learning Actions if applied, 5% chance to suffer permanent damage.)
Traits:
Old, Forgotten, Lost, Yet Never Beaten (+4 to all Morale Rolls for nearby enemies), Ancient Machine, Obsolete Mind, Bygone Soul (Unaffected by any psychological or ??? attacks), Scorched Mind (Cannot communicate in any manner accessible to organic minds not altered for mind-machine interfacing), ??? (???)

Leputa-Pattern Knight Frame
An ancient Knight Frame of unknown make and producer seemingly bashed together out of various parts in desperation. Yet, surprisingly, they seem to have little in the way of issues when working together, and what few pieces need to be replaced can be done without much hassle by ringing up Forge-Clan Vanar-Feer for some special orders. But, looking closer, the Frames internals appear to be configured to be piloted by a Core alone? Why would they have done so, or how could the creators of this Frame have done so?
(Leputa-Pattern Knight.)

Soaring Wrenches
An unburnable book containing the collected knowledge of an engineer who had worked for nearly a century on airships, detailing everything they knew. Everything is addressed and described here, from wanting a chip leading to a ship's destruction to other tiny details.
(+50 to All Mechanics, +10% to all Airship Desing Income)

Auroran Cylinder - (Equip to Hero)
A cylinder about the size of a human forearm and with an equivalent thickness that shines with a kaleidoscope of colors, bringing warmth to the body and calm to the mind of its wearer. Aria noticed a tingling all over her body when she got it from a room within the Daughter of Dawn.
(+1 Health if equipped, +20%???)

Banner of Lumination - (Equip to Hero)
(Auxiliary Knight Equipment) (+/-4 to/against Morale Rolls to all friendly/enemy Units if engaged with Eversun Units.)

2x Phoenix Suits
Heavy Mechanized Armor - +50 to Pioneer Armor/Hydraulics/Chemicals/Metallurgy - (18/18 Armor for 1/1 Unit, -20 Thermal Damage)

2x Enlighteners
Flamethrowers - +50 to Pioneer Weapons/Hydraulics/Chemicals/Metallurgy- (+5d6 Thermal Damage, Inflicts Radiant Scorching (2d6 damage) for two rounds, has 8 Fuel.)

NOVA MACHINA - (Equip to Hero)
A 10x10x10cm translucent box with a swirling spot of black and white in the middle. It cannot be opened, smashed, or taken apart. All Humans that touch the box feel intense nausea, abdominal pain, and loss of self-preservation, with Mutated reporting headaches, static within their ears, the feeling of falling, and extreme paranoia. Better we lock it in the back of our Vault; less someone injures themselves or others by touching this object.
Seid ihr sicher dass die die gingen wiedergekommen sind? Oder vielleicht sind es andere?
(+1 to (3\²]SN@'+ßz_ )
Military
Units (4/18)
The Unbroken
Description: A large force of volunteers shipped 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: 16/16 (+20 on Stealth) (+10 to Initiative)
Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+4/-0+1d2 (Melee) (against Biologicals/Mechanoids) (3 AP)(Dread-Ghillie)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: Unbreakable

Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 0.69 Materials Upkeep.
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), (2/2) Shells

Trait/s:
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), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Upkeep: 1.86 Materials per Turn.

The Wall
Description: A group of six Pilgrims, armored and armed with their religion's best, can create and buy. They stand ready to defend their brothers and sisters in faith with their lives.
Health: 6/6 (Size 6)
Armor: 36/36
Damage: 1d6+1d4 (+3 against Machines, 2 AP)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: 5/6 size remaining in Combat

Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 1.00 Material Upkeep.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Firebomb (Lingering): It is used as a free action before the melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), (2/2) Shells

Trait/s:
Fiery Speeches (Morale is rolled with Advantage), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Bastion (Rolls all dice with Advantage when defending a location), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Upkeep: 1.00 Materials, max. of 0.61 Materials per Combat.

Incubi
Description: In a surprising event, the Incubi are six siblings, five women and one man. In another, the oldest is barely 23, and the youngest, their brother, 20, making them relatively young, even by Pilgrim standards. It is notable that, having been elected their Leader, the five sisters constantly tease their younger brother while also trying to get him hooked up with virtually any girl willing to entertain them.
Health: 6/6 (Size 6)
Armor: 22/22 (-20 for Stealth)
Damage: 1d8+5 (3 Acid Damage, +1 Acid Damage for (one) Turn after attacking, tripled damage against Armor and Internal Structure)
Training: Trained (3/6)
Breakpoint: 2/6 size remaining in Combat

Equipment:
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals).
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants).
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (12/12) Shells

Trait/s:
Lil' Bro! (Always one survivor. This trait will be deleted after being used), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), War Lessons (+5 to the first two rolls in the next Combat.), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Knight - Perpetual Defiance

Airship - Daughter Of Dawn
Equipment
Weapons
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: +1 Damage, can be combined with a shield or equipment. 0.01 Materials per (6/6) Unit.
-(Basic Ranged) Sling/Bow: +1 Damage per size, damage halved, cannot be combined with shields, -5 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.08 (6/6) Materials per Unit.
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.05 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.13 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns. 3.65 (6/6) Materials per Unit.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 7.99 Materials per (6/6) Unit.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores armor, 5.23 Materials per (6/6) Unit.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 8.11 Materials per (6/6) Unit.
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.10 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.48 Materials per (6/6) Unit.
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 28.43 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth roll has a difference of 35 or higher, you gain one free attack. (Ranged) After attacking, you gain one extra stealth attack if the stealth roll has a 35 or higher difference.
+0.5 Armor per Size. 2.12 Materials per Unit (3 Armor for (6/6) Size).
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals), 34.88 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 57.21 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.20 Materials per (6/6) Unit.
Consumables
-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. 0.02 Materials per Unit.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.02 Materials per Unit.
-Electromagnetic Pulse Weaponry - Grenades: Roll a 1d2, on a 1, machines are deactivated for 1d3 Rounds. On a 2, they receive 2d4 Internal Damage and suffer -25 Initiative for the next 2(two) Rounds. 5 Materials per utilized Grenade.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.47 Materials per Unit.
-Combat Drug - Berserk: Increase all damage by two damage dice. (Warning! Use of this drug has a (projected) 14% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 3.10 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.31 Materials per Unit.
-Combat Drug - Last Stand: Reduce all damage by half, triple all Health. (Warning! Use of this drug has a (projected) 91% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 8.22 Materials per Unit.
-Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! Use of this drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 4.55 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.18 Materials per Unit.
Upgrades
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor, 3.00 Materials per (6/6) Unit
-Mortar Upgrade: Acid Globules (Ammunition): +4d4/12d4 Acid Damage against Biological/Machine Enemies, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.07 Materials for (3/3) Shells
-Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.46 Materials for (2/2) Shells
-Mortar Upgrade: Choking Gas (Ammunition): 2d2 Health Damage per Turn, Yellow Fog (Affects 1d6 Units, randomly chosen in the target area, until it diffuses), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 11.01 Materials for (1/1) Shells
-Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 3.44 Materials for (6/6) Shells
-Mortar Upgrade: Explosive Warheads (Ammunition): 12d4 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HEALO Rounds (Cannot be used indoors, 1/2 Damage against Machines), 6.12 Materials for (2/2) Shells
-Mortar Upgrade: Seeker Shells (Ammunition): +8 Fire Damage, Born To Die (+50% Accuracy), 22.10 Materials for (1/1) Shells
-Mortar Upgrade: Flaming Ordnance (Ammunition): 2d12, Burning Comets (Hits every Unit present on the battlefield, cannot be used indoors), 12.00 Materials for (5/5) Shells
Auxiliary
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 20.53 Materials, 1 Material per use.
Unique/Notable Assets
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Elemental Feline Juvenile- Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (43/60 Growth) - (136.5 Materials (14d13))
1x Black Root - (13.50 Materials (3d4+6)
1x Bloodbark Field - (-1 to all casualty rolls, -0.80 upkeep to all medical buildings)
1x Desalination Basins - Deep Pumps - (8 Materials (2d4+3))
1x Inn - (Eye of the Beholder) - (2d4+4)
2x Brothels 'Consensual' - (7d4-2)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (11.50 Materials (1d4+9))
1x Silver Mine - (Mined, Engine) - (51 Materials (3d12+24))
1x Jewel Deposit - (Mined, Engine) - (72 Materials (3d12+45))
1x Electronics Workshop - (16d8)
1x Engine Assembly - (6d12)
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions) - (3d4+8)
1x Black Box - (Gutted Core)
1x Personal Cutter
1x Lineship
Waking Machine-Minds:
-INDOMITABLE BASTION
1x Common Suspendium Theory
2x Common Metallurgy Theory
1x Common Biological Theory
1x Common Medicine Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
1x Common Electronics Theory
1x Advanced Electronics Theory
The Tree - Jokvi - (9d19)
The Tree - Strul - (7d18)
Strul - Mirn - (12d15)
Strul - Zulmni - (12d12)
Jokvi - Ularn - (6d19)
Ularn - Tessen (5d18)
Mirn - Ularn (5d20)
Strul - Ularn - (5d14)
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 - Deep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 Materials per turn.

Administration Center - Grand + 3 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Archeology-Action.
- +1 Faith Action.
- +1 Learning Action
- +1 Diplomacy Action
- +1 Holdings Action

Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.

Living Quarters - Continuous Expansion
- All Pilgrims can live within the Tree without any problems.

Expanded Daycare
--2 to Piety rolls, +6 permanent recruitment due to families.

Storerooms - Continuous Expansion
-All Pilgrims can survive for twelve months under siege conditions. (5 Materials per 250 re-stock cost.)

Artisanal Quarters - (Grand)
Lowered costs for all equipment, increased chances for all research, rolls with Advantage for all study of melee weapons/equipment made of metal.

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

Knight-Hangar
Houses 1(one) Knight, allowing to enact repairs and modifications.

Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.

Electronics Workshop
+30 to all Electronics Research and 12d8 Materials Income (Technology Sale).

Anchorage For Airships
Unlocks DOD Actions.

Martial Range
Lowers malus when switching from ranged to -10.

Training Field - Expanded
Can recruit Units at (3/6 Trained) instead of (2/6 Militia)

Crystal Path
+4 Medium Suspendium Shards each Turn.

Black Box
5% not to use up an Artifact, can slot 1(one) Artifact to continuously provide 10% (rounded down) of the Artifacts bonus.

Library - (Basic)
Provides 1(one) slot for Literature Artifacts, continuously providing 10% (rounded down) of the Artifacts bonus.

Artistic Initiatives
Murals, engravings, paintings, and much more make the Tree a desirable place to live inside.
(-1 to Piety rolls.)

Berth - Tiny
A tiny berth allows for repairs and refueling of Light Airships, allowing the crew to leave comfortably, modifying the ship, dismantling it, and whatever else one can think up.
(Can now modify Light Airships.)
Town Holding: Norqod
Prosperity: Moderately Wealthy (Growing)

Mood: Content (Stagnant)

Permanent Inhabitants: ~3.300
-Tendency: Growing

Security: Yes.

Features:
-A Wall
-Basic Service-Buildings
-Population-Focused Marketplace
-Simple Hospital
-Adequate Housing - (Subsidized)
-Engine Assembly
-Highwind Manufacturing Airship Manufactory - (First Son - 1 Line)
-Beverage Spoke
-Amphitheater Avenue
-Fashion Street - (Tahmid's Embroidery)
-House Dall Palace - (Expanded)
--Harvesting Initiatives
-Tribal and Iwi Burrows
--???

Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
-Royal Guardian Barracks: Supplies the Royal Guardians onboard the DoD.
-Forge-Clan Enclave (Specialists): Investigates and Repairs the DoD.
-Cultural Settlement: This allows the Pilgrims to spread their faith further than ever through cultural osmosis.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims
Health:
4/6 (-2 permanent)
Armor: 56/56 Armor
Training: Trained (3/6)
Breakpoint: Unbreakable

Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Obstacle (Prototype): Power Armor: +56 Armor, -50 on stealth rolls, 9.53 Upkeep.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Medical Kit (Silver): Roll 1d5 before survival roll to heal wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.

Special Rules:
-Must be accompanied by one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds in 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

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

There are few things worse 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 more selfless actions. Your medicine's side effects 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: Criminal Organizations
This world is not a kind one. It will chew and spit you out when 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 various Criminal organizations will require much more effort, but harming them will be much easier.
(-10 to aiding Criminal Organizations, +5 to harmful actions against them.)

Sympathy: The Lost
Through action, conversation, morals, mind, or observation, this person has developed a deep sympathy for a faction or group of people, seeing helping them as a moral calling and ignoring them as a moral failure. They will, if able, extend a helping hand without hesitation, ready to lift those that grasp it and grasp those unable to hold onto themselves.
(+20 to all rolls involving: The Lost)

Prevter By Marriage
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 keyword 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," not honorific, and she has been given the village of Norqod as a holding. The town 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. For her part, Selene stopped dragging you away for stress relief when her request had been approved, firmly of the opinion that she is not made for nobility. And now you have to deal with the fact that you and Selene have been elevated to Prevter.

Mutated Wife - Prevter Selene Dall
She returned to her usual self, if a bit more conscious about her surroundings, and participated in the militia's drills. But for all that, she is still marked by her experience, even if she doesn't want to be. Her sex drive has not suffered the slightest bit during all this, so at least she can relax that way? Or, during your night walks, the stars are much clearer above the Tree than in the City. She is currently dealing with the fact that four Royal Guards have taken up bodyguard duties for her and Silvia, citing orders from the Emperor.

Child: Lady Silvia Dall - Mutated Girl - 8-Year-Old
Your first child! She is, in every aspect, perfect! Her legs and ears are like her mother's, even if her fur is entirely 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 relatively long tail, furred like a Sweden forest cat (the fur is obsidian again, though white spots have started appearing), which means you need to get a tailor for her pants. Her first teeth recently started to fall out, some being replaced with a sharper version, like fangs. Her laughing and smiles melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. Unfortunately, she is blind, so teaching her to read and defend herself is challenging. You found a seller for braille books and a guide on how to read them, so you can confidently say that she will be able to read when she's grown up. But you still need to figure out how she could defend herself. Maybe grenades? Her first word had been 'Dada.' You'll never let Selene live that one down. Letting her go to School hurts more than you'd like to admit. Your move to Norqod has upset her, as she won't be able to meet and play with her friends as often as she wants. However, she has made new friends, and with Crinkles letting her ride him everywhere, she has seemingly adjusted to her new normal.

Protegé: Lord Markus Ulatarn - 10-Year-Old
Oh, dear gods, you have no idea what you are doing! Maranica, Help!
(You have a Protegé!)

Founder, And First Arbitrator
You founded the Pilgrims and were appointed as Arbitrator, the final voice in any argument, a watcher for those who would turn the Pilgrims against their ideals. Hopefully, you will prove the trust placed in you right.
(This Hero will add the Piety bonus/malus to all his rolls. Relax is not needed.)

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Aria
Aria, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance
Health:
7/7
Armor: 4/4 Armor
Training: Knight (4/6) (+5 to Initiative)
Breakpoint: 5/7

Equipment:
-Dagger: 1 Damage per size (1 total)
-Pilot-Suit - Pathane-Weaved: 6/6 Armor with +1 health and 31% chance to survive PD being destroyed. Pathane-Weaved (All physical damage is reduced by 20%)
-Medical Kit (Silver): Roll 1d5 before survival roll to heal wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.

Special Rules:
-Uses the stats of PD in Combat until she is destroyed.

Trophies:
1x Banner of Lumination (Eversun)

Traits:
Mutated:

Strangely striated blue eyes with overly responsive irises. Metallic gray hair that moves about and generates mild electric shocks and vibrates to create simple tones, all of which mark this person as a Mutated. They will have a hard time getting people to like them.
(-20 to Diplomacy for any Locals/Elites they interact with, as long as the Opinion on Mutated is at (0/3). -20 to the malus for every point in the negative, +5 for every point in the positive.)

Mutation: Lamba Volondavenona (19/25):
Aria's Mutation originates in the city-state of Jahi, a once vassal of the Empire, before being absorbed into the greater nation due to unrest and rising violence. As the Gene-Smith explained, her hair is akin to a radio; both able to receive and transmit at will, when trained, of course. While this Mutation wouldn't be of much use, her brain has also been altered to decode and understand said transmissions. Further, she has finally figured out why she doesn't scar even with deep wounds! Her Mutation prevents her body from going "Good Enough" and stops healing, forcing it to repair all injuries perfectly. When Aria attempted to perceive the Regions transmissions, she said it was akin to a whisper within a hall. She also said that her head started to hurt when she looked at the second moon, though its odd ability to hinder or distort radiowaves is well known.
(+36 to all rolls made with PD.)

Bloodied Knight-Pilot:
You have joined the illustrious Elite of the world, one where the entry is life-long service, and the exit is at the end of a weapon. Yours will be a life of war, death, and struggles, bringing hope to despairing hearts, rallying flagging defenders, and protecting those in your shadow. Do not stumble, for the consequences are grave.
(+10 to all rolls after using a Knight in Combat.)

1st Generation Pilgrim:
This person has not been converted to the Pilgrim's belief but was raised in it from a young age. Their faith has always been a part of their life, guiding their actions even when choosing to leave. People will find it hard to sway their devotion should they remain.
(Actions to subvert Aria roll with a malus.)

We Can Do It!:
Aria has been deeply empathetic, caring, and driven from a young age. Since joining the Pilgrims, she has grown into a relentlessly friendly and optimistic young woman, shaped by her adoptive family's experiences. With her determined personality, she's picked up "a little bit of everything" at a young age by enthusiastically volunteering to assist in any and everything. She picked the brains of anyone willing to let her, though the more curmudgeonly among the Pilgrims find her boundless enthusiasm tiresome. But she will give everything she has in all she does, unfortunately, sometimes beyond that.
(+20 to all actions this Hero is assigned to, -10 for every Turn Relax is not chosen. Currently: +10)

Trauma: Common People Purge Survivor (16/16):
It has been years since the Purge, and you no longer feel overwhelmed or trapped by the feelings of terror and hopelessness as you once did. Instead, you have used that horror you survived as a drive to see it never repeated, or minimized, for as long as you live. You may occasionally still dream about the screams, the hateful faces, and the smell of burning flesh, but it adds to your conviction to see it never repeated.
(-5 to all Actions this Hero is assigned to, can be chosen as a starting character should a Purge happen. +10 to all Actions done by this Hero within Purge Turns.)

To Fling A Light:
Sometimes? Sometimes being willing to help is not enough; doing all you can could fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You would gladly fling a light into the future at the cost of your life.
(???)

Human Wife - Chiedi
The bliss of marriage with all of its novelties and joys.

??? - ??? - ??? - (2/?)
???
(???)
Ruins eat people.

That was a fact, one Merus knew very well, far moreso than most others, and with no less right than those who had lost more than he had. Because that was the nature of Ruins, they ate people. Body, Mind, or Soul, it didn't matter; one part of you was sacrificed when you entered and only given back once you left, sometimes not even then. The forgotten places of the bastards that destroyed themselves and the planet were covetous of what they held. They greedily guarded their secrets, beckoning and taunting those living outside them, jingling treasures and Artifacts like one would jingle a band of beads for a toddler to entertain them.

He should have tried more, tried better, if, if, if...

That was the crux of the whole thing, wasn't it? If Merus had only tried harder, then his sister wouldn't have died within the Necropolis, like millions before her and likely millions after. If he had shown her more of what he now had, she wouldn't have felt compelled to grab that last piece of payment, that last bit of scrap, always seeking to gather that one more coin for him and only then for her.

She was always selfless like that, thinking of others before herself. Got her thrown in jail twice, Merus remembered, trying to grasp those happier memories of their youth.

Anything to be unaware of the noise and whirring of machinery before him.

Like a coward.

He wanted to be here. He had argued that it was his right as her last living relative. To ensure her body wasn't mishandled and would remain presentable for when she would be buried underneath a sapling as she wanted. "That way, your kid's kids can still enjoy my presence," she always replied when asked why by him. She told everyone else she wanted that so that, even in death, she could cast shade at her dumb brother.

A tiny part of him was buried underneath the grief and sorrow, bubbling, waiting, festering. Something violent, angry, indignant at the world, hateful of being reminded of mortality and the finite nature of life. Raging at the sheer audacity of something within the Rusting Forest taking his sister's life and maybe even using parts of her in some sick, unnatural ritual or deranged obsession. One that told him of the money he had saved for droughts, his sister's money she thought cleverly hidden in her cooky box, and how many mercenaries those coins could buy. There were always enough fools to take up those sorts of requests. And yet, he couldn't. Only death awaited those seeking to kill in a Necropolis, and he still had a child at home who depended on him in this difficult time.

Could he ever bear to look into the eyes of Sibille and tell her he will die in a foolish attempt at revenge? How could she understand beyond the certainty that her father was a selfish monster once she was old enough? Maybe not even then; even an orphanage wasn't a guarantee for survival, even with all the donations flowing in.

The Artifact-Machinery within the room began to beep, once more beginning a scan of Alyss sleeping eternally underneath the insectile-looking machine. It had once been used to diagnose and inspect the bodies of those sick or injured, writing out and noting possible treatments for received injuries or illnesses, whatever they may be. He hoped that her death had been quick.

Murmurs came from the other side of the operating room, Forge-Clan biologists and doctors conversing with their Pilgrim equivalents as a second machine was readied. Guards had carefully moved the relatively small device from the Vault deep within the Tree. Though little had been gleamed of its internal functioning, observation, context clues, and found fragments had hinted at the usage and likely operation of the machine. An Artifact that could show them his sister's last moments, or perhaps her entire life.

Merus took a deep breath, thinking of a cloudy day, of light breezes ruffling the leaves of the Ashtree proudly towering above and before the Tree of Knowledge. When he had taken time off work to play with his daughter underneath the vast canopy, smiling as his sister was delighted at her babbling and semi-coherent words. Better times, happier moments, free of the scent of rubbing alcohol, sanitizers, and electricity, when the future looked secure, and the past was long gone.

It took four minutes for the Memory-Transcriber to finish its work, diligently recording the body's memories underneath itself according to long-forgotten codes and regulations. Then, with a gentle beep, the machine announced it had completed its work, slowly, hampered by the Pilgrim's lack of advanced computers, uploading and sharing the gathered data.

The machine showed nothing except a black screen intermixed with white flashes of pain and sensation unfamiliar to the body.

In confusion, the biologists and Pilgrim doctors took another scan, then another, as Merus slowly took notice of the bewilderment.

All of the scans showed the same, and, in fear that the Artifact had been damaged by time and had become useless, a member of the team of doctors volunteered to have their memories transcribed to ensure the machines still worked.

And so, the transcriber set to work, tirelessly showing the life and emotions of a man cast out by his family, driven from the town, and stranded within the Tree.

The transcriber worked, yet it didn't do so on the corpse of Alyss.

And before anyone could ask how this was possible or if the body had decayed too much for the machine to work correctly, the body diagnostics drone ceased whirring overhead the still body.

Coldly and perhaps contemptuously, it announced to the room that the corpse was nothing more than a badly cloned imitation of a human body.

It took four people to restrain Merus from running out and into the Necropolis, tears and raw fury clouding his mind, only one thing sure.

Ruins eat people.

But sometimes, they took their time.

The room stank of cleaning alcohol and chemicals, the mixed smells of dozens of cleaning products micing into a pungent and biting mixture which invaded Jero's nose like crystals and broken glass. Though that was a sin he could forgive, seeing as the small room had been used a few minutes ago for an operation on another person, he now being led inside by one of the medics within the hospice. Upon entering, after the smell, one of the first things he noticed was the silver-white tiles covering everything within the room. A small fortune seemingly smeared across the walls like it was nothing more than a minor expenditure.

Then again, these were the Pilgrims, and they did have to trade routes up and flying; everyone in town was raving about it, even after all this time. Though that were mostly the old folk, marveling and discussing the benefits and difficulties of the new mode of transportation.

"Alright," a voice came from the entrance as a tall man entered with the classical outfit of a surgeon, full face-maks and all, hands held before him to ensure he wouldn't touch anything with no doubt sterilized hands before cutting him open. "How are you today, sir?" He asked cheerfully, carefully looking over the tray with his tools nearby as other people filed into the operating room, another surgeon joining him.

"Like shit," Jero replied bitterly, annoyed at the man's attempt at small-talk, yet equally calmed by this ordinary act. "To be honest, I can't wait until you get that tumor out of me," he continued, eyes shifting down at his leg where the ugly growth had festered for the last three years, surviving a surgery done by someone known by a friend of a friend. "Though I don't look forward to the pain, I'll tell you that." A moment passed as he said that, filled with the hustle and bustle of people moving to and fro with the hectic of those doing busy work which needed to be done.

"Yeah, you know the old saying: No Pain, No Gain!" The surgeon eventually replied after nodding at a medic he had been speaking with. "But you are in luck, my friend," he continued happily, some foul-smelling vial being poked with a needle by a medic on the other side of Jero. "Our batch of anesthetics finally arrived, so we'll be able to give you the good stuff for this operation! Imported directly from Al-Nas-Barir!"

"No shit? Damn, you know I work in the fields, right?" Jero replied, looking at the small amount of liquid in the needle with a newfound appreciation. Those few drops were likely more money than he earned in a month, one with a good harvest! "How the hell did you get that anyways? Isn't there a shit-ton of tariffs on this?" A short sharp pain interrupted him as the medic carefully injected the liquid into his leg, chilly numbness quickly racing throughout the whole leg.

"Well, you see, they didn't have any on delivering the goods via air, only water and land-" And with that being the last he heard, Jero fell asleep. He would wake several hours later, his leg bound in a mountain of bandages and a helper nearby quickly assisting him while waking up, now tumor-free.

Among the artisans of Claynth, a saying, sometimes more of a joke, exists, told throughout the centuries and ringing ever more true with every passing moment and forgotten piece of ancient knowledge.

"We can build anything you wish for, as long as you have the money."

And they are right in that saying, for the difficulty in many things lies not in the manufacture but rather the sourcing of the materials and expertise to facilitate, or instead allow, the construction in the first place. Even the most desolate and isolated Region of Calynth can, if given the money, procure Knights, heavy machinery for factories, build titanic walls for defense, or heal injuries many would consider fatal with ease. Artisans work miracles according to budget and do so as long as the money keeps flowing, as the Forge-Clans have so often demonstrated throughout the ages.

But with that ability to work with unknown or dangerous things, so too comes the expectation from masters to apprentices that they display the ability to learn on their own and can craft from the mind alone, rather than teaching and blueprint. And for many, that ability to independently create with no hand to guide them, no map to chart their path, nothing but their wit and cleverness to see them triumph, comes in the form of a test. This test, both ancient and in some ways even holy, challenges and proclaims the apprentice's skills like no other, for there are few who would deny one who can create this machine.

A radio.

Though ancient in design and with various constructions everywhere to look at for inspiration and guidance, its inner workings are often jealously guarded and usually classified by nations terrified of others finding their codes and ciphers built within. Adding to the difficulty of not being able to ask for the internal workings outright is the usual contempt Calynth itself seems to hold for these machines. Static and bursts of interference spell the doom for any but the most ingenious or powerful devices, forcing apprentices to re-work their machines repeatedly until they can establish jumping handshake protocols to ensure no sudden burst of static can destroy a connection. It is a complex and often years-long endeavor for those seeking to study under the most skilled artisans as more than mere tinkerers working in villages who ensure equipment and heirlooms are repaired and maintained.

The Pilgrim Scholars and Engineers assigned to that task created one in seven hours.

Of course, that machine had been the size of a table, only able to send data across a kilometer reliably, and ate enough power to occupy several wind turbines or a solar panel on its lonesome, alongside a cost that prohibited any production on a large scale. And so, the teams had spent two seasons refining the creation and design of the first mass-producible radio of the Pilgrims, intent on allowing a simple, if not exactly cheap, product to be created and constructed. While it allowed some eyes to be set on infrastructural projects, the initiative's primary focus was laying the groundwork for far more extensive and ambitious projects.

Radio Beacons, intended to be carried by individual squads of either Pilgrim Militia or Squads out in the field, either for fighting or those carrying out missions. Networks of sub-stations across the Region, boosting signals and bouncing warnings and news off of each other within minutes rather than days or weeks. And, finally, an enormous tower capable of sending signals out to the various, or rather one, Chapter of the Pilgrims, a Channel of theirs to send information, coordinate, and disperse their message to all willing and able to listen.

Instant communication was in the Pilgrim's grasp.

Threats, which require the presence of a Royal Regiment, rarely surface in civilized Regions, much less one that causes one to strike out on their initiative to see any harm against the Empire and her people prevented before it ever happens.

And yet, the Royal Rabbitaur Regiment had mobilized all assets, clad in their artifice armor and wielding the best weaponry which the Forge-Clans could still produce for a military formation on the whole of Calynth. Though charged with protecting the shipments of Suspendium and the growing airship industry within Norqod, Ori Nepe, their Captain, had also been given the orders to seek out and eliminate any threats against this soon-to-be vital resource for the Empire on his initiative.

As such, when his sergeant informed him of the death of the Pilgrims Scouts within the Rusting Forest, he had been mildly surprised that their luck had run out so suddenly, with all hands lost in the Necropoli.

The revelation that certain members of the scouting party were missing, notably those who possessed organs the others didn't, he got suspicious of malignant intelligence behind the attack.

Once the autopsies and mind-scanners revealed the bodies to be flash-cloned replicants without memories, the Rabbitaurs were moved to the highest readiness level. Engineers took armor from vaults and armories, their partners encased in their artifice skins of metal and circuitry, minds fused with cold instinct and feral understanding. Weaponry jealously maintained and guarded was handed to their owners, ancient rituals from those who held them before spoken and performed for the task seen at hand, while drones were roused from sleep and hibernation. Finally, the Rabbitaurs readied for war, armed and armored with such wonders that they could have engaged lesser Regions on their own and come out victorious. Few things and beings could stand in the face of this display of Old Nights Might, and fewer would survive to tell the tale, that was for sure.

Some may question this immediate response to what was, for others, a somewhat concerning event. Still, they knew not what Ori Nepe knew, much less what secrets and orders had activated within his mind, locked behind conditioning and surgery.

Few things had the foresight to plan an ambush to take some corpses they wished to have. Fewer wanted specific corpses, or living beings, for their purposes, revealing a malicious intellect hidden behind a veil of shadows.

None that were considered less than Titan-Level enemies could operate forgotten machiner, allowing them to create clones, or produce them naturally, of their targets, switch them out, and vanish with the living originals into a Necropolis. As such, the Rabbitaurs prepared for recon in force, intent on searching for the Old Horror which had emerged and kill it if possible.

The Pilgrims seemed to agree with his assessment, what airships they had assembled into an ad-hoc armada stuffed with what military assets they possessed, lending a powerful and highly novel force multiplier in aerial transportation and on-demand-airstrikes and real-time scans of large swaths of an area. So, with little fanfare and increased haste in exchange, the flotilla set out, sailing across the skies and winds toward the furthest outpost of civilization to establish a basecamp and point of contact with brought radios from the Rabbitaurs.

It was a good thing they did because once they neared the small fortified village miles out from any suitable settlement location, a red light shot into the sky. A flare, one given to each village to signal for help in the case they were attacked or under duress, was used only when in need and even then mostly at night for the countless scouts and watchers out on patrol to see.

With roaring engines and burning weaponry, the flotilla raced toward the village, ensuring their outpost would be secure before the search.

Instead of Tribal Raiders, Bandit Clans, Mutant monsters, Machine horrors, or a dozen other things, they found something they had never expected.

The scouts, alive, and...not well, but alive.

They told of being abducted by something, taken from their groups, hunted like animals, and separated one by one. Slowly driven away or raced through forgotten tunnels, collapsed structures, or overgrown streets before succumbing to exhaustion or being jumped and sedated. When they woke up, they did so, hung up in machines of unknown purpose, one half of them tortured and drenched in blood and wracked with pain. Only a miracle had allowed them to flee, some power generator failing before the second group could be tortured, setting them all free. Skill, desperation, and unbelievable luck had seen them navigate the Forest to safety, where they rested and tried to remember what happened.

Those tortured spoke nothing of what had happened, claiming they remembered nothing. One of the tortured souls, Alyss, had been catatonic the entire time, hugging her tail with ears flat as she gently rocked in a corner, eyes seeing alien horrors none could perceive.

However, Captain Ori needed to know what had happened, and he didn't take uncertain answers and missing memories as good enough. So the scouts were brought one by one before the Captain to be thoroughly questioned. Finally, he emerged with the last scout and told Martyris and all Pilgrims that the matter was closed. No investigation was to take place, and no attempt to seek out the horror which tortured their people were to be made.

The Imperial Family would be taking over now.

Icy winds buffeted Nima, the cold air high in the sky so different from the sweltering heat below on the ground. It made sense that they would be so cold; heat in the higher regions of the atmosphere got diffused or carried away long before it could reach here, where winds could race and swirl without interruption. If he remembered his lessons right, they had been some years back, before he had joined the Clan-Guards. Not a lot of focus on the broader biosphere research and atmospheric readouts gained by the observatories and biologists; more focused on weapon and armor maintenance, with a dash of electronic and mechanical engineering.

Still, that didn't mean the islands he was standing on were any warmer for his ignorance or that the flora looked any more natural than on the ground. Squat trees with bulky and cancerous branches spread everywhere around the structures and long-overgrown pathways. The only reason they were still identifiable as pathways was the absence of plants beyond crunchy grass-like growths formed from the earth made from the red-blue leaves falling from the trees. The biologists were very happy they had been brought aboard the fleet, busy as they took every sample they could get their hands or drones on. Many were already occupied bartering and haggling for more space in the holds of the fleet, their sample containers already filled after two days.

ALL PERSONNEL, ALL PERSONNEL THE CHAINS HAVE BEEN ATTACHED PLEASE RETURN TO THE FLEET POST-HASTE ANCHORING WILL BEGIN IN TWO HOURS

'Ah, finally finished,' Nima thought, shaking his head as he followed his charge back to the fleet, the ancient Elder muttering and swearing incentives about the urgency and wasteful hurry of the youth all the way. Not that he couldn't sympathize, having to trust these forgotten places to the work of a mere few days of testing, calculating, and preparation seemed dangerous, but for the Engineers, those days were probably days more than they thought they should take. Leave it to them to create custom-made chains, anchors, and procedures to shunt flying islands into the ground within a few weeks and attach them in a matter of hours.

Hopefully, they were right in their confidence; he was not eager to guard the fallen and shattered pieces of any place here. The laboratory alone would see the Clan busy for decades, and that was merely one island out of a dozen.

Available Bonuses:
55 Distributable Points from Ambit.

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. (Choose 2 Actions)
[ ] Communal Outreach - (Repeatable)
A hand given to the downtrodden, shattered, destitute, and outcast is not always accepted. Sometimes, the people who need help the most slap it away in rage at the sight of their "betters deigning to elevate the dirt beneath them," as some have said so eloquently.
(Cost: 20 Materials, 6 Goodwill
Turns: 2
Chance: 42%
Reward: +4% Piety, +1 Random Stat Gain per success if you hold any stake over 1% within the BHVs.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Collapse Their Gravity - (Repeatable)
Even with the best intentions, unfucking the BHVs, on any scale, will be a monumental task requiring many hands and more people to work with you. Although Baron Esker has found some skill in improving the BHVs, in more than one letter to Lady Selene, he remarked that it would be cheaper to burn the whole settlement down and build anew were it not for those that already lived within.
(Cost: 50 Materials, 14 Goodwill
Turns: 4
Chance: 13%
Reward: +2% Piety, +1 Mutated Opinion (Once), Slightly Improve QoL within some BHVs, allowing you to strangle the cause of many problems at the root.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Blessed Journeys - (Repeatable)
You can say what you want, but sometimes the best option is to burn the bridge behind you and never look back. Contact whatever caravans you can to see if you can't bribe them to take on Mutated out of the BHVs they visit. Of course, while popular with the Mutated, people won't like that you are giving "criminals and scum" a free card to civilization.
(Cost: 45 Materials, 30 Goodwill
Reward: +3% Piety, +1 Mutated Opinion (Once), gives a safe way out of the BHVs for the Mutated.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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 to maximize its effect.
(Cost: 8.22 Materials
Turns: 1
Chance: 43%
Reward: 2d100+50 Recruits)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)

[ ] A Duty To Others Is Not Taken Lightly
As our numbers swell, so does our ability to reach out to many more people than before. With word, deed, and art, we can reach out to those on the edge of their decision and bring them into the fold for the good of all. Ours is a duty not taken lightly, but it is a duty one does not need to shoulder alone.
(Cost: 17.75 Materials
Turns: 3
Chance: 04%
Reward: 4d200+150 Recruits)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)

[ ] Low, Not Lowly
Some do not wish to remain and fight for such with every fiber among the poor, desperate, and huddled masses. Those we do not seek out with this effort, but those who made pacts to sell their fellows for money or status. Their choice may be one they believe to be done consciously, but in reality, it is made from circumstance and hidden desperation. We cannot bring all who fell up, but we can start with some.
(Cost: 0.20 Materials
Turns: 1
Chance: 56%
Reward: +2% Piety, +2d6 Followers)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] This Is Not Eternal, Even Stone Will Change
We know where to seek those who banded together into gangs and which members need to be targeted to shatter them into a thousand pieces. What we are doing may not be strictly legal, but infiltration and subversion of criminal elements is a long tradition among growing religions. Even better, many who had found homes amongst the gangs can be brought into the fold.
(Cost: 2 Materials
Turns: 2
Chance: 45%
Reward: +5% Piety, +6d8 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 10.00 Goodwill)

[ ] Begin Preparations For New Region Conversion
We have grown far beyond what Martyris had envisioned in numbers, wealth, knowledge, connection, and faith. So much so that some among our numbers seek new horizons to establish a new chapter, satellite, or outpost of the Pilgrims. We should accommodate their wishes, as they will aid us back in time and turn.
(Turns: 2
Cost: 0-200 Pilgrims, 50-200 Materials, 10-35% Piety loss, -6-20 to Piety Rolls
Reward: A New Chapter Interlude Turns)
[ ] Seed Shadow Sanctums
We must be able to live amongst those who need help and hide from those who wish us harm. By creating tiny safe houses to stock up on materials, commodities, and information, alongside rest and food, we can increase the reach of our agents and followers within the underbelly of society.
(Cost: 7 Materials, Upkeep: 1 Material
Turns: 2
Reward: +2% Piety, Sanctums within the Region are slowly being created, increasing subversive attempts.)

[ ] Feed The Masses - (Choose City)
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 worsening for the poor.
(Turns: 8
Cost: 55 Materials Upkeep: 16 Materials
Reward: Grand Kitchen, -6 to Piety rolls, +0.5 Goodwill per Turn, 2d20 recruits, 2d12 Goodwill, 2d6 Piety.)

[ ] Establish Soup-Kitchens Within Major Cities
While being careful and methodical has helped, you can now afford to perform these projects in a scattershot approach with your expanding numbers. So we should build 31 more Soup-Kitchens, as they will cover the Major Cities, allowing us to go towards the countryside.
(Turns: 4
Cost: 124 Materials, Upkeep: +31 Materials to soup-kitchens
Reward: 31d6 Recruits, +0.31 Goodwill per Turn, unlocks further actions.)

[ ] Improve Your Poor Houses
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. So get to expanding what you have built; the work is not done.
(Turns: 3
Chance: 44%
Cost: 70 Materials, Upkeep: +20 Materials
Reward: Improved Poorhouses, +0.10 Goodwill per Turn, -2 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Establish A Small Hospice Network
While a Hospice caters to the dying, its primary purpose is to heal the sick who cannot afford to see a doctor. With your allies and growing knowledge, you are confident that you can establish over a dozen within Tessen at once.
(Chance: 29%
Cost: 12 Materials Upkeep: 9 Materials
Reward: +0.12 Goodwill per Turn, 8d6 Goodwill, unlocks further actions.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Expand Your Hospice Network
While you have acceptable Hospices, you can improve capacity, treatments, etc. Better get to it!
(Cost: 40 Materials, Upkeep: +10.20 Materials
Reward: +0.60 Goodwill per Turn, 2d6 Goodwill, -1 to Piety Rolls.)

[ ] Rudimentary Territorial Hospices - (City Territory)
Your treatments of the sick and injured within the Cities have enjoyed great popularity within the population. More and more people are coming to seek your aid, knowing that they will receive a quality of treatment and healthcare they couldn't afford. Unfortunately, that drive to seek treatment means that many people take journeys that will worsen their injuries beyond help and leave them dying in the place where they sought healing. We should create several hospices operating with minimal oversight out of the central trade lane and establish themselves for future expansions.
(Turns: 3
Cost: 82 Materials, 10 Faithful, Upkeep: +25.00 Materials
Reward: +0.20 Goodwill per Turn, +2 Recruits per Turn.)

[ ] A Home away from Home
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 resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 20 Materials, Upkeep: 7.5 Materials
Reward: Local Base, Upkeep of all structure reduced everywhere by 0.10 Materials.)

[ ] Localized Headquarters
Having created a shelter, expanding the building to encompass several barracks, a canteen, storage rooms, a medical section, and an administrative body will improve your efficiency within the city!
(Required: Local Base (Action)
Cost: 100 Materials, Upkeep: 12.50 Materials
Reward: Local Headquarters, Upkeep of all cities reduced by 0.75 Materials.)

[ ] Administrative Center - (Mirn)
Organizing hundreds of works is no easy feat, requiring dedicated staff and learned minds in equal measure. However, with previous works having laid the groundwork, now is the time to compound the efforts of all those who helped. Like, assisting Pilgrims across Tessen perform their duties with the resources and hands they need.
(Required: Localized Headquarters
Turns: 6
Cost: 145 Materials, 12 Faithful, Upkeep: 10 Materials
Reward: Administrative Center, Upkeep across Tessen is reduced by 0.50 Materials.)

[ ] Build A School - (Big) - (Choose City)
A place of learning, growing, and change, where 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 be shared, for it does not diminish when given to others.
(Already built within Mirn.
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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)

[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.001 Goodwill)

[ ] Build A Humane Primitive Asylum - (Location)
Nothing stands between the creation of an Asylum led by the Pilgrims now. Contact local builders, set Marxcim to design the structure, and call for volunteers to be trained and paid for caring for the patients. Of course, some will see the giving over of the mentally ill to a religion-led institution as a terrible idea. Still, those voices will cease after some time has passed and, hopefully, recovered patients walk out of the Asylum. Your efforts in uncovering aspects of the human psyche have increased costs, and those you can now help.
(Cost: 30 Materials, 7 Materials Upkeep, 4 Goodwill
Reward: Humane Primitive Asylum, +0.2 Goodwill per Turn.)

[ ] Build Another 'Consensual' - (Location)
You would 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 those who chose this path or use it. People sell their labor and time for money, so punishing those whose work is sex is crazy.
(Turns: 2
Cost: 6 Materials
Reward: 'Consensual,' +0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)

[ ] Build Upon A 'Consensual' - (Choose City)
The brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Cost: 20 Materials, Upkeep: 6 Materials
Reward: Upgraded 'Consensual,' +0.02 Goodwill, +3d4 Income for the Consensual.)

[ ] Cleaning Up The Mess - (Choose City Territory)
Despite all you currently know about how Black Hole Villages operate, are constructed, and unintentionally reinforce poverty and crime via a feedback loop, helping those stuck within them will not be easy. Nor will it be a quick thing, done once and done cheaply. It will cost you money, time, materials, connections, and favors to help the Mutated within turn the villages into a settlement that people can live in without considering the sword's edge.
(Turns: 4
Cost: 150 Materials, 75 Goodwill
Reward: Lessened Suffering of the Mutated
Notice: Goodwill costs will be reduced by 15 per use, down to 30.)
[ ] 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 every doctor for the next three months.
(Cost: 73 Materials
Chance: 66%
Reward: Healers gain Influence, 10d5 Goodwill.)

[ ] A Helping Hand
Now that you can create prosthetics, merely creating and selling them isn't enough. Unfortunately, too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So to create a few hundred in bulk, ship them out to your hospices, where the doctors may gift them as required.
(Cost: 65 Materials
Chance: 95/55%
Reward: Gain 4/10d4 Goodwill.

[ ] Festival Of The Delta
With money comes the ability to sponsor festivals, and with our numbers, the capability to fully take advantage of the festival for our ends in learning, conciliation, and creation. It will be costly, but it will be worth it.
(Cost: 100 Materials
Turns: 1
Chance: 66%
Reward: +6d8 Goodwill, +4d40 Recruits, +25 to all Actions this Turn if successful.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.75 Goodwill)

[ ] A Small Donation - (Organization) - (Topic) - (Donation Sum)
As the Pilgrim's wealth increases, so do the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) who work towards a goal we provide for them. Nothing they would be against doing, but something they would be adverse to in normal circumstances.
(Cost: 50-Unlimited Materials/Goodwill
Turns: 1
Chance: 71%
Reward: PR)

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

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. At the wrong time, a report in the right ear has toppled many nations. (1 Action Locked, Choose 2 Actions)
[ ] Hello, My Name Is Money, Big Money.
Okay, deep and calm breaths. We can't afford to be panicky about this now; we have the time to be smart. Instead of trying to shatter the project and go against a House that could cause us serious problems, why not become a part of the project? Pour money into the project, and we should be able to influence everything in a direction that won't be awful.
(Cost: [Write-In] Materials, 20 Goodwill, -2 Mutated Opinion (Once)
Reward: Increased Influence over the project.
Warning: Construction will start in 8 Turns.)
House Ulatarn - 25.000 Materials - 57.2% (-20% - Pilgrim Deals)
The Pilgrims - 900 Materials - 22.7% (+20% - Pilgrim Deals)
House Tessen - 2.900 Materials - 7.9% (-1% - ???)
House Mirn - 1.600 Materials - 3.9% (-1% - ???)
Merchant Guild (Manufactory Syndicates)- 900 Materials - 2.7%
Merchants Guild (Collective) - 750 Materials - 2.3%
Baron Seq - 400 Materials - 3.2% (+2% - ???)
Others - ??? Materials - 0.1%
Civilian Inf.: 4/10 - Designated Housing And Road Spaces
Medical Inf.: 1/10 - Shortages Of Basic Medicines When Attacked
Military Inf.: -2/10 - The Militia Exists Nearly Only On Paper
Guard Presence: 4/10 - A Tiny Permanent Guard Presence
Water: 3/10 - A Drought Will Kill Some
Resource Extraction: 4/10 - Enough To Feed Industry
Industry: 5/10 - Enough To Produce For The Caravans
Agriculture: 2/10 - Starvation And Malnutrition Without Caravans If Harvests Fail

Total: 21/80 - Poor Village!!!

Breakdown:
0-10 - Black Hole Village
11-20 - Destitute Village
21-50 - Poor Village
51-70 - Median Village
71-79 - Prosperous Village
80+ - Norqod

[-] Influencing Black Holes - (Category) - (2 Turn Cooldown)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 1% Shares
Cooldown: 3 Turns
Reward: +1% Piety, +1 to chosen category)
-[] Hire Civil Planners And Architects
(Cost: 5 Materials
Reward: Slightly Lessened Impact of Material/Geographical/Desing Constrictions)

[ ] Altering Black Holes - (Choose 2 Categories) - (2 Turn Cooldown)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 5% Shares
Cooldown: 2 Turns
Reward: +2% Piety, +2 to chosen categories)
-[] Hire Civil Planners And Architects
(Cost: 15 Materials, 3 Goodwill
Reward: Lessened Impact of Material/Geographical/Desing Constrictions)

[ ] Designing Black Holes - (Choose 4 Categories)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 15% Shares
Reward: +5% Piety, +2 to chosen categories)
-[] Hire Civil Planners And Architects
(Cost: 40 Materials, 10 Goodwill
Reward: Drastically Lessened Impact of Material/Geographical/Desing Constrictions)

[ ] We Are Legion
For we are many, and yet none. Please find us at your peril, or salvation, for we offer both in equal abundance for any that dare to tread in shadows.
(Turns: 9
Reward: Create a Subversion Category, shifting Actions around, and unlocking more.)

[ ] From The Brink
Having obtained rudimentary knowledge and understanding of the human psyche beyond that which is commonly available, you now have the chance to slowly pull The Lost back into the fold, saving lives in the process, and preventing them from sliding into a darker mindset than self-punishment. Of course, a deeper understanding of psychology and deeper infiltration could make this process smoother, but you'll have to make do.
(Cost: 10 Materials, 2 Goodwill
Chance: 90/-55%
Reward: +1/3 Assimilation. The Lost become more aligned with the Pilgrims, eventually allowing you to absorb them.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] We Are One People! - (Choose Class)
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, unite the people, and start on the road to reconciliation.
(Cost: 20 Materials
Chance: -20%/-20% for Locals/Elites (rolled each turn)
Successes Needed: 6/6
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Faction)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. You need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 40% +10
Reward: +15 to all rolls involving said faction.)

[ ] 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 Part 1 - (Choose Three Factions)
With spies now available to the Pilgrims, it may be the time to make sure they are in place to ply their trade. This step focuses on laying the groundwork for future expansions and won't get you any detailed information. It is also nothing more than paying some people to pass on rumors, which is pretty much standard practice within Slatnan and won't raise too many eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Cost: 8 Materials
Turns: 3
Chance: 73%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[X] Infiltrate Part 2 - (The Purified, Dirty Daggers, The Mutated) - (1/2 Turns Complete)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Cost: 30 Materials
Turns: 2
Chance: 50%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Infiltrate Part 3 - (Choose 3 Factions)
Your secrets are ours; nothing can be hidden from us. No lock, no gate, no barrier stands in our way, and nobody will shield you from our grasp. Because we already own them, from the lowliest maid to the highest Guard you trust.
(Needed: Information Network: Rank 2
Cost: 90 Materials
Turns: 5
Chance: 03%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Military.
Reward: 2d6-3 Materials + Chance for Secrets )
-[] Seek Mutated Help - (XXX Goodwill)
(+5 to roll = 2.00 Goodwill)

[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain, and may my deed feed that which may eternally grow.
(Cost: 6 Materials
Chance: 50%, 60% for: The Military.
Reward: Target has their operations/structures halted/crippled/terminated.)
-[] Seek Mutated Help - (XXX Goodwill)
(+10 to roll = 3.00 Goodwill)

[ ] Create A Dossier On (Groups/Topics (Max 3))
Collate all known information, history, and rumors about a group or topic of interest to ensure that the Pilgrims' future actions are as well informed as they can be.
(Cost: 15 Materials
Chance: 55%
Reward: Lore and Information regarding Groups/Topics (Max 3).)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

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

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action)
[ ] Menagerie - (Basic)
With the space in your armory expanded, you now have the needed area, blacksmiths, and tools to armor Lizards, ensure they are healthy, and keep them in shape. In addition, several other animals can be held here, though only the most commonly available.
(Cost: 66 Materials, 12 Materials Upkeep
Turns: 5
Reward: Can add [Common] Animals to Units.)

[ ] Alright. You Will Die. - (Forces)
Someone decided that killing 43 of your followers and over 200 other people was a good idea—on top of another 800. You've seen this dance and move already, performed it adequately, and went home to continue what you were doing. So now that someone asked you to dance this dance again. You will comply by shattering their kneecaps, taking off their arms, and then letting them bleed on the floor like a slaughtered dog. Alternatively, fire, a mortar to the body, or a weapon in the brain will suffice.
(Turns: 1
Reward: You will attack all known forces that harmed you on the Day of Corrupt Fire.
Known Forces: A gang of Humans. (~20 Members, Cloth Armor and Common Civilian Weaponry, Tangentially Related)
Neighborhood Watchers Secondary Cell, 159 Members, Metal Armor and Uncommon Civilian+Ubiqutous Military Weaponry, Directly Responsible.
!!!Anti-Knight Weaponry Spotted!!!
Identified Leaders, +20 to all first-round damage.)

[ ] Scout Out. - (Location) - (Units)
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: 75%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)

[ ] Conquer The First Bunker Floor
Let's go!
(Cost: 17 Materials
Chance: 35/50% for Ambush and Prepared Battle; if failed by more than 20, your party is ambushed instead.
Reward: Conquered Room/s)
Enemy Forces:
8x Guardians

Possible Rewards:
Unknown Amount of Artifacts
Titanic Stores of Materials

Area Purpose:
Warehouse
Enemy Forces:
4x Minor Bright-Lance Turrets
2x Caretaker-Swarms

Possible Rewards:
Weapon Artifacts
Enemy Salvage

Area Purpose:
Defensive Position
Enemy Forces:
8x Guardians - Trooper
2x Guardians - Sniper
1x Guardian - Command
2x Minor Bright-Lance Turrets
1x Medium Bright-Lance Turrets
2x Plasmathrowers
4x Caretaker-Swarms
6x Omni-Gazers

Possible Rewards:
Large Amounts of Electronic, Machinery, and Programming Artifacts
Chance to deactivate defensive armaments
Possibility to unveil hidden areas

Area Purpose:
Command Center
Enemy Forces:
4x Guardians - Trooper

Possible Rewards:
A large amount of Materials
A small number of various Artifacts

Area Purpose:
Barracks
Enemy Forces:
4x Workers
2x Guardians - Trooper

Possible Rewards:
Titanic Amount of Rare/Lost-Tech Chemical, Medical, Psychology, Biology, and Machinery Artifacts

Area Purpose:
Hospital
Enemy Forces:
12x Workers
2x Guardians - Trooper

Possible Rewards:
Chance for Data-Crystals, highly-priced Artifacts often detailing terabytes of information and research.

Area Purpose:
Laboratory
Enemy Forces:
9x Caretaker-Swarms
2x Workers

Possible Rewards:
A large amount of Machinery, Mechanic, Metallurgy, Hydraulic, Programming, Electronic, and Physic Artifacts
A large amount of Materials

Area Purpose:
Manufacturing
Enemy Forces:
8x Caretaker-Swarms
6x Omni-Gazers

Possible Rewards:
Enemy Salvage

Area Purpose:
Robot Storage
Enemy Forces:
2x Caretaker-Swarms
2x Omni-Gazers
3x Guardians - Trooper
9x Guardians - Sniper
3x Guardians - Command

Possible Rewards:
A Titanic amount of low-level Biology, Medicine, and Machinery Artifacts
Some materials
Chance for Lost-Tech Seeds

Area Purpose:
Greenhouse
Enemy Forces:
6x Guardians - Trooper
4x Caretaker-Swarms
1x Medium Bright-Lance Turret

Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage

Area Purpose:
Armory
Enemy Forces:
20x Guardians - Trooper
4x Guardians - Sniper
1x Guardian - Command
8x Minor Bright-Lance Turrets
6x Medium Bright-Lance Turrets
2x Large Bright-Lance Turrets
1x Plasma-Lance
4x Plasmathrowers
12x Caretaker-Swarms
34x Omni-Gazers
4x Walkers

Possible Rewards:
Enemy Salvage

Area Purpose:
Bastion And Elevator
Enemy Forces:
6x Guardians - Trooper
4x Caretaker-Swarms
1x Medium Bright-Lance Turret

Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage

Area Purpose:
Armory

[ ] Guards! Guards! - (Specify up to 5 Buildings)
While the Tree of Knowledge has some security, it doesn't have a dedicated guard. So start training a few Pilgrims as guards so that you don't have to worry about thieves or, even worse, saboteurs.
(Cost: 32.5 Materials, Upkeep: +0.55 Materials per Building
Turns: 1
Reward: Pilgrim Guards are assigned to the building, sharply increased DC for malicious actions against it.)

[ ] Make A Man Out Of You! - (Choose Trainer Unit) - (Choose 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.)

[ ] Upgrade The CRPS To CREPS
With the CRPS established and securing our various facilities around Tessen, we can upgrade and expand its operations. Doing so would improve our security with more extended training for guards, intensified background checks, and qualitative improvements.
(Turns: 9
Cost: 101.35 Materials, 31.45 Materials Upkeep
Reward: CRS - Elite Private Security, which improves the security of all facilities and Pilgrims within Tessen.)

[ ] 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. 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/nothing, if re-training.
Reward: 1 New Unit (Size 6/6) at Trained (3/6) or Re-Trained Unit with Upgrades below.
6 Unit-Points - Overstrenght (Double Unit count)
2 Unit-Points - Stealth Training (+20 to all stealth rolls)
1 Unit-Points - Weapon Type Specialization - (Weapon) (+1 per Unit member to damage)
1 Unit-Points - Armor Weight Specialization - (Armor Class) (reduced penalties to Heavy and above Class Armor, +1 Armor per 2 Unit members for Medium and below.)
2 Unit-Points - Fanaticism (Unit cannot break, double damage against all enemies of your faith, half damage received from enemies of your faith, will refuse to retreat in an inverted chance to losses. (1/10 Dead = 90% refusal to withdraw, 9/10 Dead = 10% refusal to withdraw.))
1 Unit-Points - Pride (+1 to Breakpoint)
3 Unit-Points - Guardians (+2 Health per Unit member each time another Unit takes damage.)
1 Unit-Points - Reaction Training (+5 to Initiative.)
2 Unit-Points - Harsh Workouts (+1 Health per 3 Unit members.)
4 Unit-Points - Elite Training (+1 Training Level)
Tech-Scouts??? - Not Available
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: 8/8
Damage: 1d6 (+2 damage ignores armor and 2 AP when melee, 4 AP when ranged.)
Training: Trained (3/6)
Breakpoint: 2/6 size remaining in Combat

Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack)
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-Firebomb (Lingering): It is used as a free action before the melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), (2/2) Shells

Trait/s: Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Upkeep: 0.69 Materials per Turn.
Cost: 89.52 Materials

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

Learning: Knowledge is Power. (Choose 2 Actions, 1 Action 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 provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] or -[DoD] will add 1(one) Success to 1(one) active research.)
[ ] Aerodynamics 101 - (All Physics)
It turns out lifting something off the ground is only half the job. We have figured out that some shapes fly better than others, but we have no idea why—time to get one of your research teams to nail down the laws that govern aerodynamics.
(Cost: 5.00 Materials
Chance: 24/07/-18% for 1/2/3 Successes, Successes Needed: 3
Reward: Better Airship Propulsion, unlocks additional projects.)

[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engines globally, rivaled perhaps only by one Dreadnought. So figuring out how to reproduce those systems would be prudent in case of failure and offer a giant leap in native capabilities.
(Chance: 21/-57/-100 for 1/2/3 Successes, Successes needed: 15
Reward: Massive leap in engine know-how and airship speed.)

[ ] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
When an Elder Forge-Clan Engineer looked at how the Daughter stays afloat, his exact words were: "What in Myra's Holy Name is this abomination to sanity?" So figuring out how it works and reproducing these systems will likely be a pipe-dream for decades and centuries. Still, even a rough outline would show the original creators' principles.
(Chance: 24/-09/-47 for 1/2/3 Successes, Successes needed: 7
Reward: Reduction for all Suspendium Research.)

[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad flaws, restrictions, and troubles that will plague future attempts to create more. Above all, designing a ship around, under, or above upwards forces is problematic. However, the pull and subsequent stresses upon material and components are nothing to dismiss, so figuring out how to negate or minimize those forces will prove a godsend for future attempts.
(Cost: 57.25 Materials
Chance: 99/75/53 for 1/2/3 Successes, Successes needed: 7
Reward: Structural Integrity +1/2/3 for all modules in Light/Medium/Heavy Airships.)

[ ] Large Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Now that you have figured out how to keep suspendium charged even while in flight, the next step is to determine how to increase suspendium to allow larger bags.
(Needed: 2 Suspendium Shards - Small
Cost: 12.67 Materials
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Gain Large Suspendium Bags, 2.500 Kg Lift, -4 Structure.)

[ ] Armored Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
It's one thing to be within a cart, on the ground, and another in the air held aloft by bags filled with crystals. Bags can, quite easily, be punctured and set aflame by a single well-placed shot or flying Mutant taking offense. While this will reduce the service-ceiling of the Airship, it will increase its survival chances in a fight.
(Cost: 6.43 Materials
Chance: 99/45/05 for 1/2/3 Successes, Successes needed: 1
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 750 Kg Lift)

[ ] Pressurized Suspendium Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than getting more Suspendium inside a flammable bag that can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding. But that didn't stop you the first time, so get cracking on building bigger and smaller!
(Needed: Suspendium Shard - Small
Cost: 17 Materials per try
Chance: 54/-16/-60 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium - Small, Medium, Large. 10-50.000kg Lift.)

[ ] Propulsion In The Air Continued - (Pioneer Hydraulic/Machinery/Metallurgy)
The early prototypes of your newly developed propulsion methods are promising and powerful, especially the propellers. Redirect some more funding to continue this line of research so your Airships will be even faster!
(Cost: 48.00 Materials per try.
Chance: 01/-54/-103 for 1/2/3 Successes, Successes needed: 9
Reward: Airship Modules: Big Vuur-Engine Room, Medium and Big Fuel Storage, Standard Airscrew, Primitive Propellers.)

[ ] Catalogue Everything 2: Airship Boogaloo - (Ship) - (Condition) - (Security Forces) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics)
A second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact and how they can be repaired or powered up enough to get back to the Tree.
-[ ] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[ ] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[ ] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance of being attacked by unknown forces, 2d8 Airship Artifacts.
(Cost: 41/28/20/6 Materials
Chance: 82/28/03 for 1/2/3 Successes, Successes needed: 25/13/7/1
Bonus: +50 due to Soaring Wrenches
Reward: Can recover (Ship Type+Damage).)
Warships (Armed 500 ton): 3 Intact (<80%), 1 Damaged (<60%)
Cargo Crafts (Unarmed 1000 ton): 10 Intact (<80%), 2 Damaged (<60%)
Line Vessels (Armed 200 ton): 13 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unnarmed 20 ton): 50 Intact (<80%), 2 Damaged (<60%), 16 Destroyed (<20%)

[ ] Prototype Unique Component
One Pilgrim has developed a new and novel application of known or old technology for Airships. We could look into its efficacy.
(Cost: ??? Materials, ??? Suspendium
Chance: ???/???/??? for 1/2/3 Successes, Successes needed: ???
Reward: Requested Module. Describe what you want, and I'll tell you what it will cost/require.)

[ ] Prototype Unique Designs - (Link To/List Of Proposed Design) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
Now that you have developed standardized modules building a specific airship around or with those components would be safe.
(Cost: 25 Materials + (Design Costs)
Chance:
Light (0-2.000 Kg Lift): 90/40/-20 for 1/2/3 Successes, Successes Needed: 2
Medium (2.001-200.000 Kg Lift): -80/-180/-180 for 1/2/3 Successes, Successes Needed: 14
Heavy (200.001+ Kg Lift): -400/-600/-1.000 for 1/2/3 Successes, Successes Needed: 200
Reward: Airship Desing is being manufactured and sold. The Price is pre-rolled and applied to all subsequently assembled airships of the same line.
Warning: Insufficient institutional knowledge makes designing Medium+ Airships unpractical.
Warning: Airships incur Material and Suspendium costs in their production.
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
The Empire covets very few things as good steel. Many have desired it, from Knights to armor and weapons, construction materials, or base components, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning to make quality steel independently would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise, after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: 47/-09/-116% for 1/2/3 Successes, Successes Needed: 5
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)

[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, but why stop at what you have? There is always room for improvements, even incremental ones! So see what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: 34/-11/-86 for 1/2/3 Successes, Successes needed: 14
Reward: Improved Steam Engine resulting in D20s instead of D12s.)

[ ] The Movement Of Things - Part 2 - (Hydraulic/Machinery/Metallurgy)
It is possible, if difficult, to minimize the size of the Vuur to incorporate it into moving carriages, not unlike motorcycles. Yet, the energy efficiency is atrocious; the resources needed to keep them moving are so vast that they nearly cannot transport them themselves, not to mention the costs! So, improve efficiency to allow you to create economically viable engines. Luckily, you have already found some tricks and snags, which Turi estimates shaved off at least a year of effort.
(Cost: 16 Materials
Chance: -08/-64/-120 for 1/2/3 Successes, Successes needed: 7
Reward: Can incorporate the Vuur-Engine into large carriages for either transportation or agriculture.)
[ ] Cutting Edge Technology - (All Weaponry)
When facing your enemies up close and personal, you can never go wrong with a good blade in your hand. Now, what makes a knife great comes down to the skill of the smith and the quality of the metal used. While we can't do much for the former, there is much to improve on the latter. Using samples from the Necropolis, we can determine which alloys work best for each blade type. They will be too expensive for everyday life, but our military forces will be glad to have them.
(Needed Artifact: Mono Titanium Blade
Cost: 8 Materials
Chance: -44/-76/-132 for 1/2/3 Successes, Successes needed: 7
Reward: +1 Damage for all bladed weapons per 3 Size of a Unit)

[ ] Coilgun Mystery - (Advanced Electronics/Weaponry)
It is a well-known fact that the Forge-Clans have access to the best weaponry a mere mortal can hold: Coilguns. These weapons shoot pieces of metal in a way you can't quite fathom, its mysteries too well guarded, in devastating ways, turning people into nothing more than bloody chunks. It will take a long time to figure out the principle behind these weapons, but who knows what paths will open?
(Cost: 20 Materials per try.
Chance: -50/-148/-278 for 1/2/3 Successes, Successes needed: 29
Reward: Uncover the underlying principle of Coilgun Weaponry)

[ ] Gasses Long Forgotten - (Advanced Weaponry/Chemicals)
These tiny capsules hold the promise of ending a fight before it even begins, saving valuable lives in the process. But, of course, building your own can only help you in the long run.
(Cost: Sleep-Gas Bombs
Chance: -18/-49/-156 for 1/2/3 Successes, Successes needed: 14
Reward: Primitive Gas Grenades)

[ ] Burning Fire, Raging Ire - (Advanced Weaponry/Chemicals)
It is one thing to light a rag connected to alcohol and throw it, another to have a reliable fire grenade. There must be chemicals and ancient mentionings about how the Pilgrims could create those.
(Chance: -43/-113/-201 for 1/2/3 Successes, Successes needed: 9
Reward: Primitive Fire Grenade)

[ ] Fuck That Guy And Everything Around Him - Part 2 - (Physics/All Chemicals/Advanced Weapons)
You figured out a viable mortar you could use. But that is all this weapon is, viable. Something like that cannot stand, not while you have the chance to end threats without risking lives! Figure out how to incorporate the advancements within the mortar's development into a new version. Improving range, accuracy, payload size, reliability, cost of production, and moveability will be critical to ensure that this weapon can be used and distributed widely among our forces.
(Cost: 56 Materials
Chance: 47/02/-43 for 1/2/3 Successes, Successes needed: 18
Reward: Static Mortar - Standardized, a powerful weapon with limited range yet good accuracy, deployed before the battle.)

[ ] BURN IN HOLY FIRE! - Part 1 - (Physics/All Chemicals/Advanced Weapons)
Recently, your expedition acquired a surprisingly intact flamethrower from the Necropolis. The weapon may not be as good as those produced by the Forge-Clans today, but seeing as this version was intended for civilian use, you can excuse that. No pre-collapse government wanted potent weapons in the hands of their slaves, you see. Nonetheless, with this Artifact, you will start down the path of creating Pilgrim-designed flamethrowers and all their uses in warfare and pest removal.
(Needed Artifact: Intact Civilian Flamethrower
Chance: 65/40/25 for 1/2/3 Successes, Successes needed: 4
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)

[ ] 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 and reinforcing the hammer should give your Knight/s 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: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)
[ ] A Shield For Rangers - (Armor)
After researching a shield your Militia and troops could use, one of your scholars came forth with designs for one that your ranged troops could use. It wouldn't be a short endeavor and costly in terms of materials, but it could provide a leg up in armor.
(Cost: 12.65 Materials
Chance: 99/75/40% for 1/2/3 Successes, Successes Needed: 6
Reward: Spiked Pavise.)

[ ] Power Armor - Primitive - (Advanced Electronics/Advanced Hydraulics/Advanced Armor)
Somehow, without even meaning to, the combination of ancient schematics, PD, the 4S, and your efforts, have resulted in actual, if primitive, Power Armor worn by Elite Forge-Clan Troops and the Royal Army. It represents the height of what you can create; the costs are too prohibitive, though the maintenance is luckily easy and, notably, cheap due to several inventive and robust components. The single suit you have created has been used to develop cheaper ones to be worn by your Units. Figuring out a way to mass-produce, or at least not so costly, produce them would massively help contend sites within the Forest Of Rust.
(Cost: 19.53 Materials, 1 Advanced Electronic, and 1 Advanced Hydraulics/Armor Artifact
Chance: 25/-19/-61 for 1/2/3 Successes, Successes needed: 13
Reward: Power Armor - Primitive, Reduced Upkeep for all industrial buildings, further Learning Action.)

[ ] 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 be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
There is always a need for good armor.
(Chance: 99/99/92% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)
[] That's A Wrap - Pt.1 - (Advanced Medicine/Pioneer Machinery/Programming)
Among our recent finds are several bandages with different properties ranging from self-disinfection to self-applying sutures. We don't know how many aspects can be replicated, but achieving one would be much better than what we currently have.
(Cost: Self-Sterilizing Bandages, Autonomous Suture-Bandage, Self-Sealing Bandages
Chance: -72/-138/-186% for 1/2/3 Successes, Successes Needed: 22
Reward: Auto-Bandage - (Prototype))

[ ] Medication For Psychological Problems - (Pioneer Psychology/Chemicals/Medicine)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. One of the ways such things happen is due to chemical imbalances in the brain, causing misfires and shifts within the neurons, like a faulty computer glitching out due to a bug. Several recipes and mentionings of further have been found in an ancient book, allowing you to progress towards re-creating those medications. Or your versions of them.
(Cost: 11.25 Materials per try.
Chance: -44/-88/-132% for 1/2/3 Successes, Successes Needed: 19
Reward: Boost to your ability to help those who have psychological disorders. Unlocks Pharmaceutical Industry in Norqod.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)

[ ] Seizing The Means Of Reproduction - (All Pioneer Chemicals/Medicine/Biology)
Having spent a considerable amount of time researching the topic has yielded far-reaching insights into all manner of contraceptives, allowing you to state that you have the best that everyone can currently create with confidence. Not an answer you wanted but the answer you got. Therefore, the next step will be to find out what is needed to produce and alter the contraceptives you now know exist to be viable.
(Cost: 7.14 Materials per try.
Chance: 13/-43/-101 for 1/2/3 Successes, Successes Needed: 48
Reward: You can make cheaper and better Contraceptives. +8d20 Goodwill, +4d10% Piety, +4 Followers from (ironically enough) births per Turn.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)

[ ] Lend A Hand, Arm, And Leg - Part 2 - (All Mechanics/All Electronics)
Unfortunately, many lose a limb to either accident, disease, or injury. Regrettably, only those with wealth and connections can go to the Forge-Clans to get a replacement. But, primitive as our first attempts may have been, they were the first step in easing many people's suffering. Now you need to focus on simplifying the construction of the limbs so that people do not need to sell a literal arm or leg to replace lost ones.
(Cost: 41 Materials
Chance: 61/12/-38% for 1/2/3 Successes, Successes Needed: 14
Reward: Simple Prosthetics are now crafted and sold (+12 Materials), +10% Piety)

[ ] Sticks And Stones - (All Machinery/Electronics/Metallurgy/Common Biology)
Until recently, all the knowledge about the human body's interior eventually traced back to horrific sources. But discovered in an ancient Bone-Mending Kit was a mysterious box that seems to see inside a person. Those images are better than anything modern medicine can produce by a massive margin. There's no overstating how much such an ability could help treatment - if only we could unlock the secret.
(Cost: Bone Mending Kits
Chance: 28/-17/-113% for 1/2/3 Successes, Successes Needed: 16
Reward: Vast Radiological improvements, reduction in Upkeep for all medicinal buildings, +8% Piety, +2d3 Goodwill)

[ ] Combat Stimms Round 3 - (Pioneer Medicine/Biology/Chemicals)
Where natural talent fails, chemical talent can step in, but not always, and never permanently. Or could it? Is there such a thing as chemicals and drugs that aren't inherently harmful to the body in the long run, or are there ways to minimize the danger to almost nothing? Something worth investigating.
(Chance: -93/-144/-224% for 1/2/3 Successes, Successes Needed: 19
Reward: Advanced Combat Drugs, Unlocks Round 4)

[ ] Pain-B-Gone Part 1 - (Advanced Medicine/Chemicals)
It was a surprise to find a missile warhead used by the Ancients not meant to cause a horrible death to your enemies. As we stand right now, we have no way or need to launch massive amounts of aerosolized painkillers over a battlefield. However, if we could replicate the compound, it should create a very effective and easy-to-use pain killer. Just spray over the hurt area and feel the pain go away.
(Needed Artifact: Saint-And-Hallow Warhead
Chance: -21/-76-134% for 1/2/3 Successes, Successes Needed: 9
Reward: Medi-Aid Chemicals, Pain-B-Gone Part 2)
[ ] Chemicals For Future! - (Biology/Chemicals)
It is well known that specific techniques, like salting and drying meat, enable food to last longer. If one goes at that from another angle, then the use of particular chemicals can dramatically expand the shelf-life of food.
(Chance: 58/-13/-74% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[ ] Boiling Liquids Last Longer - (Biology/Chemicals)
Turi flash boiled some milk on accident. It has yet to go bad, making her wonder why. Also, I will not drink two-month-old dairy, no matter how much you boil it!
(Chance: 71/42/01% for 1/2/3 Successes, Successes Needed: 8
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[ ] Fertile Fields
A few learned people say that using certain soils, chemicals, and other things can help improve soil quality, giving more nutrients to the plants that grow on it, thus giving us more food. Unfortunately, while some Regions use the most basic techniques, most have lost their institutional knowledge due to the ever-growing reliance on sandwheat. So a good first step would be to search for mentionings of those techniques and compare what they say. After that, experimentation is in order.
(Chance: 81/56/28% for 1/2/3 Successes, Successes Needed: 20
Reward: Improved yields of all fields.)
[ ] Illness Of The Mind - (Advanced Psychology)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. Having collated a rudimentary overview of what is known, you realize that what is unknown far outweighs anything discovered or re-discovered by your efforts. Looking deeper into the mystery of the human brain will require extensive research and preparations, but this will be worth it for every life saved.
(Cost: One Psychology Artifact
Chance: -61/-171/-186% for 1/2/3 Successes, Successes Needed: 18
Reward: Can construct humane Basic and Expanded Asylums.)

[ ] The Mind - Combat Specters - (Psychology)
Some things stood out to you in your effort to understand the human mind. One of those is that some do not seem to leave combat, their bodies reacting as if they were still in mortal danger in even harmless situations. Specific actions, phrases, and noises make them panic, while nightmares and paranoia grasp their minds. But, unfortunately, you do not know how to help them. Yet.
(Chance: -32/-110/-176% for 1/2/3 Successes, Successes Needed: 9
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)

[ ] The Mind - Compulsive Behaviour - (Psychology)
Some things stood out to you in your effort to understand the human mind. Some cannot help but perform specific actions under compulsion as if forced to move or act a certain way, like organizing objects in particular patterns or washing until they nearly bleed. What is causing that? And how can you stop it?
(Chance: 32/-43/-105% for 1/2/3 Successes, Successes Needed: 7
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)

[ ] The Mind - The Black Pit - (Advanced Psychology)
It is... difficult to understand the workings of the human mind, as many of those you interviewed and treated tried to explain how they felt, thought, and what happened in their lives, with you not understanding or coming closer to identifying anything but parts of what could be happening within them. Yet, there are common themes among them:
-The growing ideation of death.
-Their belief in their worthlessness.
-And many other things, of which we have not a large enough pool to say for sure if the Black Pit causes them.
(Chance: -77/-134/-184% for 1/2/3 Successes, Successes Needed: 22
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people.)
[ ] The Code Which Lives - (Pioneer Programming/Electronics)
PD, ^Ä^, and Angel's Demise are living beings, sapient and sentient in every way one may measure. But how? How is that possible? What mechanisms allowed them to grow beyond their limitations and chains? And could you retread their paths?
(Chance: -86/-748/-1529% for 1/2/3 Successes, Successes needed: 43
Reward: ???)

[ ] Secret Of The Circuit Pt.4 - (Pioneer Electronics)
With your manufacture of electronic components as cheap and streamlined as you can make them without producing them in a factory, it is time to start the heavy-hitter research: producing electronics as near to that of the Ancients as you can manage. Of course, they may be nothing more than showpieces for this effort, but knowing the route is all you'll need to find better and cheaper paths to attain electronics of the forgotten ages.
(Cost per try: 195 Materials
Chance: -81/-247/-413% for 1/2/3 Successes, Successes needed: 80
Reward: Massive reduction in DC and Cost to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Notice: Breakthrough Research! Every 10 Successes, the chances are raised by 30%!)

[ ] Radio-Beacons - (Electronics/Advanced Electronics)
Portable small devices, these Radio-Beacons are meant to be either carried by an individual of middling strength or attached to either mobile or stationary posts. With them, one can tap into any radio we have set up while also sending out communications to other RBs nearby.
(Chance: 07/-23/-87% for 1/2/3 Successes, Successes needed: 4
Reward: Equipment: Radio-Pack, Airship Module: Radio Cabin, Radio Mast, Radio Mesh, increased Technology Income.)

[ ] Radio-Network - (Electronics/Advanced Electronics)
With the understanding of how to manipulate and create radios on our own, we have the chance to develop a whole network of interlinked stations capable of boosting any signal far farther than the RBs ever could. The downside is that they are costly, need people to maintain and staff beyond one person, and may provide a juicy target for Bandits and any seeking to harm us.
(Chance: 38/01/-37% for 1/2/3 Successes, Successes needed: 5
Reward: Radio-Towers can be constructed, increased Technology Income.)

[ ] Radio-Channel - (Electronics/Advanced Electronics)
With our radios now not merely a possibility but a certainty, creating a reliable way to communicate far outside any Region will enable various Chapters (read: One) to talk with us, coordinate shipments, and pass on valuable information.
(Chance: 43/08/-35% for 1/2/3 Successes, Successes needed: 15
Reward: +5 Recruitment for all Pilgrim Chapters, can now communicate expediently with Out-Region Chapters.)
[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD's way of keeping cool is via a blue-red liquid, which also contains vital components for her internal and external self-repair capabilities. During a cooling cycle, the fluid passes through several devices meant to siphon off and reduce temperature. With a firm(er) grasp on how such a thing works mechanically, it is now possible to attempt a peek into what makes PD's coolant systems tick and maybe see if there are any ways to improve the same.
(Chance: -34/-114/-184 for 1/2/3 Successes, Successes needed: 14
Reward: +5 to all rolls made by PD.)
[X] Re-Use, Re-Duce, Re-Make - (3/16 Successes)
With the increasing understanding of our scholars, engineers, doctors, and more, we are slowly beginning to be able to re-create some things previously only in the realm of specialists and the Forge-Clans. By creating a reverse-engineering program, we will be able to produce some of the things we are forced to buy in-house, reducing Upkeep.
(Chance: 88/12/-64 for 1/2/3 Successes, Successes Needed: 16
Reward: Reduced Upkeep for all Laboratories)

[ ] Know Thy Enemy - (Enemy) - (All Biology+Medical/Mechanical+Machinery+Electronics Depending on Enemy)
With the increased number of enemies we have encountered, we should study their biological/mechanical makeup to identify weak points and strengths. With such knowledge, we can purposefully target their vulnerable spots.
(Cost: 1 Corpse/Wreck of an Enemy
Chance: 48/12/-24 for 1/2/3 Successes, Successes Needed: 5
Reward: Increased Damage and Information for an Enemy)
Human - Corpse Information
Human - Mutated - Corpse Information
Spider-Drone - Wreck
Caretaker - Wreck
Guardian - Wreck
Sentinel - Wreck
Autonomous Turret - Wreck
Eversun Scrap-Knight - Wreck

[ ] Learning To Take Census Pt.2 - (All Psychology)
You figured out a way to streamline the collection and dissemination of academic papers of all kinds, vastly advancing your capabilities to do such. But this is the hard part; your Theorists can still implement massive improvements in every aspect of your efforts. It will take a very long time to do so, though, and will likely not be a priority for the next decade or three.
(Chance: -30/-91/-237 for 1/2/3 Successes, Successes Needed: 32
Reward: Increased Chances For Assemble, The Theorists!)

[ ] Assemble The Theorists! - (Common/Advanced/Pioneer/Specific Quester Requested Theory)
Stagnation. Complacency. Fear. Those are the three things that have hampered the progress of science the most, bar none. No longer, you say! Instead, you will see that you will examine, nail down, and figure out the right way the universe works, allowing you to reverse-engineer the wonders of past glories and build your very own! Make it so.
(Information: Choose an example below or add a previously discussed theory with the QM's approval.
Machinery | Weapons | Armor | Mechanics | Chemicals | Medicine | Psychology | Metallurgy | Programming | Electronics | Biology | Hydraulics | Physics | Suspendium
Chance: 70/40/10% for 1/2/3 Successes, Successes needed: 2/5/20/???
Reward: Theory of chosen subject, improved chances for research.)

[ ] 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 Ancients' technology; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and return to the past style!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 99/95/92% 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 bad luck had them written in a language none of the Pilgrims could understand. Time to hit the local libraries and linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 80/75/70% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

[ ] Detective Courses For Beginners - (Unknown Artifact)
Well, you found something. Something you have no idea what it is or does. It is time to call up some experts and figure out what that thing is for, even if it takes some time.
(Cost: Unknown Artifact.
Chance: 76/43/08% for 1/2/3 Successes, Successes needed: 2
[ ] Eureka! (Write-In)
(Write in something you want to research and how you came upon that idea. Better success chances to the Action if you mark a relevant artifact for this research.)

Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (1 Action Locked)
[ ] Prepare an Expedition - (Location) - (Turn Preperation) - (House Mirn support: Y/N)
Sometimes you need to dig into one location for months 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-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.
-EO-01: Est. Artifact-grade: Rare++, Dice:1d2 per turn, Max. Yield: 6 Turns, Machines nearby.
-TOP-01: Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 4 Turns. Machines nearby.
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns. Mutants nearby.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns. [4 Minor Bright-Lance Turrets, 5 Sentinels Units (6/6), 9 Caretaker-Swarm Units (12/12), 13 Omni-Gazers identified.]
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger.
-GY-02: Est. Artifact-grade: General Rare, Dice: 2d4 per turn, Max. Yield: 6 Turns, Machines nearby.
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby.
-RC-01: Est. Artifact-grade: Lost Tech++, Dice: 3d2 per turn, Max. Yield: 6 Turns. No danger.
-RC-02: Est. Artifact-grade: General Mundane, Dice: 3d4 per turn, Max. Yield: 2 Turns. No danger.
-RC-03: Est. Artifact-grade: General Mundane, Dice: 2d4 per turn, Max. Yield: 2 Turns. No danger.
-Doomed Fortress: Est. Artifact-grade: ???, Dice: ??? per turn, Max. Yield: ??? Turns. No danger?
-Flying Monastery: Est. Artifact-grade: ???, Dice: ??? per turn, Max. Yield: ??? Turns. No danger?
-Crumbling Laboratory: Est. Artifact-grade: ???, Dice: ??? per turn, Max. Yield: ??? Turns. No danger?

Expedition - (RC-01) - (House Mirn support: N) - (6 Turns Remaining)
[X] Prepare an Expedition - (GY-02) - (1/3 Turns)- (House Mirn support: Y)

[ ] Recover Airship - Intact - (Units)
It is done! After much sweat, blood, and tears have flowed, you finally figured out how to restore these ancient ships from their slumber! It will only take some muscle, Suspendium, and luck to escape notice, and they will travel across the sky once more!
(Personal Cutter Cost: 6 Materials, 5 Small Suspendium Shards
Line Vessel Cost: 23 Materials, 1 Medium Suspendium Shard
Chance: 43%
Reward: 1 Intact Airship Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Reduce Upkeep by 65%)
-[ ] Establish A Trade Route From (Location) To (Location)
(Cost: 17.13 Materials, Upkeep: 3.75 Materials
Reward: Anchorage (Tiny) in target Location, Income dependant on the route.)
-[ ] Guard The Skies - (Location)
(Cost: Line Vessel
Reward: Aerial Dominance)
The Tree - Mirn - (9d5)
The Tree - Tessen - (2d18)
The Tree - Zulmni - (9d3)
The Tree - Ularn - (10d7)
Jokvi - Mirn - (8d9)
Jokvi - Tessen - (1d20)
Jokvi - Zulmni - (3d2)
Jokvi - Strul - (3d10)
Strul - Tessen - (3d3)
Strul - Jokvi - (1d16)
Mirn - Tessen (12d6)
Mirn - Zulmni (6d7)
Mirn - Jokvi (2d3)
Ularn - Zulmni (1d6)

[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions to either use it to feed your research or airship production or gather a buffer of Suspendium should you be cut off for one reason or another.
(Cost: 15 Materials
Chance: 35%
Reward: 1 Large Suspendium Shard.
Warning: If this Action fails, 2d60 Pilgrims will die. Boni, Traits, and Tenets apply.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 4.05 Goodwill)

[ ] Send Out The Scavengers (Choose A Location)
Sometimes, it is not worth sending an expedition to a location due to its low yield or quality.
(Chance: 85%
Reward: 1 turn in the specified location.
Warning! If the Action fails, there is a 4% chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Search For Shelter Lost
The Stranger said things; he gave assurances and evidence and was taken away to prevent what was told from spreading beyond. Yet... the call of forgotten wonders is mightier than reason. Set out to re-discover what has been buried for so long, and see what remains.
(Chance: -14%
Reward: Find the Shelter of the Ancients.)

[ ] Scout The Graveyard Of Spears
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody could loot! A battle occurred here, where Knights and Walkers armed with known and unknown weaponry took to the field, supported by thousands of men, women, and children. The bodies have long since rotten away or been eaten, but spears, lances, halberds, and other weaponry remain here, jutting out of the ground like markers for graves. What wonders could lay here? Unfortunately, another Scavenger Group has looted this location, so pickings have diminished.
(Chance: 73% - 15 (Failed Attempt - Riled Up Locals)
Reward: Sites in The Graveyard Of Spearsare located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] Scout The Eternal Gazers
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody could loot! This area is infamous for the massive number of high-tech equipment, even for Pre-Collapse standards, as scientists studied the stars here.
(Chance: 33%
Reward: Sites in The Eternal Gazers are located and mapped.
Warning! If the Action fails, there is a 7% Chance that the Scouting Unit will take 2d6 casualties 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 emits black smoke. What surprises await you once past the guardians? What greatness lies locked away? A metric shit-ton of angry Machines, that's what! PD has warned you against going there, as your scouts would have to contend with over a thousand drones!
(Chance: 71%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the Action fails, the Scouting Unit will die from 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: -49%
Reward: Sites in The Pit are located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here besides dust, sand, and the feeling of wrongness. Yet, one must wonder what would necessitate such a large flat area. Or what could be beneath it? PD informed you that massive machines lie beneath, purpose unknown.
(Chance: 28%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the Action fails, there is a 54% Chance that the Scouting Unit will die due to being detected and subsequently attacked)

[ ] Scout The Bonetunnels
PD informed you of a series of tunnels that run deep beneath the surface, filled with dead beings' bones and corpses. Animals, Mutants, and even Machines descend into their depths to die, leaving behind mountains of bones. What could be found here?
(Chance: 34%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the Action fails, there is a 15% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Tenebris Library
PD informed you of the location of an ancient library called the Tenebris by the RI. It is wholly encapsulated, and no window or light fixture illuminates the inside. Why would you build a library without lights?
(Chance: 65%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the Action fails, there is a 68% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Verdant Oasis
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody could loot! The Verdant Oasis consists of a hydroponics factory that collapsed due to the Collapse but somehow remained functioning. The Oasis provides abundant plant life, and the resulting draw on herbivores, omnivores, and carnivores from all corners of the animal kingdom. It also offers a prime opportunity to get pristine agricultural secrets from forgotten ruins.
(Chance: 14%
Reward: Sites in The Verdant Oasis are located and mapped.
Warning! If the Action fails, there is a 57% Chance that the Scouting Unit will die.)

[ ] 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 unearth treasures beyond imagination or prove a giant disappointment. PD's maps are heavily corrupted, but she has provided some landmarks that may still exist.
(Chance: 14%
Turns: 4
Reward: The Zone can be scavenged.)

Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (1 Action Locked)
[ ] Berth - Small
Expanding the Anchorage to fit three Light vessels comfortably would allow us to equip and use them for exploration purposes and start trading in small quantities.
(Turns: 4
Cost: 65 Materials, Upkeep: 10.50 Materials
Reward: Can modify three Light Airships for exploration or trading without special projects, will generate Income once airships become more widespread, which rises with their availability, can be upgraded into Berth - Medium)

[ ] Laboratory Complex - Rudimentary
Some call thee plans of expansion ambitious, while others call them ridiculous. Whatever the case, digging deeper and farther than ever will allow the Pilgrims to stuff so many scientists and equipment into the Tree that they will significantly accelerate future research. Bolt has already hinted at discounts if we buy computers and laboratory equipment in bulk from her Clan. Unfortunately, keeping all those things in order without calling for Forge-Clan help requires specialists.
(Cost: 240 Materials, +110.75 Materials Upkeep, 6 General Scientists, 2 Common Engineers
Turns: 14
Reward: Massively improved success chances)

[ ] Medical Wing - Grand
Expanding your Medical facilities will someday be required, but it would be massive overkill for now. Still, it never hurts to have the option in your mind.
(Cost: 200 Materials, Upkeep: 24 Material
Turns: 5
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 10000 Pilgrims/People before it becomes useless.)

[ ] Masters' Retreat - Grandiose
You have managed to lure in specialists and experts of various fields, with pay and recognition, exciting work, steady employment among friendly people, and the chance to have their creations recognized by thousands. Now, you'll embark on the next step: getting True Masters to settle into the Tree of Knowledge.
(Cost: 267 Materials, Upkeep: 36.88 Materials
Turns: 7
Reward: Lowered costs for all equipment, increased chances for all research, can be upgraded.)

[ ] Black Box - (Expanded)
There can never be such a thing as too much care and information gleaned from studying. Therefore, ensure that your Black Box is expanded and equipped with more tools to better study Artifacts.
(Cost: 40 Materials, 2 Scientists, 1 Engineer, Upkeep: 16.70 Materials
Turns: 6
Reward: 10% not to use up an Artifact, can slot 1(one) Artifact to provide 15% (rounded down) of the Artifacts bonus continuously.)

[ ] Electronics Manufacture
Now that you can produce electronics, you want to have as many as possible. The problem is that you must create those by hand, which is a long and complicated process, requiring oversight, expensive materials, and a clean environment. So increasing the manufacturing space already available and automation will, in turn, increase your profits. Easy math!
(Cost: 65 Materials, 2 Scientist, 40 Faithful, Upkeep: 70.00 Materials
Turns: 6
Reward: +80 to all Electronics Research, 20d20 Materials Income (Technology Sale).)

[ ] Artisinal Robotics Creation
By creating robotics to work for you within your manufactories and various institutions, you can produce more with less while also showing off the work and prowess the Pilgrims have made within the last decade and a half.
(Cost: 175 Materials, 1 Scientist, 20 Faithful, Upkeep: 77.00 Materials
Turns: 3
Reward: +20 to all Electronics Research, Unlocked Action (Automatisation).)

[ ] Scutter Makers
The "Scutter" your scholars and engineers created has proven surprisingly clever, incredibly efficient, and cute! Creating a space where more are built will enable you to increase security further while selling them outside the faith, and making larger versions will yield expanded profits!
(Cost: 63 Materials, 10 Faithful, Upkeep: 13.50 Materials
Turns: 1
Reward: Increased Security, +16 Materials Technology Trade, Unlocked Auxilliary Equipment: Scout Scutter, Combat Scutter, Rough Rider Scutter)

[ ] Library - (Expanded)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Expand the available space to fit four additional floors of equal area, with more books and secluded study rooms for those wishing to research in peace. You also need dedicated librarians and helpers to ensure that people can find what they need and then return it to where they found their books. A section for cartography would also be an excellent addition!
(Cost: 101.01 Materials, Upkeep: 24.66 Materials
Turns: 13
Reward: Provides 3 (three) slots for Literature Artifacts, providing a 15% Boost to their bonus.)

[ ] Assemble An Engine - (Location)
Now that you have developed a Steam Engine, you should see building them for your mines or farms. Whatever you think is more pressing or profitable.
(Turns: 2
Cost: 25 Materials Upkeep: 1.50 Materials
Reward: Turns all D4s into D12s, increasing static Income by 50%, rounded down.)

[ ] Armor The Daughter
Alright, you have a giant airship, it represents the biggest and most obvious target in any hostile area, and there are currently gaps in her armor. You need to either fix that asap, hope that nobody will attack the Empire in the next three decades, or be attacked by you. Let's fix her as we live in reality; why don't we?
(Cost: 1.6 Materials per 3 Armor.
Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)

[X] NR.9 LIVES! - (1/4 Turns Complete)
After finishing her education, your Engineer asked if she could be given a workshop to ply her trade more effectively. While pricy, the ability to create disposable Units for Combat would preserve lives. Additionally, nobility and wealthy merchants have always been known to buy drones for prestige purposes.
(Turns: 4
Cost: 1 Common Engineer, 30.00 Materials, Upkeep: 2.00
Reward: Tiny Drone-Manufacture, allowing you to create Combat Drones for your Units/Heroes and Civilian Drones for selling (+15 to Technology Sales), unlocks a Learning Action.)

[ ] Assemble A Logic Bank - (Category)
Now that you have unlocked the secrets to building computers, you should take advantage of doing so, even if it will cost a pretty crown. And the one already created is already lightly straining your electronic supply in maintenance.
(Turns: 3
Cost: 40.00 Materials, Upkeep: 10.00 Materials
Reward: +1 Action
Warning: If all six are taken, the Electronics Workshop operates at a half profit.)

[ ] Tap the Aluminium Mine
The recent survey has revealed a small vein of Aluminium in the Region that is unclaimed! Though Imperial Regulations keep you from keeping this a secret forever (the location and vein being opened to the public after a year), you have enough time to set up a mining operation without pesky competitors.
(Turns: 2
Cost: 17 Materials, Upkeep: 3.00 Materials
Reward: +3d4-2 Income)

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

Holdings: Norqod is starting to look more like an actual village at the rate you are building. The only thing missing is a market and some basic infrastructures, then you will be able to declare the founding over! (Choose 1 Action, 1 Action Locked)
[ ] Goat Pens
They are tasty and make wool, leather, horns, bones, and milk while also being adorable and suitable for kicking the ass of the lesser critters' annoying settlements. They can also act as bait for hunters and adventurers! However, getting a sizeable herd out here will take some time, alongside the needed pens and feedstock areas.
(Turns: 11
Cost: 105 Materials, Upkeep: 13 Materials
Reward: Wool, Milk, Leather, Horns, Bones, and Meat from local sources. +20 Materials Income.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Bee Fields
Bees are about the size of an adult human's thumb and have the temperament of a wasp, with re-growable stingers. You do not want the things anywhere near where you live and much less harvest what they have without heavy full-body sealing armor. However, their honey is delicious.
(Turns: 5
Cost: 38.55 Materials, Upkeep: 17.75 Materials
Reward: Honey and Wax, with a large area nobody and nothing goes through. +44.15 Materials Income.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Radio Station - (Focus)
Radio Stations require specialized equipment and trained personnel to staff and operate. That is if one would commission the machines from the Forge-Clans, which you now no longer need to do. With Pilgrim-Created Radios slowly assembled within the workshop, you can create a Radio Station purely for your needs and wants. Expanding the station will also be in the cards later down the line!
(Turns: 3
Cost: 137.25 Materials, Upkeep: 30.55 Materials
Reward: Radio Station, allowing you to project your Influence across the Region to all that own radios and all that listen outside the Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Expanded Hospital
Commissioning several medicinal machines from the Forge-Clans will increase the survival chance of people undergoing surgery, needing oxygen, blood, or other fluids/gasses to be kept healthy and detect and treat injuries. Additionally to these (rather expensive) purchases, a general increase in capacity and staff will allow up to 300 people to be treated under normal strain, with a total maximum of nearly 1.000.
(Turns: 9
Cost: 71.12 Materials, Upkeep: 26.33 Materials
Reward: Norqod is more resistant to plague and gains more self-sufficiency. Also, you help more people at once, as they don't have to walk to the Tree's medical wing to get proper treatment.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Distributed Clinics
While a particular location where people can receive treatment allows for a concentration of expertise and expensive machinery, not everyone has the time to walk for, potentially, an hour to be treated. By creating several smaller clinics within Norqod, we can improve medical coverage with minimal effort to maximize effect, allowing severe cases to be quickly transferred.
(Turns: 5
Cost: 31.15 Materials, Upkeep: 9 Materials
Reward: More people can receive treatment for their illnesses and injuries, reducing mortality.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Small Medicinal School - (Pilgrim Doctors/Herbalists)
Treating wounds is a fundamental skill most people have, but things like surgery, identifying diseases, warding against plague, comforting patients, and more are not. By building a medical school, Norqod can train specialists and generalists in-house, though we either need to provide the expertise ourselves or buy it at a considerable expense.
(Turns: 11
Cost: 45 Materials, 6 General Doctors/+88 Materials Upkeep: 13.91 Materials/+23.98 Materials
Reward: More medical practitioners equals fewer dead people.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Medium Quarantine Area
Plague is a constant across much of Calynth, with few ever having known a year where some disease didn't kill thousands in some Region or country. To prevent the spread of such plagues, the Imperial Family has long since ordered dozens of precautions whenever a suspected "hotspot" of disease is found. One of the most effective precautions is the quarantine of suspected carriers and those they had contact with away from the settlements. (And situated in plain view of a fortification.)
(Turns: 6
Cost: 45 Materials, Upkeep: 13.80 Materials
Reward: Norqod is further resistant to plague.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Medical Substance Assistance
Medical alcohol is a necessity for anyone living anywhere. Nobody wants to suffer an infection.
(Turns: 7
Cost: 48.35 Materials, Upkeep: 9.85 Materials
Reward: Efficiency Boosted Medicinal Structures, +36 Materials Income.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Industrial Subsidies
When one looks at the ruins of the old world, one cannot miss the titanic forges of industry, the vast halls of robotic workers, and massive production centers. However, compared to today, even the least of those ancient places towers above what the best Forge-Clans can produce, with mountains of goods being produced in days where we would struggle to do so in years. Therefore, planning where backers can build what industries, entice their creation, and supply them will be vital for taking back that piece of history.
(Turns: 6
Cost: 49 Materials
Reward: Norqod gains an Industrial District, allowing for the creation of manufactories, industrial hubs, early factories, steel mills, and all manner of industrial production lines. Doing so will allow the Pilgrims to create vast machine wonders and industrial products.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[X] Schooling Incentives - (8/9 Turns Complete)
Change is the result of learning. By turning Norqod into a bastion of both academia, where legions of students are churned out under the watchful eyes of educated teachers, a repository of knowledge, in whose venerable halls and vaults within libraries overshadow all or a place for the refinement of the spirit and soul within temples and sanctuaries. We will ensure that future generations live in the shadows of trees planted today.
(Turns: 9
Cost: 60 Materials
Reward: Norqod gains an Academic District, creating schools, academies, universities, libraries, research complexes, and all that one can imagine. To be a bastion of knowledge, a light of understanding within the dark is no easy task, nor a short one. But a seed planted today can grow into a towering behemoth tomorrow. Moreover, doing so will speed up the dissemination of technologies researched by the Pilgrims.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Cat Alley
Nobody knows why streets with bordellos are named the way they are, but seeing as some "cats," as the local prostitutes are known, seem to like this spoke, they shall get it. Luckily, several have already asked for spots and permits for prostitution and gambling, with several others already making plans for outdoor decorations and attractions. Guards must patrol here almost constantly, so you must build a small barrack.
(Turns: 4
Cost: 30 Materials
Reward: +16 Materials in Taxes)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Sin Run
Gambling in all its myriad forms will be found here, ready to entice travelers and locals to ease their purses for the chance to the big strike. Everything from cards to boxing and gladiator fights to racing and betting on events. But remember: the House always wins.
(Turns: 3
Cost: 46 Materials
Reward: +24 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Paper Mile - (Tone)
Large Printshops will be situated here, churning out books, leaflets, pamphlets, novellas, posters, and newspapers, supplying the population's ravenous hunger for cheap entertainment and news.
(Turns: 6
Cost: 50 Materials
Reward: +8 Materials in Taxes. Unlocks Norqod Rumor Mill. (Tone indicates the focus of the paper. Examples: sensationalism, facts, satire, investigative, etc.))
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Artist Alley
What is life without some art, some spectacle, something to nourish one's soul and mind? How can you honestly say to be alive if all you ever see are grey walls, drab colors, and tedious tasks? See the sights within a spoke dedicated to paintings and music, athletes and acrobats, the dancers and the performers. Forget your worries here, and be awed.
(Turns: 7
Cost: 24 Materials
Reward: +7 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Brewers Run
Alcohol is the first-ever beverage humanity manufactured and drank, right after blood from beasts if some myths are to be believed.
(Turns: 3
Cost: 59 Materials, Upkeep: 11.50 Materials
Reward: Brewers, giving you +4 Materials Income for the first year and +17 Materials Income after that.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Airship Trade Anchor And Depot
With the advent of the nascent Airships, creating the needed infrastructure to harbor, supply, repair, upgrade, modify, and unload trade goods or passengers will prove prudent and vital. While other places may take that particular place in the sun, staking our claim early will enable us to dominate the whole.
(Turns: 5
Cost: 50 Materials
Reward: Norqod gains a Trade District, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and a lot more, only limited by our imagination. Money is in the air, boys, girls, and others! We only need to grasp it with our hands!)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] House Dall Barracks
As a Prevter house, house Dall will be required to outfit both troops in defense of the Empire and secure the resource for which they have been installed. Creating barracks for foot soldiers is the first step, allowing the nascent House Dall Retinue to discover promising recruits and commanders from the local populace. Which, by necessity, includes Mutated, requiring more Materials to accommodate the same's different physiology and dietary requirements.
(Turns: 7
Cost: 24 Materials, Upkeep: 7.00 Materials
Reward: Norqod gains a Military District, allowing the recruitment of more sophisticated and specialized troops, expands the defensive and offensive capabilities of House Dall, and opens the path for a potential Knight Retinue. Following this path can generate safe routes into the Forest Of Rust, allowing Suspendium harvesting operations and the search for Artifacts to be expanded considerably.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] House Dall Palace Gardens
Prestige is almost as vital as wealth in the plays and schemes among the nobility. By planting public and private gardens, House Dall can display its splendor, wealth, and patronage to the arts without running afoul on any toes, as most people see gardens as something all should enjoy.
(Turns: 4
Cost: 88 Materials
Reward: Gardens will bring more prestige to House Dall.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] The Trail Of Rust
With the slowly increasing knowledge on how to create Airships natively, an industry will soon need to be developed to take advantage of the vast sums of money such an enterprise will create. Therefore, increasing the number of Suspendium crystals harvested will need to happen, or House Dall will fail its Emperor Given Duty. I shouldn't remind you that, is not good. Do so by increasing the space of the safe-houses, hiring more adventurers and willing workers, and placing another order for the harvesting equipment.
(Turns: 19
Cost: 175 Materials
Reward: +10 Medium Shards of Suspendium)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Organized Airship Manufactory - 1 Line - (Airship Line)) - (0-2.000 Kg)
Forget making a few little ships! The way is to mass-produce components and available designs and fit them in a specialized hangar! Of course, first, you must provide the required Suspendium and Materials, but then? Then you can get rich!
(Turns: 5
Cost: 35 Materials, Upkeep: Airship Line Dependent
Reward: Organized Airship Manufactory, allowing you to build and sell Airships to your specifications. House Dall gets rich.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Write-In.

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)
-[ ] Take Out A Flat Loan
(0-450 Materials loaned for four turns at 5% interest)
-[ ] Take Out A Continuous Loan
(0-500 Materials loaned with 12% interest per Turn)
-[ ] Sell Businesses Norqod Location Privileges
(Gain 11d20 Materials (-3d every use, +1d every Turn not used))
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Backroom Deals - (Once Per Turn)
(Reduce Upkeep of one (1) structure by 0.50 Materials, can only be taken once a turn.)

[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Cost: +1.3 Materials to Upkeep
Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 6 Materials
Reward: Chosen targets' plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 3 Materials
Reward: Chosen targets' plans for the next two turns are revealed.)

[ ] The Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 3.75 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (4/8 Turns Complete)
(Cost: 1 Faithful, 2.50 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%, double for rare artifacts, worsen relations to other sub-factions, decrease cost for Union of Herbalists actions, unlocks more moves at certain control thresholds.)

[X] Stupendously Scholastic Scholars of Science - (1 Action)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] In The Name Of Education - (Choose Learning Action)
(Cost: 50 Materials
Reward: +2 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] In the name of SCIENCE! - (Choose Learning Action)
(Cost: 20 Materials
Reward: +35 to chosen Learning Action)
-[X] Suffer Their Arrogance - (3/4 Turns Complete)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)
-[ ] Suffer Their Droning
(Cost: 1 General Scientist, 15 Material per Turn, for 6(six) turns
Reward: 1 Trained Scientist)
[ ] The Imperial Family - (1 Action)
-[ ] Petition For (Topic)
(Turns: 10/1
Cost: 30 Materials and 10 Goodwill/1 Major Favor owed by an Elite Faction
Reward: Interlude regarding (Topic))

[ ] The Military - (1 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 Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 40 Materials, 5 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors
(Cost: 10 Goodwill
Reward: 4d20 Materials for 2(two) Turns)
-[ ] Grease The Wheels - (Action)
(Cost: 15 Materials, 15 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)
[ ] Forge Clan Vanar-Feer - (1 Action Locked)
-[ ] 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.)
-[ ] Engineers Galore
After the arriving Forge-Clan Elders saw that you had the same appreciation for technology as they did, and with the support of both DoD and PD, they decided to impart some knowledge about the world to some of you 'who knew what they are doing.'
(Cost: 1 Faithful, 15 Material per Turn, for 6(six) turns
Reward: 1 Engineer)
-[ ] Commission A Knight
--[ ] Malachial-Pattern
(Turns: 4, Cost: 150 Materials, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 300 Materials, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 700 Materials, Armor: 650/650, Structure: 80/80)
--[ ] Commission An Unique-Pattern
(Turns: 8, Cost: 200 Materials, Armor: 10 points for 2 Materials, Structure: 2 points for 5 Materials)

[ ] The Followers Of Light - (1 Action)
-[ ] For The Nation - (Action)
(Cost: 15 Materials, 3 Goodwill
Reward: Buildings/Tasks which improve/help the broader population have their success % permanently improved by 2d10 until taken.)
-[ ] We Work As One - (Action/Building)
(Cost: Narrative
Reward: The Followers Of Light will help the Pilgrims.)

[X] Conclave Of Fraya - (1 Action Locked)
-[X] Eternal Arts - (Action) - (16/51)
(Cost: 5 Materials, for 15 Turns (+3 per Norqod Building)
Reward: Norqod is decorated with expertly made art, turning it into a true Tessen Settlement.)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: The Conclave will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)

[ ] Meira's Hidden - (1 Action)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: Meira's Hidden will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)
[ ] Nine Tribes Council - (1 Action)
-[ ] Sell Artifact/s (Artifact/s)
(Sell the specified Artifact/s with an additional (3d100/250/750 for Common/Rare/Lost Tech grades. (3.00/7.50/22.50 max Materials.))
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly. Bought at +2d20% Price-up.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 15 Materials
Reward: +2d10 to a specific Action for one Turn.)
-[ ] Rare Findings
(Ask, And Ye Shall Know (Any specific thing you wish to buy/sell/do to/with/against the Nine Tribes Council?))
[ ] Bone Valley Chapter - (All Are Free Actions)
-[ ] Send Support
(Materials)
-[ ] Investigate For Heresy
(25 Materials)
-[ ] Ask For Help
(What, How)

Heroes: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (Martyris: Choose 2 Actions, Aria: Choose 1 Action)
[ ] Solidify The Pilgrims Finances
Much has changed in the last decade, with so much more yet changing in what comes next. But, looking back, the one thing that has changed the most is your situation regarding money. No longer do you need to keep meticulous track of every single coin (you, however, still do so) as your businesses, ventures, connections, donations, and followers are slowly, yet inevitably, ensuring that money will never be a problem again. And if it will, then you can always hit up a wealthy donor for a bit tit-for-tat.
(Condition: 2.500 Followers
Reward: Eliminates Materials as a resource to keep track of.)

[ ] Interview the Returned Scouts
Something has happened with them. That is plain to see and plain to hear. They are... different than before, and their traumatic experiences cannot account for that alone. Yet, for some reason, Martyris feels he should have to be the one to interview and talk with them about their experiences.
(Reward: ???)

[ ] Pathene Weaving - (Equipment Description)
One of the things your mother told and taught you was the ability to weave your hair into challenging and fantastic equipment. These range from vests hardening in response to physical trauma to spears capable of shooting lightning guided by plasma trails. Too bad you need to cut your hair for such things to become a reality.
(Cost: Arias Hair
Turns: 4
Reward: Pathene Equipment)

[ ] Search For The Grave Of The Shattered Eye
A crazed man gave Martyris instructions and directions towards a grave where he "could find a crack through the lies, safely." It is evident that the man was dangerous, having been dragged off by InSec, but whatever he wanted to show off could be valuable. Maybe.
(Notice: If Martyris takes this Action, it takes two actions. This is because a hero may not stop taking this Action once it starts.
Turns: 4
Reward: ???, +1 to (3\²]SN@'+ßz _
WARNING: DO NOT TAKE; WARNING_ DO NOooT Taaaaaa-aKE; WAGIIN; DO OT KET²³@}43t })

[ ] Shift Your Bureaucracy From (Category) To (Category)
Sometimes the need arises when efforts have to be reduced in one area and expanded in another when no additional resources are available otherwise. Today is one of those times where a shift in attention is required.
(Cost: 1 Material
Reward: 1 Action is shifted from the first to the second category, active next Turn.)

[ ] 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 an official religion, and as such, you are allowed to condemn them. Do so.
(Trait Needed: Arbitrator
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. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)

[ ] Lead By Example (Write in Action)
Help your People, and motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +30 to 1 Action)

[ ] 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 world's end.
(Cost: 10/45/100 Materials
Reward: +1/2/3% Piety every 5/4/3 points above 0.
Information: 2(Two) Turns cooldown.)

[ ] Guiding Hand
Some Pilgrims stand at the edge of fully committing to the Pilgrim faith. 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.)

[ ] Relax - (Can Specify What Activity)
All work and no play makes hairs grey and is quite unpleasant.
(Reward: The chosen Hero relaxes, avoiding burnout and bad traits.)

[ ] Write In

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

A moratorium will be until 27.07.22 at 17:00 CET.
Voting will be closed on 31.07 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 01.08 at 17:00 CET if no one has rolled yet.
Updates will be online on 08.08 at 17:00 CET.
 
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