Rumor Mill Turn 91
Rumors:
Bone Valley Information Blackout Lifted - The Tessen Speaker
After several Seasons without any contact with Bone Valley, Internal Security has finally lifted its complete communications blockade around the Region, offering apologies to those such a drastic measure has harmed while also delivering a statement that it had been deemed necessary to prevent mass casualties through civil confusion, opportunistic criminal activity, and hindrances to their operations ensuring the peace and stability within the Empire is maintained to the best possible degree, not counting factors of environment and acts of divinity. No detailed reason was given for the cause of the information blackout beyond the InSec speaker noting that the measure had been enacted due to the risk and threats posed by a newly uncovered Artifact, once more reminding people that ancient technologies and relics can unleash more than wondrous effects upon a Region.
(Read more on page 9)

Massive Machine Swarms Seemingly Assaulting The Tree Of Knowledge Cause Panic And Military Intervention - The Truthful Observers
It seems that not even the religious obligation to learn from the mistakes of the ancients after gaining the ability to resurrect ancient technologies used in construction gives someone the wisdom required not to use it on an utterly irresponsible scale for the sake of testing out their newfound power, as the Pilgrims have found out. After a breakthrough by their scholars and Engineers in re-activating the various Machines the Pilgrims have been able to scavenge from the Rusting Forest, the very same then activated hundreds of these machines to begin mass-construction of a hundred-and-one things within the Tree of Knowledge. This caused a minor panic within surrounding villages who were alerted to the swarms of automatons suddenly on the horizon, and thanks to several dozen Knights racing out to enact a defense of the Pilgrim's stronghold when their scanners detected the mass-activation of Machines from their general direction and area. The local Knight-Pilots had words with the Pilgrims upon discovering that they were not under attack by the Machines but were, in fact, using them as short-lived construction units.
(Read more on pages 10-19)

Pilgrims Offer Treatment Of Neve-Related Illnesses For Free - Rags, Rumors, And Rants
Have you gotten shakes in your hands after that one accident? Were your ears fucked up ever since you got hit by that one nasty lizard? Is there something wrong in how your legs move and no doctor you visited had any idea what could have caused it, or how to even begin approaching a treatment? Well, you are in luck, my friend, because the Pilgrims have recently unearthed an Artifact from their vaults that allows them to diagnose the various nerve-related illnesses and defects of the human body, and they are offering full treatment coverage for everyone who gets diagnosed and whose condition or conditions can be healed, or treated to lessen the symptoms. So, what are you waiting for? Below are the dates when the Pilgrims and the Healers shall treat you, and you better not miss it!
(Read more on page 25)

***

Region Report/s

Bone Valley

Since the Information Blackout has been established, several things of note have happened, but the most important ones are the Secret War that was waged to the southwest of the Region by forces of the Internal Security and the Cargo Elevators Massacres.

Nobody knows concrete information regarding the Secret War beyond one side being the military forces directly subordinate to InSec. Who, or what was fought by InSec is entirely unknown, as none who ventured out to look at the sites of battle returned alive, with rumors claiming that some did return, but as Mutants or Abominations instead, only identified by their once-human possessions clinging to their forms. The only thing known with certainty is that the war was won by InSec, as the sounds of battle and fighting stopped one day, and the next, no InSec Agent could be found within the Region. There are no sites of battle to scavenge and no indication that the war has taken place, leaving many to wonder and dread the answer to what happened.

The second grand event of importance is the uncovering of the control panel to an ancient cargo elevator by a group of scavengers in an abandoned section of the city, which had been assumed to be non-functional by those who realized they were standing on an elevator, or just another piece of broken down machinery by those who didn't.

Upon finding the panel and activating the elevator, the group immediately entered the Necropolis to scavenge Artifacts and valuable materials. Only later did they realize that the elevator went down far deeper than assumed, a whole two kilometers below the lowest part claimed by scavenger groups, around 7.300 meters below the beginning of the upper levels of the Necropolis.

Though the group managed to rip out several lifetimes' worth of Artifacts and valuables from the area surrounding the elevator, they did not act wisely. They tried to sell as much as they could with greed in their eyes and souls, making every group with even a tangential interest in the Artifact trade take notice. When news of the elevator functioning spread, a near war erupted between the Houses, Forge-Clans, and scavenger groups, each side desperate to claim this immense fortune.

Things deteriorated so far, so fast, that House Ere used a chance they had to send the elevator down into the Necropolis and up again, this time loaded with various Mutants, Machines, and monsters of all kinds drawn onto the platform by powerful lures and then sedated for transport up by even more powerful sedatives, all to pin the blame onto their rivals and claim the elevator in full. At least, that is the common consensus on the street, though the truth is likely that they sent an ill-fated expedition down, which attracted several Mutants and Machines that were then lifted back up. The results are the same: several ten-thousands have died in the ensuing rampages, only halted by the emergency deployment of the Last Light Knight-Chapter into the depths of the city.

In response to this madness, a member of the Imperial Family arrived after presumably being informed by local InSec agents, who then officially stripped House Ere of all noble titles for this complete and heinous breach of their duties and near-treasonous act, censuring House Are and Forge-Clan Calor in the same breath for being the second and third worst contributors to this madness.

The elevator has now been placed into the hands of the Last Light Knight-Chapter in perpetuity.

Sunken Hollows

Hello, this is Akane.

The effort to resettle the refugees has continued, with no stirring of any more Titans within the Region. Though casualties to Mutants and Machines or disturbed wildlife have soared thanks to these efforts, many more have found their old homes to be salvageable, and tensions are slowly ratcheting down within every city due to the influx of people needing food, work, homes, and money.

With earnest farewells,
Akane.

***

Spy-Network:

The Marquess of Tessen continues its fortification program.

House Ulatarn is busy accounting for all remaining dredges of the dangers they exterminated.

House Mirn has returned to administering their lands.

The Military is continuing with their drills.

The Bureau For Imperial Civilian Logistics is continuing its feasibility study on the construction of native airships of 150.000 tons in weight.

The Followers of Light are slowly returning to more normal everyday operations.

The Adventurer Guild is slowly returning to more normal everyday operations.

Dirty Daggers are doing the usual, meaning crime and even more crime.

The Family has been engaged in various smuggling, bribery, blackmail, forgery, and economic crimes that, on their own, are not that concerning but paint the picture of a more extensive operation intended to achieve economic hegemony in Tessen from the shadows.

The Common People are distracted by one thing or another.

The Mutated are distracted by one thing or another.
 
Turn 91; Year 22; Month 3; Lucky Meant Three Dead Friends
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.
--5.) discrimination.
-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.) An Adjudicator is chosen for each Chapter as per the directive of the Chapter Council and the consent of the Chapter as a whole.

3.) A new Adjudicator is chosen should the current Adjudicator;
-a.) die.
-b.) voluntarily step down.
-c.) be removed by a two-thirds majority vote.
-d.) be recalled by the current High-Adjudicator.

4.) The responsibilities of the Adjudicator 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 Council Members or individual Pilgrims to vote.
-c.) ensure that all votes are cast in at most 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 the 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 daily working in a Pilgrim-run structure should they not be employed by the same.
--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 to the chosen Adjudicator.
-c.) Bring forth problematic aspects of the structure and tenets of the Pilgrims to the Adjudicator.
-d.) Vote or send an envoy with the Pilgrims HQ or Chapter 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 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 2 (two) warm meals 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 for turning in artifacts.
--1.) The rarity and importance of the Artifact determine the amount.
--2.) It does not apply to the Chapter's intentional archeologic excavations or scavenging operations.
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 following year.
-2.) An extended leave can be granted should the reasons suffice, such as;
--a.) Family matters (death/marriage).
--b.) Recuperation.
--c.) Doctoral/Engineer orders.

7.) Council Members 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 workers' ability.
-b.) minimize inter-council conflict.
-c.) bring any issues, optimizations, or opportunities to the Adjudicator.

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 can only re-enter up to 2(two) times with 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 that you 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, metal, oil, and circuitry; the truth remains: they deserve life and respect as any being. Who are we to judge and condemn a being, to declare them non-sapient and non-sentient, for the crime of not being born a human? Who are we to point at a Core that enjoys art, an Animal in the wild that 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 out to help. Every 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 a relationship bonus when engaged in Diplomacy; 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 with whom we once shared our misery? 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.)

Doctrine of the Lowest
There is a basic need in us all to believe in something greater than ourselves. Within the Pilgrims, many have found that Greater, finding, often for the first time in their lives, a place where they belong and are wanted. And from that acceptance of those willing to stand with us comes a hand held out to those still undecided or wavering between joining us on the Path to our futures and walking their own. But, ultimately, even the lowest are our people, and to leave them behind is nothing but a base betrayal of our most fundamental Tenets.
(+1 Diplomacy Action, Free Re-Rolls with a +20 Bonus should you fail Diplomacy Actions targeting a [Local] Faction.)

Doctrine of the Open Hand
Charity is the most essential thing one being can give to another when they have and another does not. Through the actions of the Council and guided by our Founder, we managed to accrue the means by which we can acquire the wealth needed to give and give plenty. Be it in the form of alms for the poor and destitute, healing for the sick and injured, or merely a warm and dry place to sleep and rest; we can provide them, and provide them we must. No evil is more despicable than denying another help when one has the means to ease their suffering, as minute that aid may be.
(Charity and Goodwill Missions/Actions have lowered costs and increased results. No Charity/Goodwill Buildings require Trained/Specialized/Faithful/Zealot personnel.)

Rite Of Mourning: A Journeys End
Losing someone and seeing their Journey cut short by age or force is terrible. Remember where they sat, sharing stories, laughter, love, food, and safety. Remember how they laughed and 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, and a life lived, changing the world, others, and themselves with 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 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.)

Forget Not Our Names
Many are the names and stories forgotten by the march of time; more are the Paths wiped out with the death of the last who remember their marks left upon the world. We know this intimately, our very Paths deeply intertwined by the graveyards of Ancient Humanity to those whose final works and lives we take to build a better world upon the ashes of theirs. Yet, we do not forget them entirely, nor do we discard what changes they have made in life merely because we can no longer perceive the roads they traveled or the aid they gave, as little as that may be. And just like the Ancients have died without any notice to us, so too do many others die today who will never be mourned, whose names shall be forgotten by time. Unless we ensure that the very stone we walk upon bears their names for eternity.
(Can construct Mausoleums of the Forgotten.)

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 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.
(Leaders 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 that drove them to do so, but the simple act of creating something better, even for a moment, so 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.)
Member/Resource Statistics
Members Total: 4.793
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 3.869
-Faithful: 48/140
--2/12 General Scientists - +12 (per) to assigned research
--1/2 Trained General Scientist - +18 (per) to assigned research
--4/5 General Doctors - +6 (per) against diseases and to Medical/Biological research
--2/2 Trained Surgeon - +12 (per) against diseases and to Medical/Biological research
--11/13 General Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research

-Followers: 3.729 (229 (9 Faithful) unoccupied)
--Recruitment: (+43 per Turn)
---(+13 Due to The Codex Mk.1)
---(+20 Due to Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))
---(+6 Due to Expanded Daycare)
---(+4 Due to Various Hospices)
---(+8 Due to Radio-Channel)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human - Male)
Members: 626
-Faithful: 10/19
--3/3 General Doctors

-Followers: 607
--Recruitment: (+22 per Turn)
---(+13 Due to The Codex Mk.1)
---(+14 Due to Fortified Position)
---(-5 Due to Cultural Pushbacks)

Projects:
-Construct a Scavenging Outpost (0/5)
-Train With experienced Scavengers (0/2)
-Gain A Cargo Elevator Usage Permit (0/3)
Adjudicator: Akane (Mutated - Female)
Members: 298
-Faithful: 10/11
--1/1 General Engineer

-Followers: 287
--Recruitment: (+8 per Turn)
---(+13 Due to The Codex Mk.1)
---(-5 Due to Mutated Adjudicator)

Projects:
-Aid the Displaced (1/4)
-Improve the Tree of Origins (1/4)
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
-Alas - Nonbinary - Combat - Bloodloss
-Mark - Male - Combat - Brain Trauma
-S'tary - Male - Combat - Bisection
-Mikabi - Female - Combat - Complete Organ Liquefaction
-Ettara - Female - Combat - Organ Ruptures
-Julus - N/A - Combat - Evaporation
-Hern - Male - Combat - Shock and Bloodloss

Goodwill: 67.74 (+6.98 per Turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+2.28 = Small Hospice Network, Expanded Network, Territorial Network (Mirn)
+1.30 = Improved Expanded Poor Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul)
+0.05 = School - (Big - Mirn)
+4.80 = Orphanages - (Big - Strul, Ularn, Zulmni, Tessen, Jokvi, Mirn)
+0.50 = Grand Kitchen - (Mirn)
+0.90 = Asylum - (Mirn/Zulmni/Tessen/Strul/Ularn/Jokvi)
+0.09 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni, Ularn, Strul)
-0.02 = Print Shop - Smut
-3.00 = Subversion (Cover of Eyes)

Piety: 78% (+25 to all rolls for Heroes with the Adjudicator Trait)
Rolls (-14):
-3 (Tenets: Rite Of Mourning: A Journeys End, Hidden Tenet: A Mythos Called Names)
-10 (Tree Buildings: Expanded Daycare, Beautification, Communal Festivals, Mausoleum of the Forgotten Pilgrims)
-69 (Pilgrim Buildings: Electric Lights, School - (Big - Mirn), Grand Kitchen - (Mirn), Orphanage - (Big - Ularn, Strul, Zulmni, Tessen, Jokvi, Mirn), Primitive Asylum/s, Expanded Hospice Network, Improved Expanded Poor Houses)
-26 (Pilgrim Chapters - Bone Valley, Sunken Hollow)
-1 (Hero Traits: Martyris: Poisoned By A Plague-Engine - Medicated Immunity)
+95 (Followers, +1 every 50)

Suspendium: 6 Large and 6 Medium Suspendium Shards (1 Large needed in 1 (One) Turn - Paid)
Income: +14 Medium
+14 Medium Shards (The Trail of Rust)
-4 Small Suspendium Shards (2x Caravaner Lines)
-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
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: [Redacted By Order Of Internal Security]
Boni: +15 on all Diplomatic rolls

Marquess of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Continues its fortification program.

House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Is busy accounting for all remaining dredges of the dangers they exterminated.
Boni: +15 on all Diplomatic rolls

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Information Network: Rank 1
Plans: Has returned to administering their lands.
Boni: +15 on all Diplomatic rolls

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Alliance (3)
Plans: Legalising the Alarfta Seers.
Boni: +15 on all Diplomatic rolls

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Continuing with their drills.
Information Network: Rank 1.
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)
Information Network: Rank 1.
Local Plans: Continuing its feasibility study on the construction of native airships of 150.000 tons in weight.
National Plans: Weapons Development - Primitivize coilguns for non-artifice production. (6 Turns) - 200 + 1 Imperial Favor (1st), 150 (2nd), 100 (3rd) Goodwill as Reward.
Factions:
-3-Point University
Contact: Lector Bob
Opinion: Neutral (0)

The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Friends (2)
Information Network: Rank 1
Plans: Slowly returning to more normal everyday operations.

Miscellaneous Nobles
-Lady Maranica (Ally (3)|"I need a vacation...where is Selene?")
-Baron Esker (Friend (2)|*Glares at a massive Forest*)

General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen
Opinion: Friends (2)
Information Network: Rank 1
Estimated Pilgrim-Influenced: ~22%
Mood: Distracted by one thing or another.
Boni: +15 on all Diplomatic rolls (Special: Applies to All Local Factions.)

The Merchant Guild
Contact: Abraham Lin
Opinion: Allies (3)
Plans: Money.
Boni: +15 on all Diplomatic rolls

The Union of Herbalists
Opinion: Friendly (1)
Plans: Helping people out and making money.
Factions:
- Fundamentalists (Neutral (0)|30% Control|Quicker Doctors)
- Progressivists (Neutral (0)|25% Control|Cheaper Actions)
- Healers (Ally (3)|45% Control|Enables Surgical Training
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friends (2)
Plans: Busy constructing a new automaton for a noble House.

The Adventurer Guild
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Slowly returning to more normal everyday operations.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/363 Members/Reliable Mercenary Company)
Plans: Hunt the Mutants
-The Bad Batch (Leader: Simone Simona/Friends (2)/61 Members/Infiltration Experts/Expert Violinists/Trained Exotic Dancers/Adept Flower Coders/Trained Actors/Trained Basket Weavers/Adept Carapace Decorators)
Plans: Hunt the Mutants
-The Scavenger Organizations (Leader: None Formally
--Crews: Old Eyes' Diggers/344 Members
---Plans: Seeking Out That Loot In Them There Hills.)
-Tailors of the Burned Skies (Leader: Agatel Lh-a/Neutral (0)/4200 Infantry, 60 War Lizards, 140 Scout Lizards, 11 Knights/Combat+Garrison Company)
Plans: Secure Norqod and the Tree of Knowledge

Criminal Gangs
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Region Tessen
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: Are doing the usual, meaning crime and even more crime.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood.
-Gang: The Family
--Leader: Bloom
--Territory: Jokvi and Zulmni(???)
--Opinion: Friendly (+1???)
--Information Network: Rank 1 - Extremely Suspect
--Plans: Has been engaged in various smuggling, bribery, blackmail, forgery, and economic crimes that, on their own, are not that concerning but paint the picture of a more extensive operation intended to achieve economic hegemony in Tessen from the shadows.

Terrorist Organizations
N/A

Cults
-Conclave of Faya

--Contact: Elder Spirit Songweaver Marta
--Opinion: Friend (2)
--Plans: Argue over creating an off-shoot in Norqod.
--Uncovered:
---Spirit Worship (Nature and Machine)
---Artistic Focused (Spiritual and Mosaic)
---Non-Violent (But Not Pacifist)
-Meira's Hidden
--Contact: Singe
--Opinion: Neutral (0)
--Plans: Construct a new set of machinery.
--Uncovered:
---Forge-Clan Offshoot
---Pro-Mutated
---Isolationists

The Mutated
Opinion: Allied (3)
Boon: +20 to all Medicine/Biological Research, can boost selected Actions using Goodwill, +4 Mutated Recruits per Turn.
Bane: -12 Human Recruits per Turn.
Information Network: Rank 2
Mood: Distracted by one thing or another.

Sapients
Forgotten
Opinion: Friendly (1)
Plans: Sleep Once More.

General Opinion on Mutated: Growing Indifference (2)
Artefacts
Common
10x Miscellaneous Artifacts - 1.02 +5 to Everything
4x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
2x Workers - Scrap - 0.08 - +5 to Electronics/Metallurgy
2x Guardians - Trooper - Scrap - 0.15 - +5 to Electronics/Metallurgy
6x Omni-Gazers - Scrap - 2.25 - +5 to Electronics/Metallurgy
650x Bunker Electronic Artifacts - 1.74 - +5 to Electronics
105x Bunker Manufacturing Artifacts - 1.62 - +5 to Machinery/Hydraulics
811x Bunker Medicine Artifacts - 0.92 - +5 to Biology/Medicine/Machinery
5x Exotic Fruit Seeds - 5.00 - +5 to Biology
Rare
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
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
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
Code Scraps - 5.99 - +20 to Advanced Programming
"Holy Text of the Tiny Snake God" - 11.76 - +20 to Advanced Psychology
"The Turning Of Pages" - A Mythological Summary Of History - 9.13 - +20 to Psychology
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watch Systems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Automated Blood bag - 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
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
5x Loading Tubes - 5.52 - +20 to Advanced Weapons/Mechanicals
3x Feeding Stations - 5.50 - +20 to Advanced Weapons/Chemicals
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
2x Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
7x Rusted Constructor Component - 5.91 - +20 to Advanced Electronics/Metallurgy
3x Retinal Implantation Guide - 5.46 - +20 to Advanced Biology
2x 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
2x Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
4x Auto-Adjusting Bodyarmor - 6.68 - +20 to Advanced Armor/Machinery
Coolant Feed System - 6.87 - +20 to Advanced Hydraulics
2x Overgrown And Shattered Micro-Lances - 7.08 - +20 to Advanced Weapons
Rudimentary VI - 5.49 - +20 to Advanced Machinery/Programming
2x Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
3x 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
2x Damaged Minor Bright-Lance Turrets - 5.88 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons
2x Damaged Medium Bright-Lance Turrets - 6.31 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Armor
5x Damaged Plasmathrowers - 7.06 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Hydraulics
2x - Rare Plant Samples - +20 to Advanced Biology
3x - Mechano-Fibrous Materials - +20 to Advanced Machinery/Biology/Medicine
109x Bunker Electronic Artifact - 6.53 - +20 to Advanced Electronics
247x Bunker Machinery Artifact - 5.03 - +20 to Advanced Machinery
149x Bunker Programming Artifact - 5.94 - +20 to Advanced Programming
383x Bunker Hospital Artifacts - 9.60 - +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery
231x Bunker Armor Artifacts - 8.84 - +20 to Advanced Armor/Metallurgy/Machinery/Hydraulics
205x Bunker Weapons Artifacts - 7.32 - +20 to Advanced Weapons/Machinery/Hydraulics/Chemical
"The Collected Legends And Mysteries Of The Sun Cults" - 7.49 - +20 Advanced Psychology/Metallurgy
5x Illustrated Genome Map of Artificial Invertebrates - 11.32 - +20 to Advanced Biology/Chemical
2x Rusted Contactless Power Cells - 6.79 - +20 to Advanced Machinery/Electronics
Toy Sword - 5.55 - +20 to Advanced Metallurgy
Intact Doll - 6.37 - +20 to Advanced Electronics
Children's Book - 7.11 - +20 to Advanced Psychology/Programming/Electronics
3x Mutated Skeleton - 6.11 - +20 to Advanced Electronics
Aetheric Conversion Engine - 6.33 - +20 to Advanced Mechanics/Hydraulics/Airship Technologies
2x Suspendium Diffusion Charts - 5.67 - +20 to Advanced Physics/Airships Technologies
Incomplete Command Node - 7.77 - +20 to Advanced Electronics/Programming
15x Workers - 5.08 - +20 to Advanced Electronics/Metallurgy/Programming
312x Guardians - Trooper - 7.15 - +20 to Advanced Electronics/Metallurgy/Programming
Well-Loved Doll - 11.12 - +20 to Advanced Mechanics/Hydraulics/Armor
3x Depressing Pre-Collapse Diary - 4.87 - +20 to Advanced Psychology
84x Caretaker Swarms - 5.11 - +20 to Advanced Programming/Electronics
2x Medium Bright-Lance Turret - +7.50 - +20 to Advanced Weapons/Metallurgy/Hydraulics/Armor/Electronics
69x Rare Bunker Manufacturing Artifacts - 6.23 - +20 to Advanced Machinery/Hydraulics
5x Burned Robotic Housekeepers - 5.53 - +20 to Advanced Electronics/Hydraulics/Machinery
Destroyed Peacekeeper - 7.92 - +20 to Advanced Armor/Hydraulics/Weaponry
105x Guardians - Sniper - 12.50 - +20 to Advanced Electronics/Metallurgy/Programming
119x Omni-Gazers - 6.82 - +20 to Advanced Electronics/Metallurgy/Programming
3x 3-Dimensional Machinery Model Kits - 7.21 - +20 to Advanced Machinery/Metallurgy/Armor
33x Guardians - Command - 14.75 - +20 to Advanced Electronics/Metallurgy/Programming
2x Thrashed Nano-Lathes - 14.75 - +20 to Advanced Machinery/Metallurgy
Omnidirectional Security Camera - 11.32 - +20 to Advanced Electronics/Programming
2x Undulating Oil Samples - 15.11 - +20 to Advanced Mechanics/Hydraulics
Strange Blood-Like Substance Sample - 12.20 - +20 to Advanced Biology/Hydraulics
2x Artificial Vascular System - 14.00 - +20 to Advanced Biology/Metallurgy/Medicine/Hydraulics
62x Advanced Bunker Weapon Artifacts - 14.48 - +20 to Advanced Weapons/Metallurgy/Hydraulics
2x Severed Hydro-Tendril Actuators - 15.09 - +20 to Advanced Hydraulics/Programming/Metallurgy/Mechanics
3x Corpse Feast Grenades - 11.70 - +20 to Advanced Weapons/Hydraulics
2x Salvaged Cognition Processors - 8.42 - +20 to Advanced Biology/Programming/Medicine
3x Undulating Scymri-Ocular - 9.99 - +20 to Advanced Biology/Hydraulics/Medicine
3x Machine Maggots - 11.73 - +20 to Advanced Machinery/Programming/Medicine/Biology
Tendon-Focused Medical Textbook - 8.04 - +20 to Advanced Biology/Medicine
2x Plasma-Conduits - 7.75 - +20 to Advanced Metallurgy/Physics
Lost Tech
4x Gutted Cores - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
4x Tablets - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma Torch - 18.40- +50 to Advanced Physics
2x Unknown Discarded Medicines - 19.16 - +50 to Pioneer Medicine/Advanced Biology
2x Water Purifiers - 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
3x Hololithic Cubes - 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
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
3x "Chemical Alterations Of The Mindscape" - 31.44 - +50 to Pioneer Chemicals/Psychology
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
7x Self-Implanting Exo Skeleton - 15.04 - +50 to Pioneer Machinery/Medicine/Biology
"The Death Of A Moon" - 16.23 - +50 to Pioneer Physics
1x Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
10x "Eternium" - 18.60 - +50 to Pioneer Medicine/Chemicals/Biology/Psychology - [Library]
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
4x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
4x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
2x Memory-Transcriber - 16.00 - +50 to Pioneer Machinery/Electronics/Biology/Medicine
3x Perfectly Preserved Nerve-System- 16.18 - +50 to Pioneer Biology/Medicine/Machinery
2x Neural-Pathway Mapper - 15.88 - +50 to Pioneer Machinery/Biology
2x "Animu/as" Overwriter - 15.86 - +50 to Pioneer Psychology/Machinery/???
3x Neural-Pathway-Re-Builder Pills - 16.24 - +50 to Pioneer Medicine/Biology
2x Broken Neural Alteration Machines - 19.67 - +50 to Pioneer Machine/Medicine/Biology/Psychology
5x Sensory Reconstructors - 16.26 - +50 to Pioneer Machine/Medicine/Biology/Chemicals
5x Light Civilian Medic's Power-Armor - 17.09 - +50 to Pioneer Armor/Electronics/Medicine
5x Bunker Artifacts - 15.68 - +50 to Pioneer Programming
Automated Gravimetric Analyzer - 17.66 - +50 to Pioneer Machinery/Chemicals/Hydraulics
35x Bunker Hospital Artifacts - 20.23 - +50 to Pioneer Chemical/Medical/Psychology/Biology/Machinery
3x Nerve-Symbiotic Manipulation Theorems - 19.99 - +50 to Pioneer Biology
Sonorous Symphony of Harmonious Lament - 20.37- +50 to Pioneer Psychology/Programming
Etching of The Bell's Eternity - 22.37 - +50 to Pioneer Psychology
Recorded Droning of the Monks - 19.67 - +50 to Pioneer Psychology/Biology
Harmonious Chant of the Rising Sun - 24.68 - +50 to Pioneer Psychology/Metallurgy
Ubiquitous Orchestra of Harvest - 19.55 - +50 to Pioneer Psychology/Biology
Unbothered Song of Multitude - 24.57 - +50 to Pioneer Psychology/Medicine
Recording of their Slumbering Minds - 19.77 - +50 to Pioneer Psychology/Biology/Medicine
Doused Flame of Hatred - 23.98 - +50 to Pioneer Psychology/Programming
Elevated Syphon of Levitation - 24.14 - +50 to Pioneer Psychology/All Airship Technologies
Sighs of Silent Contentment - 22.34 - +50 to Pioneer Psychology/Weapons
Aetheric Shard of Contentment - 24.66 - +50 to Pioneer Psychology/All Airship Technologies
Gate of Respite - 22.43 - +50 to All Psychology/Machinery
Instrument of Sympathy - 21.76 - +50 to Pioneer Psychology/Hydraulics
Whispering Sword - 23.68 - +50 to All Psychology
Messenger of Soothing Shadows - 21.99 - +50 to Pioneer Psychology/Armor
Emissary's Delight - 23.16 - +50 to Pioneer Psychology/Biology/Medicine
Unwoven Drumming - 22.55 - +50 to Pioneer Psychology/Electronics
Symphony of Sorrow - 21.99 - +50 to Pioneer Psychology/Biology
Blistering Chorus - 25.46 - +50 to Pioneer Psychology/Weapons
Sword of Eternity - 22.74 - +50 to Pioneer Psychology
Sword of Finality - 24.67 - +50 to Pioneer Psychology
Sword of Dusk - 21.46 - +50 to Pioneer Psychology
Sword of Dawn - 23.64 - +50 to Pioneer Psychology
Book of the Foretold Birth - 22.98 - +50 to Pioneer Psychology/Biology/Medicine
Unsworn Oath of Protection - 22.18 - +50 to Pioneer Psychology/Armor
Rune of Severance - 23.13 - +50 to Pioneer Psychology
A Tale of Mice and Men - 24.27 - +50 to Pioneer Psychology
2x Pristine Power Armors - 25.14 - +50 to Pioneer Armor/Weaponry/Metallurgy/Hydraulics/Programming/Medicine
Weaponized Core "Θοθ" - 23.25 - +50 to Pioneer Armor/Weapons
Intact Autonomous Adaptive Distributed Hunter-Killer Swarm Intelligence - 22.73 - +50 to Pioneer Programming/Weapons
Temporal Storage Container - ??? - +50 to...what the hell is this thing?
2x Good-Tasting MREs - 25.54 - +50 to Pioneer Chemicals/Biology
"Quantum Teleportation and Quantum Communication, The One-Catch-All on these Liminal Bridges!" - 25.05 - +50 to Pioneer Physics?
Intact Micro-Bright Lance - 24.97 - +50 to Pioneer Weapons/Physics/Metallurgy/Engineering/Electronics
"Augur" Shield - 23.82 - +50 to Pioneer Armor/Electronics/Physics
Bisected Cybernetic Skull - 25.64 - +50 to Pioneer Electronics/Armor/Biology
Crimson Banner - 24.31 - +50 to Pioneer Armor
5x Targeting Beacon - 22.20 - +50 to Pioneer Electronics/Physics/Weapons
Badly Damaged Fortress-Grade Coilgun - 27.47- +50 to Pioneer Weapons/Electronics
A Drop of Enlightenment - 30.00 - +50 to Pioneer Psychology
Soft Pattern Of Rain Upon Grass - 24.13 - +50 to Pioneer Psychology
Cool Nourishment Of Water - 25.44 - +50 to Pioneer Psychology
Skin Thread - 25.44 - +50 to Pioneer Armor
Mutilated Serenade - 26.64 - +50 to Pioneer Psychology
Aerosolic Blood-Coagulant - 30.00 - +50 to Pioneer Weapon/Biology/Chemicals/Medicine
Liquid Fire - 22.32 - +50 to Advanced Weapons
The Mind Chasm - 29.11 - +50 to Pioneer Psychology
Strain G37bn9= Seed (Hardy Sandwheat) - 50.00 - +50 to Pioneer Biology
Strain UL44b/!fr Seed (Nega-Wheat) - 50.00 - +50 to Pioneer Biology
A Noise In The Air - 23.32 - +50 to Pioneer Psychology
12x Minor Bright-Lance Turrets - 28.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
6x Medium Bright-Lance Turrets - 45.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
2x Large Bright-Lance Turrets - 80.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
3x Plasma-Lance - 38.67 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
4x Plasmathrowers - 31.46 - +50 to Pioneer Electronics/Metallurgy/Programming/Hydraulics/Weapons
8x Caretaker-Swarm - 21.32 - +50 to Pioneer Electronics/Programming
Banished Cognitions - 35.12 - +50 to Pioneer Psychology
Sentence 14 - 43.21 - +50 to Pioneer Psychology
2x Nanoweave Skinplates - 34.56 - +50 to Pioneer Weapons/Medicine
10x Gravitic Celestial Maps - 50.00 - +50 to Pioneer Physics
9x Satellite Codes - 100.00 - +50 to Pioneer All
Irkanite Lance Component - 22.22 - +50 to Pioneer Weapons/Biology
Irkanite Thought Component - 22.22 - +50 to Pioneer Psychology/Biology
Irkanite Blade Component - 22.22 - +50 to Pioneer Weapons/Biology
Irkanite Heart Component - 22.22 - +50 to Pioneer Psychology/Biology
4x Automated Molecural Statuettes - 25.13 - +50 to Pioneer Metallurgy/Machinery
2x Written Testimonies of the Collapse - 35.00 - +50 to Pioneer Psychology/???
1x Sacrosant Idol - 20.00 - +50 to Pioneer Psychology
1x Crystallized Flames - 25.25 - +50 to Pioneer Weaponry/???
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 reduce 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: Combat Stimms research unlocked.)

Scientific Theory
There is more to this world than one life could ever grasp. There are more mysteries, 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.)

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)

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.)

2x NOVA MACHINA - (Equip to Hero)
Two 10x10x10cm translucent boxes with a swirling spot of black and white in the middle. They cannot be opened, smashed, or taken apart. All Humans that touch the boxes 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. We should lock them in the back of our Vault so that no one can injure themselves or others by touching them. Even after several years of study, the cubes remain mysterious and a possible cognitohazard.
Wieso bin ich...auf einmal...so...aaaaahn...müde? Bin ich...aaaauch.......
(+1 to (3\²]SN@'+ßz_ )
Military
Units (10/18)
Rust 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
Melee Damage: 1d6 (+2 damage ignores Armor and 2 AP.)
Ranged Damage: 1d4-1 (+1 Lingering Fire Damage), 1d12 (+1 AP, Inflicts Paralysis/ Light Overcharge, 3 Damage Ignores Armor)
Training: Soldiers (4/6) (+5 to Initiative)
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 after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked 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.
--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
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).

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), Inheritors (+1 to all Morale Checks), War Lessons (+5 to the first two rolls in the next Combat).



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)
Melee Damage: 1d12+4/-0+1d2 (Melee) (against Biologicals/Mechanoids) (3 AP) (Dread-Ghillie)
Ranged Damage : 1d4-1 (+1 Lingering Fire Damage), 1d12 (+1 AP, Inflicts Paralysis/ Light Overcharge, 3 Ignores Armor)
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).
-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 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.
--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
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).

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), War Lessons (+5 to the first two rolls in the next Combat).



The Wall
Description: A group of twelve 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: 12/12 (Size 12)
Armor: 72/72
Melee Damage: 2d6+2d4 (+6 against Machines, 4 AP)
Ranged Damage: 1d4-1 (+1 Lingering Fire Damage)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: 10/12 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.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked 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 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.
--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
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).

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), Overstrength (Double Unit count), War Lessons (+5 to the first two rolls in the next 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. Notably, 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)
Melee Damage: 1d8+5 (3 Acid Damage, +1 Acid Damage for (one) Turn after attacking, tripled Damage against Armor and Internal Structure)
Training: Soldiers (4/6) (+5 to Initiative)
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 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.
--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
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.)

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), 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.
-(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.
-Bloodletter (Special Melee): 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.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores Armor.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores Armor.
-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).
-Primitive Coilgun Lance: Coilgun (10d10), Overpenetration (Cannot target more than one Unit per shot), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Armor Penetration (50% of Damage ignores Armor). Special Rule: Battery-Powered (Can only fire every 4 Turns)
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls.
-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).
-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.
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals).
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size.
-Gas-Mask "Mk.13a - Nephilim": -2 Damage from Biological/Chemical Sources.
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.
-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.
-Wyvernsack (Lingering): It is used as a free action before melee is joined, with 1d2+2 Acid damage and +2 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-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.
--1x stored and equipable
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Medi-Aid Chemicals: "Miracle Cure" - Treat all negative Health above (-TotalUnitHealth/2) as if the Unit still has 1 Health. (Warning: 09% Chance to replace Lost Health with Hostile (1 Health/2 Armor) Mutant Units with a total Unit Count equal to Lost Health.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Berserk: Increase all Damage by two damage dice. (Warning! This drug has a (projected) 14% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Last Stand: Reduce all Damage by half, triple all Health. (Warning! This drug has a (projected) 91% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Adrenaline: Increase all Damage by three damage dice. (Warning! This drug has a (projected) 05% chance of killing the user.) 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.
Upgrades
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores Armor
-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), (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), (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), (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), (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), (2/2) Shells
-Mortar Upgrade: Seeker Shells (Ammunition): +8 Fire Damage, Born To Die (+50% Accuracy), (1/1) Shells
-Mortar Upgrade: Flaming Ordnance (Ammunition): 2d12, Burning Comets (Hits every Unit present on the battlefield, cannot be used indoors) (5/5) Shells
-Armor Upgrade: Heavy Wyvern Scale Patches (+2 Armor per 2 Sizes)
-Armor Upgrade: Light Wyvern Scale Patches (+1 Initiative per Size, -1 Armor per 2 Sizes)
-Weapon Upgrade: Wyvern Bones Replacement (+1 Initiative per Size)
-Ranged Upgrade: Wyvern Toot Bolt/Arrowheads (+1 Bleeding Damage per Turn per Size)
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.
-Radio-Beacon: Special Rule: Grants a Coordination bonus of +1 per Unit equipped with a Radio-Beacon and Improves said bonus by +1 for every Unit that already possesses that bonus instead. Requires an operator, nullifying one damage dice.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Scout Scutter: A small, cat-sized drone carrying nothing more than itself, a camera, and a way to transmit the feedback to a tablet included in the drone! Special Rules: Independent Unit (Gains 1/1 Armor and 1/1 Internal Structure.), Scout Drone (Boosts Pre-Combat rolls for initiating combat by +5 (cumulative.)).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).
-Rough Rider Scutter: A large robotic drone designed to maneuver in 3D spaces like canyons, caverns, Necropolis, and forests, capable of carrying up to three riders or 350kg of weight. Four automatic crossbows provide security alongside four front-spaced manipulator arms fitted with tools/weaponry. Special Rules: Independent Unit (Gains 20/20 Armor and 6/6 Internal Structure.), Four Crossbows (4d10 Ranged Damage), Specialised Melee Limbs (4d8 Melee damage), Mechanical Mount (Shelters up to 3 (three) Sizes of a Unit from Damage until destroyed/disabled), 3D Climber (Unaffected by Terrain).
-Artillery Scutter: A large-sized drone, as large as a War-Lizard, equipped with a Primitive Coilgun Lance turret to rip apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Primitive Coilgun Lance (10d10 Ranged Damage), see Weapon Entry for Rules.
-Combat-Trained Common Animal: An animal trained for use in combat, though their usage can become a hindrance if their masters are not careful while handling them.
Notable Assets/Buildings
General:
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions)
1x Elemental Feline Juvenile- Fractal - (???)
1x Personal Cutter
1x Lineship
10x Caravaners

Mirn:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Upgraded) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
3x Food Kitchens - (1x Normal, 3x Bulk) - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guards! Guards!, Guardians For Hire)
1x Grand Kitchen - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Inn - (Eye of the Beholder) - (Guards! Guards!)
1x Local Headquarters - (Security Improvements, Guards! Guards!)
1x Rudimentary Territorial Hospices
1x School - (Big) - (Security Improvements, Guards! Guards!)

Ularn:
1x Asylum - (Guards! Guards!)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guards! Guards!, Guardians For Hire)
1x Rudimentary Territorial Hospices - (Security Improvements)

Tessen:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
2x Brothel 'Consensual's - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guardians For Hire, Guards! Guards!)

Zulmni:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Orphanage - (Big) - (Guards! Guards!, Guardians For Hire)

Jokvi:
1x Humane Asylum - (Guards! Guards!)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Orphanage - (Big) - (Guardians For Hire, Guards! Guards!)

Strul:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Guards! Guards!)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Fixed the Mess

Outlying Territories:
1x Aluminum Mine - (Steam Engine Improved) - (Guardians For Hire, Guards! Guards!)
1x Central Region Expanded Pilgrim Security - (Private Security) - (Security Improvements, Guards! Guards!)
3x Expanded Hospices - (Security Improvements, Guards! Guards!)
1x Expanded Hospice Network - (Security Improvements, Guards! Guards!)
1x Iron Mine - (Security Improvements, Guards! Guards!)
1x Jewel Mine - (Steam Engine Improved) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Permanent Scavenging Base - (Floating Monastery/Doomed Fortress) - (Guards! Guards!)
1x Silver Mine - (Steam Engine Improved) - (Security Improvements, Guards! Guards!)

Pilgrim Holdings:
1x Administration Center - (Grand) - (Security Improvements, Guards! Guards!)
1x Anchorage - (Tiny) - (Security Improvements, Guards! Guards!)
1x Artifact Vault - (Guards! Guards!)
1x Artisinal Robotics Creation - (Guards! Guards!)
1x Black Box - (Gutted Core) - (Security Improvements, Guards! Guards!)
1x Black Root Field
1x Berth - (Medium) - (Security Improvements)
1x Bloodbark Field
1x Codex Printing
1x Communal Festivals
4x Computers
1x Desalination Basins - (Deep Pumps)
1x Electronics Manufacture - (Security Improvements, Guards! Guards!)
1x Expanded Daycare - (Security Improvements, Guards! Guards!)
1x Extremely Fertile Ashleaf-Nursery - (Security Improvements, Guards! Guards!)
1x Laboratory Complex - (Rudimentary) - (Security Improvements, Guards! Guards!)
1x Living Quarters - (Continuous Expansion) - (Security Improvements)
1x The Hidden Workshop - (Legendary) - (Security Improvements)
1x Mausoleum of the Forgotten Pilgrims
1x Medical Wing - (Expanded) - (Security Improvements)
1x Menagerie - (Basic)
1x Print Shop - (Smut) - (Security Improvements)
1x Scutter Makers - Medical Scutters - (Guards! Guards!)
1x Shadow Sanctums - (Needle's Den)
1x Storerooms - (Continuous Expansion) - (Security Improvements, Guards! Guards!)
1x Tiny Drone-Manufacture - (Guards! Guards!)
1x Training Field - (Expanded) - (Security Improvements)

Norqod:
1x Academy of the Fundamentals
1x Airship Component Factory - (Guards! Guards!)
2x Airship Lines (Caravaner) - (Guards! Guards!)
1x Artist Alley
1x Brewers Run
1x Bulk Goods Warehouse Hub - (Guards! Guards!)
2x Caravansery
1x Cat Alley
1x Contractual Expansion - (Adequate Housing) - (Security Improvements)
1x Distributed Clinics
1x Engine Assembly - (Security Improvements)
1x Expanded Clinics
1x Expanded Public Libraries
1x Goat Pens
1x Map of Norqod - Holo Emitter
1x Mausoleum of the Forgotten
1x Medium Quarantine Area - (Security Improvements, Guards! Guards!)
1x Medium Sturdy Clothing Manufactury
1x Medium Tool Manufactury
1x Mercenary Quarters
1x Miniscule Scientific Complex - (Guards! Guards!)
1x Norqod Fashion Street - (Tahmid's Embroidery)
1x Norqod Radio Station - (Entertainment and News) - (Guards! Guards!)
1x Simple Hospitals - (Security Improvements)
1x Sin Run
1x Small Cannery
1x Steel Mill - (Guards! Guards!)
1x The Evergreen Gardens - Tiny - (Guards! Guards!)
1x The Trail of Rust - (Security Improvements, Guards! Guards!)
1x Workshop of the Alartfa-Seers

Waking Machine-Minds:
-INDOMITABLE BASTION
1x Common Suspendium Theory
1x Common Chemicals 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 Common Physics Theory
1x Common Machinery Theory
1x Common Mechanics Theory
1x Common Programming Theory
1x Advanced Electronics Theory
2x Advanced Biology Theory
1x Advanced Armor Theory
1x Pioneer Weaponry Theory
1x Pioneer Electronics Theory
The Tree - Jokvi
The Tree - Strul
Strul - Mirn
Strul - Zulmni
Jokvi - Ularn
Ularn - Tessen
Mirn - Ularn
Strul - Ularn
Holdings
Temple Holding: Tree Of Knowledge
Pros: Material cost is halved, Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, and unique building options are 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.

Administration Center - Grand + 6 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +8 Actions.

Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supporting 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.

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 for all 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 Manufacture
+80 to all Electronics Research.

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 - Medium
A medium berth allows for repairs and refueling of Twelve Light or Three Medium Airships, allowing the crew to leave comfortably, modify the ship, dismantle it, and do whatever one can think.
(We can now modify Medium Airships for trade and exploration.)

Tiny Drone-Manufacture
A small workshop where trained personnel turn raw materials and pre-made components into drones for Military and Civilian Applications.
(Can create Combat Drone (Generic Ranged Spider) for Units/Heroes.)

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!
(Increased Security, Unlocked Auxilliary Equipment: Scout Scutter, Combat Scutter, Rough Rider Scutter, Artillery Scutter)

Mausoleum of the Forgotten Pilgrims
The last resting place of those who no longer have any that remember them, and the final site of their remains we manage to recover from wherever they died. Let their souls walk without the chains of disturbed slumber or defiled quiet.
(Final resting place for the forgotten and discarded, -4 to Piety Rolls.)
Town Holding: Norqod
Overall Prosperity: Wealthy (Glacially Growing)
High-Class Prosperity: Very Wealthy (Slowly Growing)
Middle-Class Prosperity: Moderately Wealthy (Slowly Growing)
Lower Class Prosperity: Relatively Wealthy (Slowly Declining)

Mood: Satisfied (Slow Decline)

Permanent Inhabitants: ~4.200
-Tendency: Rising.

Security: Yes.
-Daughter of Dawn (Airship)
-Forge-Clan Elders (11)
-Forge-Clan Security Forces
-Royal Regiment 'Rabbitaurs'
-Tailors of the Burned Skies (Mercenary Company)

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.
-Academic District: Improved osmosis of researched topics and existing knowledge.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims, Soil of Hope, Seed of Change
Health:
17/19 (-2 permanent) (+1 Due to Auroran Cylinder) (+12 Due to Soil of Hope, Seed of Change)
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.
-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 survival roll to heal wounds. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Auroran Cylinder
(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. After studying and gathering evidence, you have determined that this cylinder is an ancient and incredibly potent all-heal-medikit primarily carried by high-ranking people. If the notes and rumors are correct, this little thing may even be able to resurrect a person from death itself!
(+1 Health if equipped, +20% Chance of resurrection if carried on a person. Can be used to guarantee results.))
-NOVA MACHINA
(Two 10x10x10cm translucent boxes with a swirling spot of black and white in the middle. They cannot be opened, smashed, or taken apart. All Humans that touch the boxes 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. We should lock them in the back of our Vault so that no one can injure themselves or others by touching them. Even after several years of study, the cubes remain mysterious and a possible cognitohazard.)

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. Though there may be more, your medicine's side effects and the lasting damage seem to be a much-increased tolerance against any poison.
(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 toward those who 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 who grasp it and those unable to hold onto themselves.
(+20 to all rolls involving: The Lost)

Prevter By Marriage
You have yet to learn 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 "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 appointment of a governor, so when she asked the Pilgrims Council, all agreed to govern in exchange for a 50% 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 must 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 much, 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 dealing with the unexpected fame gained through her newest romance comedy, hiding under your bed with Silvia Jr.

Child: Lady Silvia Dall - Mutated Girl - 14-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 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 Swedish 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 sharper versions, 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 can 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; 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. She is having her "rebel" phase. You do not know if her asking you for advice on how to rebel better is a sign of being a good parent, or utterly failing at ensuring she can rebel on her own.

Protegé: Lord Markus Ulatarn - 15-Year-Old
A child of nobility, given to be raised and educated while laying the foundation of a relationship between two Houses. He has since fully grown accustomed to being here and has made fast friends with Silvia Jr., several of her friends, and others. Likes Crinkle. Recently took up painting after watching the various artists in Norqod decorate and carve into the rock.
(You have a Protegé!)

Founder And First Arbitrator
You founded the Pilgrims and were appointed Arbitrator, the final voice in any argument, a watcher for those who would turn them 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.)

Soil of Hope, Seed of Change
With our growth in life, we nurture change, causing a beginning of Future's Ending. At daybreak, we see ahead yet shy from death and its cycle of rebirth as bodies are born anew as hosts of a thousand beginnings, small and large of children beyond our sight.
(Enables the Action: Communion of Unsight, +12 Health, +2d6 Melee Damage.)
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.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).

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 need help 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 (25/25):
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 radio, allowing her to receive and transmit radio waves when trained. 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 radio waves is well known.
(+60 to all rolls made with PD.)

Bloodied Knight-Pilot:
You have joined the illustrious Elite of the world, 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 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 delight of marriage with all of its wonders and happiness.

Daughter - Lillia
The first of what will assuredly be many, Lillia, has been adopted by Aria and Chiedi with the understanding that they will know nothing about parenting and will assuredly be overwhelmed by the many challenges and tasks in front of them. It was worse than they had thought. So much worse. How can one tiny child scream so much?

Object of Veneration - Hazy - Guardian - (60/250)
Actions wreak changes, not of this person, yet for this one, as the world reveals itself to be more than it had been before, changed and yet static as it has been. Something seeks shelter within her shadow, behind her shield, and with her wrath, and so, the world moves to accommodate.
(+20 to all Diplomacy/Norqod Actions, Become More.)
Verdant Oasis, the birthplace of a trillion and one plants.
Verdant Oasis, the one place of solace amidst a nexus of death and harrowing tales.
Verdant Oasis, oh, that promised land that most of humanity will perish to find.
Verdant Oasis, the one last refuge of the kind and gentle soul.

If one respected its unwritten laws.

There was no blood to be spilled here, for blood drawn was the realm of the predator, the hunter, the killer, and those who feasted on life. Life was sacred here, and those who spilled blood would find theirs taken by the myriad of monsters conjured by the smell of food and easy prey.

There was to be no lingering, for the bounty found here was for all, not one. If one stayed too long, they would find that the enticing smells and the beguiling fruits and nuts grown here hid poison growing with every plucking within their skins and flesh, killing as surely as a knife to the throat.

There was no rest here beyond a night's stay, for a night was all it took to make you relax too much to survive the journey into the outside. And those who could not respond to the sudden snapping of a predator's jaw were easy meat.

Though whether these laws were truth or superstition handed down from scavenger to scavenger was up to debate, as there certainly were those who claimed they had broken one or more, who claimed desecration of this place, to the great ire of their fellows, and who bragged about all manner of kills and trophies gained within.

These people tended to go out into the Rusting Forest for another visit to the Verdant Oasis...only to never return. Mayhaps merely facts being mixed and changed to better tell a story, but the result was the same. Scavengers were superstitious by nature, and those who lived the longest listened to their instincts the hardest.

So when the Pilgrims sent out their scouts and people to map the Verdant Oasis and learn of its rules and locations, it came as no surprise to any that the edges of the Oasis had been scouted and mapped the best, with the inner sections slowly turning from mapped and drawn corridors and overgrown streets, houses, parks, and industrial districts, into general approximations of monuments in relation to each other and the time required to travel between each.

They also returned with a lot of nuts, dried fruit, and a couple extra kilos on their hips, a bizarre rarity for scavengers.

Descending into the Tenebris Library was unlike descending into any other ancient structure. There was no creaking of falling-apart edifices glorifying some forgotten hero or praising the works of some noble of note. There was no wind rushing through the gaps of the building, the moaning and hiss of air around every corner, the push of air sending debris and sand scattering around and within rooms long since rotten of anything that could identify them. It was not a descent into a building whose purpose had been forgotten and could only be hinted at, some ancient secret that would be so painfully obvious once the correct puzzle pieces had been found and put together.

It was a descent into inky blackness. Into silence. Into a realm where pure shining surfaces of onyx obsidian reflected the faces and passage of the scavengers seeking entry.

There was no sound besides the rhythmically echoing steps and the soft rustle of cloth interspersed with the klink of metals upon metals, thunks of wood clattering, hair being brushed around a fire crackling, heat spreading into the cold ground and rising from sizzling meat.

The Tenebris Library enforced its silence by means unheard, unseen, unfelt, yet ever present, ever weighing, ever working. The scavengers which descended emerged...changed. They had the maps. They knew the passages and the quiet dangers creeping among the hallways and between the bookcases stacked high into a ceiling impossibly high and shrouded behind fog and darkness. These people went into the unknown and the abyss, walked within its guts, and met its heralds with tooth and claw and metal and shot with spear and crossbow and data-plagues and tenacity...

They entered grim and jovial, knowing this could be their last and walking all the same for they had chosen this Path for themselves...and left silent and changed, minds never having known the silence of things never meant to be heard, bodies having walked amongst halls where millions walked silently, and spirits touched by the passages of books that could not be translated into languages understood by the living or dead.

None of the things gathered within were of worth, the languages from within their pages forever lost, none of the letters and numbers deciphered after months of tries by Angel's Demise or Perpetual Defiance, not even Old Core able to glimpse meaning from within pages not opened for Ages.

And yet still, the Tenebris Library was open for visitors. Such was its purpose, and secrets rest slumbering within its bowels, which could decide the fate of a world yet to come.

One step had been taken...and this Path beckoned to be traveled further.

"These prosthetics are prototypes," Gus slowly said, showing the old but lithe man the leg lying on the table. Nujys was adapting the upper portion of the artificial limb to fit the man's amputated one. "Do you really wish to aid us in bettering them? These ones could give out when you least expect it, and we cannot guarantee it will happen at a convenient time or that we can help you should you be wounded or killed when they do," Gus continued, though he could see in the eyes of the man that he was talking against a wall. His mind had already been made up when the offer had been made, and nothing would bring him from this path. Soldiers, especially veterans, were like that.

"I said what I meant," the man replied, hard-eyed and stony-voiced, his son looking at him with a mix of familiar exasperation and hopeful acceptance. "You folk help people, and I helped safeguard them. If helping you helps more folk again, I will gladly walk around with a limb that may or may not give out on me. Emperor knows my organic limbs are threatening to do the same already; age knows no prisoners."

"Very well," Gus said, "but do not say we didn't warn you." He paused. "And please inform us if something does happen. We will replace the limb at once."

Wiljem stared. There was, in fact, nothing to do but stare. The fighting was over; even the screaming had stopped, and now the path into the Bunker's Second Level was opened. And still, Wiljem stared, looking at the covered forms of two out of the three he had lost. Mikabi. Ettara. Julus. He had known them for years, had fought and trained with them nearly every single day!

And now they were dead. And Wiljem had led them as they died.

They weren't the only casualties; S'tary and Hern had died too, and none of the five had died cleanly or painlessly.

Mikabi had been injected with...something. She simply stopped when that thing had punched its snout through her armor...and fell over. When the fighting had ceased and her helmet removed, it became clear within a second that she would not be able to be given to her family without her face covered. Or her body in anything but a box. Her body was simply...skin covering badly shattered bones. And liquid where organs were.

Ettara, on the other hand, had "merely" been smashed into the wall during the fighting and had died coughing blood as every part of her internals tried to meld with each other; each organ probably ruptured by the impact of the Machine and wall. Not even her armor had been able to cushion the blow.

And Julus...they were just gone. The large Mutated had been more than a little infuriating at times with how mysterious they liked to act, but there was nobody Wiljem trusted more to have somebody's back when needed aside from maybe Chiedi. Even if they were more of a wallflower when outside training and inside any kind of social interaction, though, given how heavily mutated they were and how Julus had joined the Pilgrims only shortly before the Wall had been created, that was understandable. Some people in Norqod still had to do a double-take to realize they were talking to a Mutated and not a Mutant.

And now...all three were gone.

And the worst part was that Wiljem knew he couldn't have done better. Path, he had already gone over every decision made and had, again and again, come to the same conclusion: the Wall came away lucky.

Even if lucky meant three dead friends.

The scene before al-Alar was one usually not encountered even by the well-traveled. Or, well, even them, as the utter swarm of Knights stomping this way and that on his way here dissolved into a confused huddle and clumps of titanic machinery milling around aimlessly and confused had been an experience that closer matched the days. When he was fighting for the army when he was still young, his bones weren't made of metal and circuits, and his children walked the earth instead of being buried under the rock and stone of a forgotten tomb, not in this day and age where the young ones should know better than their elders by now.

Though he shouldn't be so harsh on the pilots trying to project an aura of control even now, especially as even he had been utterly baffled by the scenes he had seen when he arrived at the Tree, which was saying something. Though he'd be a liar to say that he hadn't taken his time in laughing and making jokes about the whole thing once he had grabbed his chin from the floor and attached it to his skull again, as the very idea of using a small nation's worth of Machines to finish constructing extremely expensive buildings was as laughable as admirable to witness.

Still, the Machines being used for this frenzy of construction left the local Forge-Clans frantically trying to finish the orders sent for specialist equipment, something he had only seen during the harshest wars of the previous Empress, Slatnan bless her shriveled heart. That alone raised his opinion of the Pilgrims by a few notches; anyone capable of making these rusted buckets of cargo-cultists sweat buckets was worth hearing out at the least, even if he still retained the right to laugh at them if they proved themselves to be the idiots he thought they'd be when he had set out for a nice decade away from his usual duties.

However, when he did arrive in the central atrium of the Tree, his opinion changed from "hear them out" to "bully them into allowing him access to their mainframes" when he watched a gaggle of youngin struggle with lifting a massive water-cooled self-constructed computer housing, another gaggle argues loudly about the best way to increase the output of their newly developed coilgun weaponry, and a third clump of various people bugger his old rival for any hints and tips about Data-Smithing.

Like hell would he allow the Pilgrims to be stranded with a third-rate Data-Smith offering fourth-grade advice!

"I hate financial crimes," Drinnl said, groaning silently as she stretched in her seat, the muscles in her legs and arms stretching and pulling in just the right way that made her feel the sweet relief of being able to move around, yet also making the rest of her body feel that much more crappy in comparison. "Couldn't they just murder people? That would be far more interesting," she continued, eyes once more focused on the large stacks of papers before her, document after document read through and the red strings and false leads etched into her notebooks one after the other.

"You think anything not involving cracking heads is boring," Cyn replied, rifling through his stack of papers, though far more disorganized than Drinnl, with things strewn everywhere and placed wherever they could be placed. "And for someone complaining that much about paperwork, you sure are competent at it," he continued, flexing his wrist to get the funny feeling out of it, once again cursing the need to write things down. He had disliked writing before this whole thing, but now he was starting to hate the entire thing. Give him a person to talk to and persuade or trick any day over writing out the financial crimes of a criminal organization trying to get the Region under their control.

"Being good at something does not make me like doing it," Drinnl bit back, casting a gimlet eye at her partner-in-paperwork, who completely ignored her and snickered at her bad mood. "I am also good at cooking, but that does not mean I don't hate every second of having to do it."

"That's why you spend most of your pay on street food?" Cyn asked, absently tracing a transaction from one edge of the books to another, noting the names and sums involved with mild interest. "Stuff isn't healthy, you know?"

"Healthier than giving me a knife and some cooking to do," she said, scowling at the large stacks of paper that still needed to be poured. "Emperor, I would kill to be on the infiltration teams right now," she mumbled angrily, taking a deep breath that strained her lungs and made the bones in her ribcage slightly expand from their folded positions before she explosively exhaled, mind once again focused on the task at hand.

"At the very least, we'll get to enjoy some more downtime," Cyn muttered, turning his attention to the work before the two of them once again, leaving only the shuffle of paper, the scratching of pens across their reports, and the movement of cloth as noise within the room.

Available Bonuses:
185 Distributable Points from Omakes.
1 Free Turn Progress for Buildings for 10 Intact Robotic Artifacts. Indicate by adding [Helpers] to the Action. No limit.

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: 4 Goodwill
Turns: 2
Chance: 53%
Reward: +7% Piety)
-[] 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 who already lived within.
(Cost: 10 Goodwill
Turns: 4
Chance: 27%
Reward: +5% Piety, +1 Mutated Opinion (Once), Slightly Improved 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 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: 23 Goodwill
Reward: +6% 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.
(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.
(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.
(Turns: 1
Chance: 60%
Reward: +4% Piety, +3d6 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 must 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.
(Turns: 2
Chance: 35%
Reward: +12% Piety, +5d6 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 8.00 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, 5-30% Piety loss, -8 to -26 to Piety Rolls
Reward: A New Chapter Interlude Turns)
[ ] 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: 6
Reward: Grand Kitchen, -8 to Piety rolls, +0.6 Goodwill per Turn, 4d20 recruits, 5d6 Goodwill, 3d8 Piety.)

[ ] Establish Soup-Kitchens Within Outlying Towns
While being careful and methodical has helped, you can now afford to perform these projects in a scattershot approach with your expanding numbers. With the major cities now being adequately covered, with few people going through their day without encountering a Pilgrim Sponsored food kitchen, we can branch out into the smaller outlying towns, with populations of ten thousand people and less.
(Turns: 9
Reward: 60d20+80 Recruits, +1.00 Goodwill per Turn, unlocks further actions.)

[ ] 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: 43%
Reward: +0.20 Goodwill per Turn, 2d4 Goodwill, unlocks further actions.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Rudimentary Territorial Hospices - (City Territory)
Your treatments of the sick and injured within the Cities have enjoyed great popularity among 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 outside the central trade lane and establish themselves for future expansions.
(Turns: 2
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.
(Reward: Local Base improving logistics and coordination.)

[ ] Localized Headquarters
Creating a shelter and 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)
Reward: Local Headquarters.)

[ ] Administrative Center - (Mirn)
Organizing hundreds of workers is challenging, 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 to perform their duties with the necessary resources and hands.
(Required: Localized Headquarters
Turns: 6
Reward: Administrative Center.)

[ ] Build A School - (Small/Medium/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
Chance: 50%
Reward: 0.2/0.5/0.9 Goodwill, -2/5/9 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)

[ ] Improve An Orphanage - (Location)
Much time has passed since you laid the first stone and struck the first wall of rock within a city to carve out and build a shelter for all those souls who have lost nearly or entirely all that they once had, from mere material possessions to the much more important family ties and blood. Yet, though these halls, which were once cold waiting stones, now ring with the laughter and screams of children given a future, and those orphans without anything can quickly find a place here to grow into their personage, the Path is still a long one for these structures. We gave these children a home and a chance at a future. Now, it is time that we turn that chance into a certainty.
(Turns: 5
Reward: -2 to Piety rolls, +1 Follower per Turn.)

[ ] Build Outlying Fortified Orphanages
Now that every major City in Tessen is host to a grand edifice for the raising and sheltering of the most vulnerable of society, where the little ones can grow in peace and with enough meals to avoid going hungry (if not always by a tasty meal), alongside the chance to enter an apprenticeship should they not be adopted by couples before they grow too old and begin to age out of the system. The last part alone is far more than many can provide, as it takes time and money to train the next generation, and not many who shelter children from the horrors that took their families have the kind of money such would require. But we can, and with the cities covered, it is time to go over the towns outside the Green Zone, though they need to be far more armored and armed than those in the Cities.
(Turns: 15
Chance: 01% [-55]
Reward: 0.01 Goodwill, -5 to Piety rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.05 Goodwill)

[ ] Build A Humane 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 to care 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, and hopefully, recovered patients will walk out of the Asylum. With ever-more knowledge of how the human mind functions come ever more means to treat those afflicted with mental diseases.
(Turns: 2
Cost: 6.90 Goodwill
Reward: Humane Asylum, +0.15 Goodwill per Turn.)
-[ ] Expand One Instead - (Location)
(Turns: 1
Cost: 7.00 Goodwill
Reward: Expanded Humane Asylum, +0.20 Goodwill per Turn.)

[ ] 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, it is less suitable for those with 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
Reward: Upgraded 'Consensual,' +0.04 Goodwill.)

[ ] Cleaning Up The Mess - (Location)
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: 40 Goodwill
Reward: Lessened Suffering of the Mutated
Notice: Goodwill costs will be reduced by 15 per use, down to 10. Strul has been "Cleaned.")

[ ] Mausoleum of the Forgotten - (City)
The last resting place of those who no longer have any that remember them, and the final site of their remains we manage to recover from wherever they died. Let their souls walk without the chains of disturbed slumber or defiled quiet.
(Turns: 4
Reward: Final resting place for the forgotten and discarded, -1 Piety.)
[ ] Healing For All! (Write-In Artifacts)
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.
(Chance: 70%
Reward: Healers gain Influence, 5d3 Goodwill.)

[ ] A Helping Hand
Now that you can create rugged high-grade prosthetics, more than merely creating and selling them is required. Unfortunately, too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So, create a few thousand in bulk and ship them to where they are needed, where local Pilgrims may gift them as required.
(Chance: 99/50/25%
Reward: Gain 4/7/15d5 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.
(Turns: 1
Chance: 50%
Reward: +2d8 Goodwill, +3d20 Recruits, +35 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 does the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) that 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 Goodwill
Turns: 1
Chance: 75%
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. (2 Actions Locked)
[X] The Great Trade Fleets (Bone Valley/Sunken Hollows) - (1/3 Turns Complete)
With the proliferation of airships, the abundance of goods within Tessen, and the dearth of forces that could threaten either once within the air, convincing the Merchant Guild to construct and maintain an airship depot and trading station within another Region will not be as impossible as before, but will require us to grease hands and argue fervently for the profits that could be made. No merchant likes a risk they do not believe will not pay off, so we should make them believe this one will.
(Cost: 10 Goodwill
Chance: 25% (+70 if you add a pre-Collapse cargo airship to the deal.)
Turns: 3
Reward: Closer connection and rapid exchange of people, goods, and information with a chosen Region.)

[ ] We Are One People! - (Elites/Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, unite the people, and start on the road to reconciliation.
(Chance: 20%/-80% for Elites/Locals (rolled each turn.)
Successes Needed: 4/8
Reward: +1 Relationship for the Mutated with the chosen faction, +20% Piety, 4d20 Recruits, +2d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Faction)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. However, you need institutional knowledge or an in-depth look into one faction to help you more.
(Turns: 2
Chance: 70%
Reward: +15 to all rolls involving said faction.)

[ ] Create A Dossier On (Groups/Topics (Max 3))
Collate all known information, history, and rumors about a group or topic of interest to ensure the Pilgrims' future actions are as well-informed as possible.
(Chance: 70%
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?)

Subversion: Sometimes, you must convince people they need help with means other than an open hand and a friendly face. A dagger to the back of those who chain them would be a good start. (Choose 1 Action)
[ ] Home of Night
A structure is needed to store, train, and keep things you'd rather not have out in the open, be they machines, people, or items. Several places have been considered, though only one, shielded in a small valley smothering everything within in an ever-present half-shadow, has proven suitable. Setting aside funds to create a keep there would prove trivial to your agents.
(Cost: 31 Goodwill, Upkeep: 7.5 Goodwill
Turns: 7
Reward: Home of Night allows you to train specialized Subversion Agents and unlocks Destabilization Actions.)

[ ] A Path Of Shadows
Training can only bring one so far, and tools will only pave over so many cracks and failures in learning and ability. It is time that those willing to hide in the shadows of the world for the benefit of the Pilgrims learn the difference between seeking to adapt to the blind seeking their traces and those seeing that perceive their wanderings.
(Cost: 25 Goodwill, Upkeep: 4 Goodwill
Turns: 7
Reward: Reduce the chance of your agents being caught and considerably reduce the impact of failures.)

[ ] Cover Of Mind
The mind of humankind is ever so fragile; even the slightest imbalance of its chemicals can lead to devastating changes in perception, memory, and motor function. A little nick here, a slight pierce there, some drops over yonder, and a minor waft of smoke...and bodies slump or minds see what is not there.
(Cost: 34 Goodwill, Upkeep: 11 Goodwill
Turns: 5
Reward: Improve all Assassination Actions, which allows you to send the same to other Chapters to help.)

[ ] Cover Of Body
No matter what one says to keep their subordinates in line, no matter the defenses of the building or the protocols that secure the darkest secrets, a pretty face and a sultry smile, a wicked grin and a scarred visage, a sneer and a bland countenance...they all can be wielded like surgical knives through any defense. Some do think with their second brain, and we can take advantage of that impulse...and find ways to shield ourselves.
(Cost: 4 Goodwill, Upkeep: 0.5 Goodwill
Turns: 8
Reward: Improve all Infiltration Actions and improve your defenses against infiltration.)

[ ] Holding Chambers
Torture is inefficient, sloppy, and gives nothing but information spouted to stop the pain. Isolation and removal of all but the basest things, however...they can be good tools to use to ply weak minds to our advantage. It will also be an excellent place to store those you cannot kill but need to...dispose of.
(Cost: 21 Goodwill, Upkeep: 1.24 Goodwill
Turns: 2
Reward: Holding Chambers, increasing gathered information from caught spies and subversives.)

[ ] The Good Gardeners
Every farmer and gardener will tell you plants need pruning. There needs to be someone going around, cutting off unwanted and unneeded parts of those plants, be they trees or bushes, to allow the rest to grow more healthily. Some plants need to be ripped out roots and stems so that they do not kill other plants that are good for the soil. Some may have fallen prey to blight and need to be removed for the good of all others. Those are valuable lessons to learn and good things to do. Find some people willing to become gardeners for the Pilgrims.
(Cost: 42 Goodwill, Upkeep: 6.48 Goodwill
Turns: 8
Reward: Gardeners.)

[ ] Audit Everything
Yes, we did make an audit of all our networks and holdings...but what about a second one? You know, to ensure we got everyone that may try to fuck us over?
(Cost: 10 Goodwill
Turns: 1
Chance: ???
Reward: Ensured that your Networks still work entirely for your ends.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.90 Goodwill)

[ ] Train Your Infiltrators - (Greater)
To work within the shadows of society is more than melding into the masses; it means being able to sink below even the mud and muck of a city and emerge within gilded halls and palaces without arousing suspicion.
(Turns: 4
Chance: 22%
Reward: Higher chances for infiltration, reduces the possibility of having your Information Networks discovered and subverted.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Infiltrate Part 1 - (Choose Three Factions)
It is time to ensure your spies 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 little more than paying some people to pass on rumors, which is standard practice within Slatnan and will raise only a few eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Turns: 2
Chance: 90%
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 Three 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
Turns: 2
Chance: 70%
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 Three Factions)
Your secrets are ours; nothing can be hidden from us. No lock, gate, or barrier stands in our way; nobody will shield you from our grasp. Because we already own them, from the lowest maid to the highest Guard you trust.
(Needed: Information Network: Rank 2
Turns: 4
Chance: 20%
Reward: Spies are planted, displays more information in the rumor mill, almost guarantees 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: 80%
Reward: Chance for Secrets)
-[] Seek Mutated Help - (XXX Goodwill)
(+5 to roll = 2.00 Goodwill)

[ ] Illuminate - (Target)
Burn their homes, raze their sanctuaries to the bedrock, let nothing stand but ruins, and leave nothing behind but ash and the taste of defeat. They will not be allowed to meddle in our Paths any longer.
(Chance: 60/10/-40%
Reward: Target has their operations/structures halted/incapacitated/terminated.)
-[] Seek Mutated Help - (XXX Goodwill)
(+10 to roll = 3.00 Goodwill)
-[] Hit The Family As Told By Internal Security
(+50 to Success Chance. Gain Favors with InSec.)

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 2 Actions)
[ ] Menagerie - (Common)
More exotic war beasts are required for the Pilgrims' armed forces and faithful to ensure they succeed in securing our Paths from hostile influence.
(Turns: 8
Reward: Can add [Rare] Animals to Units.)

[ ] Scout Out - (Location) - (Units)
While you know that enemies exist in one location, you must 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.)

[ ] Guards! Guards! - (Specify up to 5 Buildings)
While the Tree of Knowledge has some security, it needs 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.
(Turns: 1
Reward: Pilgrim Guards are assigned to the Tree, 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.)

[ ] 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: 0.5 Goodwill
Reward: 1 New Unit (Size 6/6) at Trained (3/6) or Re-Trained Unit with Upgrades below.
6 Unit-Points - Overstrength (Double Unit count)
4 Unit Points - Artillery Specialization (Allows Crew Served Weapons to be used at Half the Size requirements)
4 Unit-Points - Elite Training (+1 Training Level)
3 Unit-Points - Guardians (+2 Health per Unit member each time another Unit takes damage.)
2 Unit-Points - Stealth Training (+20 to all stealth rolls)
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.))
2 Unit-Points - Harsh Workouts (+1 Health per 3 Unit members.)
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.)
1 Unit-Points - Pride (+1 to Breakpoint)
1 Unit-Points - Reaction Training (+5 to Initiative.)
None, though time will change this...

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

Learning: Knowledge is Power. (1 Action Locked, Choose 2 Actions)
(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], -[DoD], and -[MSC] will add 1(one), and adding [VF] will add 2 Success/es to 1(one) active research.)
[ ] Aerodynamics 102 - (All Physics)
Speed is of the essence when you are moving anywhere, as the faster you arrive, the less chances there are for enemies to catch, attack, disembowel, and eat you. Improving upon the equipment we have right now will be the key to ensuring that no one will catch us!
(Chance: 70/50/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Improve current propulsion methods, Follow-Up Project.)

[ ] Aerodynamics 201 - (All Physics)
Speed is of the essence when you are moving anywhere, as the faster you arrive, the fewer chances enemies will catch, attack, disembowel, and eat you. So developing new and novel equipment will be the key to ensuring that no one will catch us!
(Chance: 50/45/40% for 1/2/3 Successes, Successes Needed: 3
Reward: Better Airship Propulsion, Follow-Up Project.)

[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engine 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: 90/80/70 for 1/2/3 Successes, Successes needed: 10
Reward: Massive leap in engine know-how and airship speed.)

[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad flaws, restrictions, and troubles plaguing 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. Therefore, determining how to negate or minimize those forces will prove a godsend for future attempts.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 3
Reward: Structural Integrity +1/2/3 for all modules in Light/Medium/Heavy Airships.)

[ ] 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 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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 1
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 7.500 Kg Lift)

[ ] Pressurized Suspendium Part 4a - (Pioneer Suspendium Theory)
"It is imperative to the continued progress of native Airship construction and research that funds and attention are allocated toward projects like this to allow our constructed vessels to bear far more weight at far less risk and trade-offs than ever before. Even if the hard, grueling work of years this path entails does not have the same sexy or alluring appearance as other avenues of research in matters of lift, it will pay off in the long run, as evidenced by the small amounts of suspendium required to lift vessels of far larger size into the air found within the Forest of Rust."
(Needed: Suspendium Shard - Gigantic
Chance: 99/99/90 for 1/2/3 Successes, Successes needed: 10
Reward: One more step forward. One step closer to understanding Suspendium +25% Lift for all Lift Modules.)

[ ] Pressurized Suspendium Part 3b - (Advanced Suspendium Theory/Pioneer Suspendium Theory)
We know that Suspendium can be pressurized. However, in our testing, we realized that if we arranged the pressure chambers to redirect the charged particles in a singular direction, we could potentially weaponize their nature to shoot anything we want at a target.
(Needed: Suspendium Shard - Large
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 1
Reward: Prototype Suspendium Weaponry.)

[ ] Screw This Air - (Pioneer Machinery)
Airscrews are durable, reliable, continuous and do not require much upkeep or maintenance. However, they are relatively slow. Fix that.
(Chance: 90/60/20 for 1/2/3 Successes, Successes needed: 4
Reward: Advanced Airscrew.)

[ ] Propulse Me Outta Here - (Pioneer Machinery)
Propellers are fast, but the ones we have created are too quickly overloaded with the inertia and mass of an airship. Let's see what we can do about that.
(Chance: 95/70/45 for 1/2/3 Successes, Successes needed: 2
Reward: Standard Propellers.)

[ ] Catalogue Everything 2: Airship Boogaloo - (Choose Category) - (Damage Level) - (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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 8/3/1/1
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): 7 Intact (<80%), 2 Damaged (<60%)
Line Vessels (Armed 200 ton): 12 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unarmed 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)
Once you have developed standardized modules, building a specific airship around or with those components would be safe.
(Cost: (Design Costs)
Chance:
Light (0-20.000 Kg Lift): 99/99/99 for 1/2/3 Successes, Successes Needed: 2
Medium (20.001-2.000.000 Kg Lift): 99/99/90 for 1/2/3 Successes, Successes Needed: 5
Heavy (2.000.001+ Kg Lift): 80/30/-10 for 1/2/3 Successes, Successes Needed: 16
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: Airships incur Material and Suspendium costs in their production.
[ ] To Print In Three Dimensions (Pioneer Mechanics/Metallurgy/Hydraulics/Physics/Programming/Machinery/Electronics)
The 3D Metal Printer is, at the same time, simple yet complicated. The idea itself is deceptively straightforward: a machine that pours liquid material to create an item as if it were made of clay. The problem lies in its programming; it needs advanced models to build even the most basic bolt. This will require some thought.
(Cost: 3D Metal Printer
Chance: 50/40/00 for 1/2/3 Successes, Successes needed: 17
Reward: Norqod Action Unlocked)

[ ] Tiantemu Alloying - (Advanced Mechanics/Metallurgy/Hydraulics)
The creation of steel is vital for many things, most notably all armaments of the Empire, but also all its defensive installation. However, beyond that, the search for ever-better alloys and alloying processes consumes many an industrialist and metallurgist, with the next step in material science ruthlessly chased. In our case, that would be the process by which we can create Tiantemu Alloys, used predominantly in the building of fortifications, as they are mixed with Neuotinium, the ancient alloys found in every Necropolis and supremely light and resistant to wear and tear.
(Chance: 55/15/-20% for 1/2/3 Successes, Successes Needed: 6
Reward: You can upgrade your Steel Foundry.)

[ ] MORE STEAM! - (Advanced Hydraulic/Mechanics/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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Improved Steam Engine.)
[ ] Lances So Bright And Deadly - (Pioneer Weaponry/Electronics/Physics)
Bright-Lances are a known foe for any who delve into a Necropolis, and the Pilgrims are no exception. Over the years, we have gathered multiple examples of Bright-Lances, from components to damaged pieces and even an intact model or two. Many believe it is possible to uncover their secrets with this variety and number of samples.
(Cost: 10x Bright-Lance Artefacts
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Prototype Energy Weapon)

[ ] 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. 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
Chance: 99/99/50 for 1/2/3 Successes, Successes needed: 3
Reward: +1 Damage for all bladed weapons per 3 Size of a Unit)

[ ] Coilgun Experimentation Continued - (Pioneer Electronics/Weaponry)
One step is done, and a hundred more remain. We have merely climbed upon a hill, and now we can see the mountain of effort before us that remains, with the clouds hiding the peaks even beyond that.
(Chance: 80/50/10 for 1/2/3 Successes, Successes needed: 18
Reward: Improve your Coilguns, allows for miniaturization efforts.)

[ ] Coilgun Lance Extended - (Advanced Electronics/Weaponry)
Range is king in all engagements. If one side can harm the other, but they cannot be harmed back? Then, a winner is all but decided.
(Chance: 10/05/00 for 1/2/3 Successes, Successes needed: 20
Reward: Lance Coilgun.)

[ ] Coilgun Scattershot - (Advanced Electronics/Weaponry)
However, if an enemy is already nearby, killing as many as possible at once will confer many advantages.
(Chance: 70/45/05 for 1/2/3 Successes, Successes needed: 11
Reward: Primitive Scattershot Coilgun.)

[ ] Coilgun Repeater - (Advanced Electronics/Weaponry)
On the other hand, throwing as much metal in as little time as possible will do the same without suffering the setback of killing potential due to loss of accuracy over long ranges.
(Chance: 80/40/20 for 1/2/3 Successes, Successes needed: 5
Reward: Primitive Repeater Coilgun.)

[ ] Gasses Long Forgotten - (Advanced Weaponry/Chemicals)
These tiny capsules promise to end a fight before it even begins, saving valuable lives. But, of course, building your own can only help you in the long run.
(Cost: Sleep-Gas Bombs
Chance: 99/90/50 for 1/2/3 Successes, Successes needed: 10
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. Such chemicals and ancient mentionings about how the Pilgrims could create those must exist.
(Chance: 90/60/30 for 1/2/3 Successes, Successes needed: 3
Reward: Primitive Fire Grenade)

[ ] Fuck That Guy And Everything Around Him - Part 2 - (Physics/All Chemicals/Advanced Weaponry)
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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 10
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 Weaponry)
Recently, your expedition acquired a surprisingly intact flamethrower from the Necropolis. Admittedly, 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: 99/99/99 for 1/2/3 Successes, Successes needed: 1
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)

[ ] Repair The Hammer - (Weaponry/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 to glimpse 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 regarding materials, but it could provide a leg up in armor.
(Chance: 99/99/99% for 1/2/3 Successes, Successes Needed: 2
Reward: Spiked Pavise.)

[ ] Power Armor - Primitive - (Advanced Electronics/Hydraulics/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: 1 Advanced Electronic and 1 Advanced Hydraulics/Armor Artifact
Chance: 99/99/99% for 1/2/3 Successes, Successes needed: 5
Reward: Power Armor - Primitive, 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 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.)

[ ] Everyday Protection Available - (Choose Grade: Civilian/Light/Medium) - (Choose Purpose) - (All Metallurgy/Armor)
People do not like being exposed, be it to environments or weaponry. Creating something to shield our people from specific circumstances without relying on others will be a boon to our logistics.
(Chance: 99/99/99% for 1/2/3 Successes, Successes Needed: 1/2/3
Reward: Chosen Armor.)

[ ] Heavy Metal - (Choose Grade: Heavy/Super-Heavy) - (Choose Purpose) - (All Metallurgy/Armor)
Good armor is always needed, especially for those going into circumstances that make combat all but inevitable.
(Chance: 99/95/90% for 1/2/3 Successes, Successes Needed: 2/4
Reward: Chosen 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 are still determining 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: 70/30/-10% for 1/2/3 Successes, Successes Needed: 13
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.
(Chance: 75/35/-05% for 1/2/3 Successes, Successes Needed: 8
Reward: Boost to your ability to help those who have psychological disorders. Unlocks Pharmaceutical Industry in Norqod.)

[ ] Seizing The Means Of Reproduction - (All Pioneer Chemicals/Medicine/Biology)
Having spent considerable time researching the topic has yielded far-reaching insights into all contraceptives, allowing you to state that you have the best everyone can create outside of the Forge-Clans. Not an answer you wanted but the response you got. Therefore, the next step will be to determine what is needed to produce and alter the contraceptives you know are viable.
(Chance: 80/65/40 for 1/2/3 Successes, Successes Needed: 40
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 3 - (Pioneer Mechanics/Electronics)
Far more than mere replacements designed to mimic their human counterparts, the new prosthetics haunting the dreams and slumber of your scholars and engineers will be capable of standing their equals in motion and superior in durability.
(Chance: 40/20/00% for 1/2/3 Successes, Successes Needed: 20
Reward: Advanced Prosthetics are now crafted and sold, +25% Piety)

[ ] Combat Stimms Round 3 - (Pioneer Medicine/Biology/Chemicals)
Where natural talent fails, chemical talent can step in, but only sometimes 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? It's something worth investigating.
(Chance: 50/40/30% for 1/2/3 Successes, Successes Needed: 10
Reward: Advanced Combat Drugs, Unlocks Round 4)

[ ] Pain-B-Gone Part 2 - (Advanced Medicine/Chemicals)
The creation of Medi-Aid Chemicals is an excellent step in the right direction, yet one that requires close oversight and studious application without deviation from standard patterns and with severe costs if the solutions are improperly or falsely applied. Studying how and why such things happen and how to reduce the failure states will take a lot of time but should yield enough data to create a follow-up project to eliminate flaws and improve the product further.
(Chance: 95/75/55% for 1/2/3 Successes, Successes Needed: 10
Reward: Pain-B-Gone Part 3)
[ ] 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, an excellent first step would be to search for mentionings of those techniques and compare what they say. After that, experimentation is in order.
(Chance: 99/99/99% for 1/2/3 Successes, Successes Needed: 5
Reward: Improved yields of all fields.)
[ ] 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, we do not have a significant enough pool to say if the Black Pit causes them.
(Chance: 10/05/00% for 1/2/3 Successes, Successes Needed: 10
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people.)
[ ] A Friend In Code - (All Machinery/Mechanics/Metallurgy/Programming/Electronics/Hydraulics)
Having finished the Drone Manufacture, your scholars and engineers are rearing to go for another round against the mysteries of the machine. In particular, they wish to further their understanding of creating more military drones to help our field forces better.
(Chance: 99/60/40% for 1/2/3 Successes, Successes needed: 5
Reward: Unlock Generic Melee Spider, Generic Ranged Quadruped, Generic Melee Quadruped, Unlocks further Learning Actions.)

[ ] Vision Beyond the Sight Part 1 - (Electronics/Advanced Electronics)
Both Daughter of Dawn and Indomitable Bastion possess technology that allows them to detect objects and people at a great distance and then present those to the crew. Such a technology could be of great use to us. Of course, replicating DoD and IB sensors is way beyond our current abilities, but creating the most basic of such devices should be manageable.
(Chance: 99/90/75% for 1/2/3 Successes, Successes needed: 3
Reward: Unlock Prototype Radar Tower, Unlocks Further Actions)

[ ] 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: 20/-400/-1000% for 1/2/3 Successes, Successes needed: 40
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.
(Chance: 50/20/-10% for 1/2/3 Successes, Successes needed: 40
Reward: A massive reduction in DC to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Notice: Breakthrough Research! Every 10 Successes, the chances are raised by 30%!)

[ ] Automation - (Pioneer Programming)
Automation is a broad term that can cover many areas of technology where human input is minimized. For example, one can use it to describe the highly sophisticated robotics used by the Forge-Clans in their steel mill and heavy-duty industries or the various simple but effective machines installed in the widespread manufactories within the Empire. Wherever a machine can do the job instead of a person, automation offers many enticing and dangerous possibilities. However, even the most ardent advocate for the idea has to recognize that, without considering how to implement such programs, they remain useless or detrimental due to the high costs such things often incur.
(Chance: 15/10/05% for 1/2/3 Successes, Successes needed: 9
Reward: Unlocks Base/Learning Action.)

[ ] Radio-Chatterweb - (Electronics/Advanced Electronics/Programming/Machinery)
Having created the means by which we can now communicate over long distances with other Chapters and built radio towers tuned into our frequency, it is now time to start with the creation of a more advanced system of interlocking communication arrays that will automatically filter out the various "noises" coming from ruins, Machines, and Necropoli', while not losing any capability in the process. It is a long and challenging task, but one that will greatly benefit us in the long run.
(Chance: 66/33/00% for 1/2/3 Successes, Successes needed: 14
Reward: Further tie Out-Of-Region Chapters and Contacts into the Pilgrim Sphere of Influence, spread the Pilgrim Faith automatically around built Radio Towers.)
[X] The Little Crystal That Could Pt.1 - (5/9 Successes)
...what. No, seriously, what?! What even is this...this thing? How is it alive? Moving? Communicating? Doing ANYTHING BUT STAYING STILL?!?! They-the-whu? What? Just...WHAT?
(Chance: -11/-55/-132 for 1/2/3 Successes, Successes needed: 9
Reward: Unlock the next stage to study and examine the Living Crystals within the Machinery Caverns by figuring out the basics. Also, figure out why the damn things are even capable of locomotion!)

[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD keeps cool 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 grasp on how such a thing works mechanically, it is now possible to examine what makes PD's coolant systems tick and see if there are any ways to improve it.
(Chance: -10/-90/-160 for 1/2/3 Successes, Successes needed: 13
Reward: +5 to all rolls made by PD.)
[ ] Know Thy Enemy - (Choose) - (All Biology+Medical/Mechanical+Machinery+Electronics Depending on Enemy)
With the increasing number of protective duties our adherents take upon themselves, we should study our foes' 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: 90/60/30 for 1/2/3 Successes, Successes Needed: 3
Reward: Increased Damage and Information for an Enemy)
Human - Corpse Information
Human - Mutated - Corpse Information
Spider-Drone - Wreck
Sentinel - 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, vastly advancing your capabilities. 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: 30/00/-60 for 1/2/3 Successes, Successes Needed: 25
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 how 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: 85/55/25% for 1/2/3 Successes, Successes needed: 2/5/18/???
Reward: Theory of chosen subject, improved chances for research.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the ancient ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims need more knowledge to bring back the Ancients' technology; for now, that is not true for their fashion. Use the clothes 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: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: Change the fashion around the Region, outraged moral guardians, and Tahmid styles on the Region.)

[ ] 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. It's time to hit the local libraries and linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 95/90/85% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

[ ] Detective Courses For Beginners - (What Topic/Item/Location?)
Well, we found something that interests us, or want to know more about. So, let's get to figuring things out by asking around and poking our noses into things ourselves!
(Automatic Success!
Reward: Information.)
[ ] Eureka! (Write-In)
(Write in something you want to research and how you came upon that idea. If you mark a relevant artifact for this research, the Action will have better chances of success.)

Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 2 Actions, 1 Action Locked)
[ ] Prepare an Expedition - (Location) - (Turns) - (House Mirn support: Y/N)
Sometimes, you must dig into one location for months to fully exploit it.
(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 - (25% of the recovered artifacts are given over; there is no need for security or clearing places on your own.)
-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.
-SST-02: Est. Artifact-grade: Rare, Dice: 1d6+1 per turn, Max. Yield: 5 Turns
-SST-03: Est. Artifact-grade: Rare+, Dice: 2d4-1 per turn, Max. Yield: 2 Turns
-SST-04: Est. Artifact-grade: Rare-, Dice: 3d3+3 per turn, Max. Yield: 7 Turns, [?Dreadnought Present?]
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns.
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger?
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby?
-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?
-MC-01: Est. Artifact-grade: General Mundane to Lost Tech, Dice: 1d5 per turn, Max. Yield: 10 Turns. Living Crystals present? Non-Hostile(?)
-ETG-01: Est. Artifact-grade: Rare+ to Lost Tech, Dice: 1d2 per turn, Max. Yield: 6 Turns. Mutants Present.
-ETG-02: Est. Artifact-grade: Rare- to Lost Tech, Dice: 2d4 per turn, Max. Yield: 8 Turns. No Danger.
-ETG-03: Est. Artifact-grade: Rare++ to Lost Tech, Dice: 3d2 per turn, Max. Yield: 5 Turns. Machines Present.
-ETG-05: Est. Artifact-grade: Rare to Lost Tech, Dice: 2d5 per turn, Max. Yield: 2 Turns. Machines Present.
-VO-01: Est. Artifact-grade: Common, Dice: 2d3 per turn, Max. Yield: 8 Turns. No Danger.
-VO-02: Est. Artifact-grade: Mundane, Dice: 4d7 per turn, Max. Yield: 2 Turns. No Danger.
-VO-03: Est. Artifact-grade: Common, Dice: 1d5 per turn, Max. Yield: 2 Turns. No Danger.
-TP-01 - Est. Artifact-grade: Common, Dice: 3d2 per turn, Max. Yield: 5 Turns. No Danger
-TP-02 - Est. Artifact-grade: Rare-, Dice: 4d8 per turn, Max. Yield: 2 Turns. Machines Present.
-TP-03 - Est. Artifact-grade: Common-Rare, Dice: 1d2 per turn, Max. Yield: 3 Turns.
-TP-04 - Est. Artifact-grade: Rare++, Dice: 2d7 per turn, Max. Yield: 2 Turns. Machines Present. Dreadnought Present
-TP-05 - Est. Artifact-grade: Unique, Dice: 1d3 per turn, Max. Yield: 3 Turns. Machines Present. Dreadnought Present
-TL-01 - Est. Artifact-grade: ???, Dice: 1d2 per turn, Max. Yield: 3 Turns.
-TL-02 - Est. Artifact-grade: ???, Dice: 2d2 per turn, Max. Yield: 4 Turns.
-TL-03 - Est. Artifact-grade: ???, Dice: 3d2 per turn, Max. Yield: 5 Turns.
-TL-04 - Est. Artifact-grade: ???, Dice: 3d3 per turn, Max. Yield: 6 Turns.

[X] Expedition - (SST-03) - (2 Turns Remain) - (House Mirn support: Y)
[X] Expedition - (VO-03) - (1 Turns Remain) - (House Mirn support: N)
[X] Expedition - (VO-02) - (2 Turns Remain) - (House Mirn support: N)
[X] Expedition - (VO-01) - (House Mirn support: N) - (1/4 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, Suspendium, and luck to escape notice, and they will travel across the sky once more!
(Personal Cutter Cost: 5 Small Suspendium Shards
Line Vessel Cost: 1 Medium Suspendium Shard
Cargo Craft Cost: 1 Medium and 17 Small Suspendium Shards
Chance: 43%
Reward: 1 Intact Airship Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Rapid Reaction Forces Ready)
-[ ] Establish A Trade Route From (Location) To (Location)
(Reward: Anchorage (Tiny) in target Location, Increase Route prosperity.)
-[ ] Guard The Skies - (Location)
(Cost: Line Vessel
Reward: Aerial Dominance)
The Tree - Mirn
The Tree - Tessen
The Tree - Zulmni
The Tree - Ularn
Jokvi - Mirn
Jokvi - Tessen
Jokvi - Zulmni
Jokvi - Strul
Strul - Tessen
Strul - Jokvi
Mirn - Tessen
Mirn - Zulmni
Mirn - Jokvi
Ularn - Zulmni

[ ] Loot The Second Bunker Floor
Let's go!
Enemies:
N/A

Possible Rewards:
Military Artifacts?

Area Purpose:
Security?
Enemies:
4x Security Turrets?, ???

Possible Rewards:
Corpses, Biological/Psychological/Machine Artifacts

Area Purpose:
Living Spaces
Enemies:
15x Guardians - Troopers

Possible Rewards:
Various Machine Artifacts, possible Learning Bonuses or Breakthroughs.

Area Purpose:
Machine Creation.
Enemies:
10x Guardians - Troopers
5x Guardians - Snipers
1x Oscillating Mass

Possible Rewards:
Unknown

Area Purpose:
Unknown
Enemies:
25x Guardians - Troopers
3x Guardians - Command
1x Guardian - Surgeon

Possible Rewards:
Biological Artifacts

Area Purpose:
Human Augmentation.
Enemies:
No enemies were identified...

Possible Rewards:
3rd Level Access

Area Purpose:
Entrance into the lower Bunker levels.

[ ] 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. Thanks to your research, you managed to create better Suspendium harvesting methods!
(Chance: 40%
Reward: 3 Large Suspendium Shards.
Warning: If this Action fails, 3d30 Pilgrims will die. Boni, Traits, and Tenets apply.)
-[ ] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 4.00 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.

[ ] The Smokestack's Bowels
Deep within the massive belly of the Smokestack, an ancient factory still churning out and recycling vast amounts of goods lies, forgotten and discarded, information, technical blueprints, and all manner of things that are worth more than a dozen times their weight in pure Jewel. The sheer amount of technologies that could be recovered if one could go past the Machines here...
(Chance: -245%
Turns: 9
Reward: The Smokestack's Bowels are mapped.
Notice: Rolled each turn.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] Delve Deeper Into The Pit
Down, down, down it goes, winding into an eternal spiral beneath the boundary where the sun's light reaches, and darkness begins to take over, reigning like a king of old who had no fear or threat. Deeper yet, you must delve into hidden things where glimmering sights evoking pictures of treasures untouched by human hands in a thousand years within the minds of all who delve deeper yet, deep down, down, down...
(Chance: -15%
Reward: Plunge beyond The Pit's First Zone. No Harm Will Come To Those Who Seek Me Here.)

[ ] Search The Waters of Silence
Deeper within the Verdant Oasis, there is an area called 'Waters of Silence' by those who had the fortune to reach them. A place of warm waters filled with all manner of exotic life, all edible and tasty, where no predators seem to roam and none who entered and left recounted any harm coming to them. Naturally, many assume that we only hear of those who left alive, and that there is still plenty of hidden danger, but there is still much to be gained here for those willing to brave the unknown.
(Chance: 95%
Turns: 2
Reward: The Waters of Silence are scouted.)

[ ] Search The Bloodless Thicket
The Bloodless Thicket is a dark and dense bramble of plants filled with thorns and vines, each step into them accompanied by the crunch of bones from animals and people that entered and were caught by the plants therein. Oddly enough, blood sacrifices are rumored to allow passage into the Thicket for a short while, with the plants receding their hungry thorns, if those who claim they entered it are to be believed.
(Chance: 10%
Turns: 4
Reward: The Bloodless Thicket is scouted.)

[ ] Search The Blooming Geysirs
The Blooming Geysirs are massive holes and caverns in the ground of the Verdant Oasis, filled with steam, waters, and flowers that beguile the senses and lure the inattentive. Extracts from these plants fetch a high price from the wealthy, as they can be turned into oils, scented soaps, and perfumes of potent subtlety and openness.
(Chance: 35%
Turns: 2
Reward: The Blooming Geysirs are scouted. You can delve deeper into the Verdant Oasis.)

[ ] 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. Your dreams now know the path...
(Chance: 45%
Reward: Find the Shelter of the Ancients.)

[ ] 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 Hall of Echoes - (Unit)
Are we not all echoes of one another?
(Chance: 71%
Turns: 4
Reward: Sites are located and mapped.
Warning! If the Action fails, there is an 80% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Hall of Minds - (Unit)
What could be here beyond what should have never been thought up? We should return and forget about this place.
(Chance: 14%
Turns: 3
Reward: Sites are located and mapped.
Warning! If the Action fails, there is a 90% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Hall of Sorrow - (Unit)
There is nothing here but the taste of bitter tears and forgotten tragedies.
(Chance: -100%
Turns: 2
Reward: Sites are located and mapped. You can delve deeper into the Tenebris Library.
Warning! If the Action fails, there is a 100% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Spine - (Airship Fleet)
With the recent upgrade to the Berth in the Tree of Knowledge, you have finally gained the ability to outfit a fleet of Airships with enough weapons, supplies, and tools to reach the Spine, that titanic tower sitting within the Rusting Forest, whose skeletal spire has been out of reach of humanity for a thousand years. What miracles will you find? What horrors do you need to slay to attain them? And what answers and questions shall be found here?
(Chance: ???%
Turns: ???
Reward: The Spire can be accessed.)

[ ] 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 built a small town in the Necropolis. 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. (Choose 1 Action, 1 Action Locked)
[X] Berth - Large - (1/7 Turns Complete)
This is the point where it is almost insulting to call the Airship facilities of the Tree mere "Berths" instead of Anchorages or Ports. Expanding the available facilities by double will allow us to field fleets without crowding or scheduling errors and will be a critical part of creating an Empire-wide transport and logistics system for the Pilgrims and our people, goods, and services.
(Turns: 7
Reward: Without special projects, you can modify Nine Medium or Two Large Airships for exploration or trading. Will generate Prosperity once airships become more widespread, which rises with their availability, and can be upgraded into Berth - Gigantic.)

[ ] Laboratory Complex - Fundamental
Dig deeper, build farther, construct more elaborate machines, and turn unliving rock into marvels of science. We are born knowing nothing and shall not die knowing nothing; that is our oath.
(Cost: 20 General Scientists, 20 Common Engineers, 5 Specialists of Choice
Turns: 35
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.
(Turns: 5
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 10000 Pilgrims/People before it becomes useless.)

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

[ ] Library - (Expanded)
A library is a reservoir of knowledge and 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!
(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
Reward: Prosperity and increased Technological Proliferation.)

[ ] Armor The Daughter - (Armor Points)
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?
(Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)

[ ] Pilgrim Radio
Let long-forgotten power thrum through reactivated machinery, let ancient airwaves long lain dormant once more sing with the voices of our people, and let there be one more monument to human ingenuity and progress reclaimed among the Wastes. Let song take through electronic air and humm victory over nature once more.
(Turns: 5
Reward: +2d10% Piety, +4 Recruits per Turn)

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

Holdings: Norqod developed into a small town over the short time you founded it, with thousands now calling it home with glee and relief. Come what may, these people have had a better life thanks to your actions. (Choose 2 Actions, 1 Action Locked)
[ ] 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
Reward: Norqod gains a Commerce District, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and much 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.
(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 resources 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
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. 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.
(Reward: +1 Turn of Progress)

[X] Expanded Hospital - (8/9 Turns Complete)
Commissioning several medicinal machines from the Forge-Clans will increase the survival chance of people undergoing surgery who need 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
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.
(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: 6 General Doctors/Upkeep: 2.75 Goodwill
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.
(Reward: +1 Turn of Progress)

[ ] Large 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.) Expanding your area to include safe places for caretakers to rest, relax between shifts, and get themselves checked via blood testing and breath analyzers bought from Forge-Clans should up your security by a few notches.
(Turns: 9
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.
(Reward: +1 Turn of Progress)

[ ] Land Crawler Factory
With the miniaturization of the current version of the Vuur-Engine accomplished, the creation of vehicles that take advantage of its unique benefits to ordinary people should be considered. The construction of "Land Crawler," armored or large vehicles propelled by the Vuur-Engine, will be somewhat costly. Still, buyers will rest easy knowing that they can bring far more things onto their journeys, be they luxury trade goods, scientific or scholarly equipment, or weapons and armor for those adventurers with a heavy coin pouch.
(Turns: 7
Reward: Land Crawler Factory, Unique Airship Module, Lower Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Large Sturdy Clothing Manufactury
Everybody requires clothing to survive, be decent, and avoid injuries, be it from day-to-day injuries avoided due to cloth preventing scrapes or cuts on the skin or a shield against the heat and sand should a storm happen. Manufacturing clothes for those who work and live not in the safety of their manors has always been an excellent way to earn money.
(Turns: 11
Reward: Large Sturdy Clothing Manufactury, Medium Class gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Fine Cloth Manufactury
Clothing made to impress, not to shield from the environment or danger. Thanks to higher standards and better materials, higher prices can be demanded, which in turn will benefit Norqod as trade steers in its direction for yet another reason.
(Turns: 5
Reward: Small Fine Cloth Manufactury, High-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Tiny Toy Manufactury
Whether large or small, every child loves to play with all manner of toys. Dolls of loved animals or figures, toy weapons, building blocks, replicas of famous Knights, puppets, and more. Not something that will bring in a lot of money, but it will generate a lot of smiles.
(Turns: 2
Reward: Tiny Toy Manufactury, Middle Class gains Prosperity.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Large Tool Manufactury
Everyone needs tools, no matter what profession or task is at hand. "Too many tools" is a sentence spoken only in jest because there can never be too many tools.
(Turns: 15
Reward: Large Tool Manufactury, Norqod gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Furniture Manufactury
Chairs, beds, cabinets, tables, trunks, chests, doors, flooring, fences, window frames, the list goes on. All that is needed to make a home a home is created here.
(Turns: 4
Reward: Small Furniture Manufactury, Middle-Class gains Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Chemical Goods Manufactury
From simple precursors to more complex chemicals to everyday cleaning products over customized solutions ordered by Adventurers or Scavengers. Chemicals are required by many, and many shall receive them!
(Turns: 4
Reward: Small Chemical Goods Manufactury, Middle-Class gains Prosperity, Low-Class loses Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Luxury Goods Warehouse Hub
Everything needed to store delicate or expensive trade goods away from sticky hands.
(Turns: 2
Reward: Luxury Goods Warehouse Hub.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Armor Factory
Only some things can be mass-produced with the most reliable modern methods available without running afoul of becoming unprofitable, but armor is one of those goods that can be.
(Turns: 8
Reward: Small Armor Factory, High and Middle-Class gain Prosperity, Low-Class loses Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Expanded Steel Mill
Steel is the lifeblood of the Empire; it is its skin warding away dangers, its blood thrumming with power, its arms and eyes bringing civilization to a chaotic world. More produced will always see the demand rise in turn.
(Turns: 9
Reward: Steel Mill, Middle-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Steel Foundry
Every machine that is required to shape steel into creations that will advance the Imperial Cause for the betterment of all peoples on Calynth can be found within, alongside the hammering of heavy tools, the sweltering heat of glowing metal, and the shouting of hundreds of workers turning base metal into proud products.
(Turns: 9
Reward: Steel Foundry, High-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits massively.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Expanded Cannery
Putting things into containers isn't anything new to anyone, but doing so on an industrial scale has some difficulty due to the money and connections required to attain the machinery and knowledge to create something more than cans that hold rotting food and spoiled drinks, alongside the need to be able to open the cans at all. With the recent discoveries on how to make milk last longer, the construction of a cannery was raised to produce canned dairy, with the proposal widened to can fruits and other foods to boot.
(Turns: 9
Reward: Expanded Cannery, Middle-Class gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(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 your homes and much less harvest what they have without heavy full-body sealing armor. However, their honey is delicious.
(Turns: 5
Reward: Honey and Wax, with a large area nobody and nothing goes through.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[X] Academy of the Fools - (4/14 Turns Complete)
A barely adequate academy to begin the training and education of further teachers and educators for the public, one that requires a large amount of costly equipment to attract enough educators of the required fields and depth of knowledge to be called an Academy without being said in derision.
(Turns: 14
Reward: Slowly reverse the loss of public knowledge within the local Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Tiny Scientific Complex
Hiring and retaining trained experts in the sciences will be a significant undertaking, not even talking about the sheer cost of the vast array of machines, equipment, and safety features you need to install to keep the experts occupied and helpful in your studies.
(Turns: 29
Cost: 6 Experts of your choice, 55 Goodwill.
Reward: +1 Auto-Success, which still advances your understanding of your research subjects.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] The Evergreen Gardens - Small
A vanity project, sure, but creating a hydroponics facility dedicated to growing and mixing rare plants for every purpose would aid in many things, from prestige to medicine and even food.
(Turns: 5
Reward: A small facility for dedicated gardens to raise plants for industrial, medical, and recreational purposes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Paper Mile - (Tone)
Large print shops 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
Reward: 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.
(Reward: +1 Turn of Progress)

[ ] Radio Station - (Focus)
Radio Stations require specialized equipment and trained personnel to staff and operate. That is if one commissions the machines from the Forge-Clans, which you no longer need to do. With Pilgrim-created radios slowly assembled within the workshop, you can create a Radio Station for your needs and wants. Expanding the station will also be in the cards later down the line!
(Turns: 3
Reward: Radio Station, allowing you to project your Influence across the Region to all that own radios and listen outside the Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(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 of the arts without running afoul of any toes, as most people see gardens as something all should enjoy.
(Turns: 4
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.
(Reward: +1 Turn of Progress)

[ ] Organized Airship Manufactory - 1 Line - (Design)
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
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.
(Reward: +1 Turn of Progress)
-[ ] Swap The Lines - (Same-Weight Category Design #1 to #2)
(Turns: Only 1
Reward: Swapped Lines)

[ ] 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)
-[ ] Buying Stuff
(Write in what you want to purchase.)
-[ ] Procure (Write-In)
(Gain various benefits, services, and insights, ranging from bonuses to Actions to Progress in technologies, and even help achieve initiatives like We Are One People. You can now purchase one Common Technology per Turn.)
-[ ] Words to the People - (Specify Pilgrim Chapter)
(Cost: 1 Goodwill = 10 Followers
Reward: Exchange Goodwill for Followers in Pilgrim Chapters. )
-[ ] Faith to the People - (Specify Pilgrim Chapter)
(Cost: 50 Goodwill
Reward: Elevate a Faithful to a Hero in a Sub-Turn.)
-[ ] Words Unlimited And Unchained - (Write-In Message and Recipient)
(Cost: 15 Goodwill
Reward: A message of your choosing will be received by a person of your choosing.)
-[ ] Meet a Gardener
(Cost: 100 Goodwill
Reward: Meet a Gardener.)

[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 1 Goodwill
Reward: Chosen targets' plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 2 Goodwill
Reward: Chosen targets' plans for the next two turns are revealed.)
-[ ] Suppliers Of Many Wares Of Medicine And Equipment (What do you need/want?)
(Cost: 4 Goodwill
Reward: "Things That Fell Off A Wagon.")

[X] The Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 1.50 Goodwill
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (1/7 Turns Complete)
(Cost: 1 Faithful for 7 (seven) Turns
Reward: 1 trained General Doctor)
-[ ] Anatomical Lectures
(Cost: 1 Faithful for 5 (five) Turns
Reward: 1 trained Surgeon)
-[ ] 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, and unlock more moves at certain control thresholds.)

[ ] Stupendously Scholastic Scholars of Science - (1 Action)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 2 Goodwill
Reward: +1 Progress for chosen Learning Action)
-[ ] In The Name Of Education - (Choose Learning Action)
(Cost: 3.50 Goodwill
Reward: +2 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 0.50 Goodwill
Reward: +15 to chosen Learning Action)
-[ ] In the name of SCIENCE! - (Choose Learning Action)
(Cost: 1 Goodwill
Reward: +35 to chosen Learning Action)
-[ ] Suffer Their Arrogance
(Cost: 1 Faithful for 4 (four) turns
Reward: 1 trained General Scientist)
-[ ] Suffer Their Droning
(Cost: 1 General Scientist for 6 (six) turns
Reward: 1 Trained Scientist)
[ ] The Imperial Family - (1 Action)
-[ ] Petition For (Topic)
(Turns: 10/1
Cost: 20 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: 0.25 Goodwill
Reward: +5 to the first two rolls in the next Combat.)

[ ] The Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 10 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors (Chosen Actions)
(Cost: 15 Goodwill
Reward: Roll with Advantage for 2 specified Actions.)
-[ ] Grease The Wheels - (Action)
(Can be taken multiple times.
Cost: 25 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)
-[ ] Donate [Write-In Amount] of Suspendium
(Cost: Variable Suspendium
Reward: ???)

[ ] 3-Point University - (1 Action)
-[ ] Rectorate Interventions - (Choose Learning Action)
(Cost: 35 Goodwill
Reward: You cannot roll below 65 for the chosen Action.)
-[ ] Guest Lectures - (Choose Learning Action)
(Cost: 15 Goodwill
Reward: Roll an additional 1d50 for the chosen Action.)
-[ ] Exchange Program - (Specialist)
(Cost: 10 Goodwill
Reward: Gain a chosen Specialist for this Turn. 10% Chance to gain a random Specialist for free.)
-[ ] Research Subsidies - (Choose Learning Action)
(Cost: 20 Goodwill
Reward: Remove 1d3 required Successes from one Learning Action. Cannot go lower than 3.)
[X] Forge Clan Vanar-Feer
-[ ] Made To Order
(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples.)
-[X] Unlimited Specialists Galore
--[X] (1x Trained Scientist) - (2/10 Turns Complete)
--[X] (2x Trained Engineers) - (2/10 Turns Complete)
--[X] (2x Forge-Coders) - (8/15 Turns Complete)
--[X] (2x Forge-Smiths) - (2/15 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: X Faithfuls for 6/10/15 turns.
Reward: X Engineers/Scientists/Commanders, Trained Engineers/Trained Scientists/Captains, Forge-Coder/Forge-Smith.)
-[ ] Commission A Knight
--[ ] Malachial-Pattern
(Turns: 4, Cost: 36 Goodwill, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 68 Goodwill, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 105 Goodwill, Armor: 650/650, Structure: 80/80)
--[ ] Commission An Unique-Pattern
(Turns: 8, Cost: 20 Goodwill, Armor: 10 points for 0.10 Goodwill, Structure: 2 points for 0.05 Goodwill)

[ ] The Followers Of Light - (1 Action)
-[ ] For The Nation - (Action)
(Cost: 3.5 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) - (42/147)
(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: ??? Goodwill
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: ??? Goodwill
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)
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 4.25 Goodwill
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
(Goodwill)
-[ ] Investigate For Heresy
(25 Goodwill)
-[ ] 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 challenging and fantastic equipment. These range from vests hardening in response to physical trauma to spears capable of shooting lightning guided by plasma trails. It's too bad you need to cut your hair for such things to become a reality.
(Cost: Arias Hair
Turns: 4
Reward: Pathene Equipment)

[ ] Communion of Unsight - (Martyris) - (Write-In 2 Questions)
I have questions. You will answer.
(Reward: Answers.)

[ ] Shift Your Bureaucracy From (Category) To (Category)
Sometimes, the need arises when efforts must be reduced in one area and expanded in another when no additional resources are available otherwise. Today is one of those times when a shift in attention is required.
(Cost: 0.01 Goodwill
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 A Reason)
You knew something like this would happen. Somehow, somewhere, an organization or person would draw your full ire. Not in the sense that you disagree with something they did, but what they represent and how they act. Well, you are an official religion; you can 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 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 - (Goodwill Cost)
Not everything can always be sunshine and rainbows; sometimes, shit goes sideways, and people must be reminded that failure is not the world's end. With the Pilgrims growing as they do now, keeping everyone working together and on the same page becomes ever more difficult...
(Cost: 10/24/60 Goodwill
Reward: +1/2/3% Piety every 10/8/6 points above 0.)

[ ] 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 they would make a mistake if they did so.
(Reward: According to the available Followers, the maximum amount of Faithful is created.)

[ ] 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

Let me know if you spot any mistakes or have questions so I can provide a better experience.

A moratorium will be until 15.03.24 at 17:00 CET.
Voting will be closed on 21.03.24 at 17:00 CET.
Omake Points can be applied until 20:00 CET.
I will roll on 22.03.24 at 17:00 CET if no one has rolled yet.
The update will be online on 28.03.24 at 17:00 CET.
 
Last edited:
Rumor Mill Turn 92
Rumors:
Second Imperial Airfleet Founded - The Tessen Speaker
With every day heralding another crop of engineers and technicians joining the halls and caverns where the First Airfleet anchors, it comes as no surprise that swiftly an abundance of qualified personnel has accumulated, with hundreds of hopefuls waiting in the wings to become the next lucky ones to perform their duty to the Empire on these behemoths of the skies. Yet, instead of elevating the quality and credentials demanded of those seeking to join, Emperor Elianus has instead decreed the creation of the Second Imperial Airfleet, comprised of only native and wholly Slatnan-wrought designs. There, so our sources from the Capital claim, a dozen ships are already awaiting construction and crews, ranging from supply vessels to troop transports, with artillery to line vessels eagerly awaiting the day when their armaments are installed and the order given to unleash them upon the enemies of humanity and the Empire. What was seen as an impossibility even a decade ago has now become expected and logical, and one can only eagerly await the day when today's impossible has become archaic and outdated.
(Read more on pages 2-4)

Coilgun Proliferation Nearing - The Truthful Observers
Everyone has already heard the "testing" being done within and outside the Tree of Knowledge, where the Pilgrims are busy eating into the cliff and rock of their home, where a hundred test-firings are done every day to test out yet another configuration of the coilguns being developed by the Pilgrims. Though they have indicated that they are trying to enter and win the 3-Point Competition to earn the rewards and give the Empire another weapon to fight against the Wastelands and the things that dwell within, reports have emerged that they are also heavily invested in equipping their own forces with these weapons, especially now that they have begun toying with the construction of several lines of automated forces, their military machines quickly becoming a factor that has started to raise the interest of various military requisition officer's interests.
(Read more on page 18)

Grand Temple Of Food Planned To Be Constructed - Rags, Rumors, And Rants
With the Pilgrims flourishing economically and technologically, they have been able to shake loose the funds to complete what they started years ago: feeding all who have no food to feed themselves. The construction of their Grand Kitchen has already begun, and one can see from the outline alone that the Pilgrims see the need to go above instead of below; thousands are likely able to eat within its halls as hundreds cook meals around the clock.
(Read more on page 20)

***

Region Report/s

Bone Valley

With the Cargo Elevator being opened to public use, though limited to registered scavenger groups or known public elements and only after the purchase of a permit, we have decided to begin by building a local enclave within the city near the elevator and training and outfitting a group of our scavengers for the rush into the uncharted bowels of the Necropolis. We hope that with the Artifacts we obtain within the untouched portions of that ancient bastion of humanity, we can begin with research of our own rather than entirely relying on yours.

Sunken Hollows

Hello, this is Akane.

Nothing new to report. Refugees need aid, we give it, and then people return to their homes. We gain converts that way, too, but aiding those people comes first.

With steady farewells,
Akane.

***

Spy-Network:

The Marquess of Tessen continues its fortification program.

House Ulatarn has started construction of a museum that exhibits the taxidermied Mutants of the Region.

House Mirn is administering their lands.

The Military is continuing with their drills.

The Bureau For Imperial Civilian Logistics is continuing its feasibility study on the construction of native airships of 150.000 tons in weight.

The Followers of Light are mostly happy about the way things are going.

The Adventurer Guild is slightly bored.

Dirty Daggers are doing the usual, meaning crime and even more crime.

The Family has been hit by your attack. No, let me re-phrase that: we got most of their upper echelons either dead or in a cell waiting for a judgment!

The Common People are distracted by one thing or another.

The Mutated are distracted by one thing or another.
 
Turn 92; Year 22; Month 6; Amidst Books And History
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.
--5.) discrimination.
-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.) An Adjudicator is chosen for each Chapter as per the directive of the Chapter Council and the consent of the Chapter as a whole.

3.) A new Adjudicator is chosen should the current Adjudicator;
-a.) die.
-b.) voluntarily step down.
-c.) be removed by a two-thirds majority vote.
-d.) be recalled by the current High-Adjudicator.

4.) The responsibilities of the Adjudicator 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 Council Members or individual Pilgrims to vote.
-c.) ensure that all votes are cast in at most 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 the 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 daily working in a Pilgrim-run structure should they not be employed by the same.
--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 to the chosen Adjudicator.
-c.) Bring forth problematic aspects of the structure and tenets of the Pilgrims to the Adjudicator.
-d.) Vote or send an envoy with the Pilgrims HQ or Chapter 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 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 2 (two) warm meals 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 for turning in artifacts.
--1.) The rarity and importance of the Artifact determine the amount.
--2.) It does not apply to the Chapter's intentional archeologic excavations or scavenging operations.
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 following year.
-2.) An extended leave can be granted should the reasons suffice, such as;
--a.) Family matters (death/marriage).
--b.) Recuperation.
--c.) Doctoral/Engineer orders.

7.) Council Members 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 workers' ability.
-b.) minimize inter-council conflict.
-c.) bring any issues, optimizations, or opportunities to the Adjudicator.

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 can only re-enter up to 2(two) times with 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 that you 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, metal, oil, and circuitry; the truth remains: they deserve life and respect as any being. Who are we to judge and condemn a being, to declare them non-sapient and non-sentient, for the crime of not being born a human? Who are we to point at a Core that enjoys art, an Animal in the wild that 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 out to help. Every 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 a relationship bonus when engaged in Diplomacy; 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 with whom we once shared our misery? 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.)

Doctrine of the Lowest
There is a basic need in us all to believe in something greater than ourselves. Within the Pilgrims, many have found that Greater, finding, often for the first time in their lives, a place where they belong and are wanted. And from that acceptance of those willing to stand with us comes a hand held out to those still undecided or wavering between joining us on the Path to our futures and walking their own. But, ultimately, even the lowest are our people, and to leave them behind is nothing but a base betrayal of our most fundamental Tenets.
(+1 Diplomacy Action, Free Re-Rolls with a +20 Bonus should you fail Diplomacy Actions targeting a [Local] Faction.)

Doctrine of the Open Hand
Charity is the most essential thing one being can give to another when they have and another does not. Through the actions of the Council and guided by our Founder, we managed to accrue the means by which we can acquire the wealth needed to give and give plenty. Be it in the form of alms for the poor and destitute, healing for the sick and injured, or merely a warm and dry place to sleep and rest; we can provide them, and provide them we must. No evil is more despicable than denying another help when one has the means to ease their suffering, as minute that aid may be.
(Charity and Goodwill Missions/Actions have lowered costs and increased results. No Charity/Goodwill Buildings require Trained/Specialized/Faithful/Zealot personnel.)

Rite Of Mourning: A Journeys End
Losing someone and seeing their Journey cut short by age or force is terrible. Remember where they sat, sharing stories, laughter, love, food, and safety. Remember how they laughed and 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, and a life lived, changing the world, others, and themselves with 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 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.)

Forget Not Our Names
Many are the names and stories forgotten by the march of time; more are the Paths wiped out with the death of the last who remember their marks left upon the world. We know this intimately, our very Paths deeply intertwined by the graveyards of Ancient Humanity to those whose final works and lives we take to build a better world upon the ashes of theirs. Yet, we do not forget them entirely, nor do we discard what changes they have made in life merely because we can no longer perceive the roads they traveled or the aid they gave, as little as that may be. And just like the Ancients have died without any notice to us, so too do many others die today who will never be mourned, whose names shall be forgotten by time. Unless we ensure that the very stone we walk upon bears their names for eternity.
(Can construct Mausoleums of the Forgotten.)

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 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.
(Leaders 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 that drove them to do so, but the simple act of creating something better, even for a moment, so 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.)
Member/Resource Statistics
Members Total: 4.866
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 3.912
-Faithful: 50/142
--2/12 General Scientists - +12 (per) to assigned research
--1/2 Trained General Scientist - +18 (per) to assigned research
--5/6 General Doctors - +6 (per) against diseases and to Medical/Biological research
--2/2 Trained Surgeon - +12 (per) against diseases and to Medical/Biological research
--11/13 General Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research

-Followers: 3.770 (220 (8 Faithful) unoccupied)
--Recruitment: (+43 per Turn)
---(+13 Due to The Codex Mk.1)
---(+20 Due to Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))
---(+6 Due to Expanded Daycare)
---(+4 Due to Various Hospices)
---(+8 Due to Radio-Channel)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human - Male)
Members: 648
-Faithful: 10/19
--3/3 General Doctors

-Followers: 629
--Recruitment: (+22 per Turn)
---(+13 Due to The Codex Mk.1)
---(+14 Due to Fortified Position)
---(-5 Due to Cultural Pushbacks)

Projects:
-Construct a Scavenging Outpost (1/5)
-Train With experienced Scavengers (1/2)
-Gain A Cargo Elevator Usage Permit (1/3)
Adjudicator: Akane (Mutated - Female)
Members: 306
-Faithful: 10/11
--1/1 General Engineer

-Followers: 215
--Recruitment: (+8 per Turn)
---(+13 Due to The Codex Mk.1)
---(-5 Due to Mutated Adjudicator)

Projects:
-Aid the Displaced (2/4)
-Improve the Tree of Origins (2/4)
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
-Alas - Nonbinary - Combat - Bloodloss
-Mark - Male - Combat - Brain Trauma
-S'tary - Male - Combat - Bisection
-Mikabi - Female - Combat - Complete Organ Liquefaction
-Ettara - Female - Combat - Organ Ruptures
-Julus - N/A - Combat - Evaporation
-Hern - Male - Combat - Shock and Bloodloss

Goodwill: 123.22 (+6.98 per Turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+2.28 = Small Hospice Network, Expanded Network, Territorial Network (Mirn)
+1.30 = Improved Expanded Poor Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul)
+0.05 = School - (Big - Mirn)
+4.80 = Orphanages - (Big - Strul, Ularn, Zulmni, Tessen, Jokvi, Mirn)
+0.50 = Grand Kitchen - (Mirn)
+0.90 = Asylum - (Mirn/Zulmni/Tessen/Strul/Ularn/Jokvi)
+0.09 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni, Ularn, Strul)
-0.02 = Print Shop - Smut
-3.00 = Subversion (Cover of Eyes)

Piety: 78% (+25 to all rolls for Heroes with the Adjudicator Trait)
Rolls (-12):
-3 (Tenets: Rite Of Mourning: A Journeys End, Hidden Tenet: A Mythos Called Names)
-10 (Tree Buildings: Expanded Daycare, Beautification, Communal Festivals, Mausoleum of the Forgotten Pilgrims)
-69 (Pilgrim Buildings: Electric Lights, School - (Big - Mirn), Grand Kitchen - (Mirn), Orphanage - (Big - Ularn, Strul, Zulmni, Tessen, Jokvi, Mirn), Primitive Asylum/s, Expanded Hospice Network, Improved Expanded Poor Houses)
-26 (Pilgrim Chapters - Bone Valley, Sunken Hollow)
-1 (Hero Traits: Martyris: Poisoned By A Plague-Engine - Medicated Immunity)
+97 (Followers, +1 every 50)

Suspendium: 6 Large and 4 Medium Suspendium Shards (1 Large needed in 4 (Four) Turns - Paid)
Income: +14 Medium
+14 Medium Shards (The Trail of Rust)
-4 Small Suspendium Shards (2x Caravaner Lines)
-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
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: [Redacted By Order Of Internal Security]
Boni: +15 on all Diplomatic rolls

Marquess of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Continues its fortification program.

House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Started construction of a museum that exhibits the taxidermied Mutants of the Region.
Boni: +15 on all Diplomatic rolls

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Information Network: Rank 1
Plans: Is administering their lands.
Boni: +15 on all Diplomatic rolls

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Alliance (3)
Plans: Legalising the Alarfta Seers.
Boni: +15 on all Diplomatic rolls

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Continuing with their drills.
Information Network: Rank 1.
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)
Information Network: Rank 1.
Local Plans: Continuing its feasibility study on the construction of native airships of 150.000 tons in weight.
National Plans: Weapons Development - Primitivize coilguns for non-artifice production. (5 Turns) - 200 + 1 Imperial Favor (1st), 150 (2nd), 100 (3rd) Goodwill as Reward.
Factions:
-3-Point University
Contact: Lector Bob
Opinion: Neutral (0)

The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Friends (2)
Information Network: Rank 1
Plans: Are mostly happy about the way things are going.

Miscellaneous Nobles
-Lady Maranica (Ally (3)|*Being a nuisance to Selene and Martyris while teaching CRIME to Silvia Jr.*)
-Baron Esker (Friend (2)|*Glowers at a massive Forest, idly touching a torch*)

General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen
Opinion: Friends (2)
Information Network: Rank 1
Estimated Pilgrim-Influenced: ~24%
Mood: Distracted by one thing or another.
Boni: +15 on all Diplomatic rolls (Special: Applies to All Local Factions.)

The Merchant Guild
Contact: Abraham Lin
Opinion: Allies (3)
Plans: Money.
Boni: +15 on all Diplomatic rolls

The Union of Herbalists
Opinion: Friendly (1)
Plans: Helping people out and making money.
Factions:
- Fundamentalists (Neutral (0)|31% Control|Quicker Doctors)
- Progressivists (Neutral (0)|26% Control|Cheaper Actions)
- Healers (Ally (3)|43% Control|Enables Surgical Training
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friends (2)
Plans: Busy constructing a new automaton for a noble House.

The Adventurer Guild
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Slightly Bored.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/365 Members/Reliable Mercenary Company)
Plans: Hunt the Mutants
-The Bad Batch (Leader: Simone Simona/Friends (2)/61 Members/Infiltration Experts/Expert Violinists/Trained Exotic Dancers/Adept Flower Coders/Trained Actors/Trained Basket Weavers/Adept Carapace Decorators)
Plans: Hunt the Mutants
-The Scavenger Organizations (Leader: None Formally
--Crews: Old Eyes' Diggers/344 Members
---Plans: Seeking Out That Loot In Them There Hills.)
-Tailors of the Burned Skies (Leader: Agatel Lh-a/Neutral (0)/3517 Infantry, 35 War Lizards, 43 Scout Lizards, 11 Knights/Combat+Garrison Company)
Plans: Recover from their losses within the Bunker.

Criminal Gangs
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Region Tessen
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: Are doing the usual, meaning crime and even more crime.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood.

Terrorist Organizations
N/A

Cults
-Conclave of Faya

--Contact: Elder Spirit Songweaver Marta
--Opinion: Friend (2)
--Plans: Argue over creating an off-shoot in Norqod.
--Uncovered:
---Spirit Worship (Nature and Machine)
---Artistic Focused (Spiritual and Mosaic)
---Non-Violent (But Not Pacifist)
-Meira's Hidden
--Contact: Singe
--Opinion: Neutral (0)
--Plans: Consecrate a Holy Work.
--Uncovered:
---Forge-Clan Offshoot
---Pro-Mutated
---Isolationists

The Mutated
Opinion: Allied (3)
Boon: +20 to all Medicine/Biological Research, can boost selected Actions using Goodwill, +4 Mutated Recruits per Turn.
Bane: -12 Human Recruits per Turn.
Information Network: Rank 2
Mood: Distracted by one thing or another.

Sapients
Forgotten
Opinion: Friendly (1)
Plans: Sleep Once More.

General Opinion on Mutated: Growing Indifference (2)
Artefacts
Common
10x Miscellaneous Artifacts - 1.02 +5 to Everything
4x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
2x Workers - Scrap - 0.08 - +5 to Electronics/Metallurgy
2x Guardians - Trooper - Scrap - 0.15 - +5 to Electronics/Metallurgy
6x Omni-Gazers - Scrap - 2.25 - +5 to Electronics/Metallurgy
630x Bunker Electronic Artifacts - 1.74 - +5 to Electronics
105x Bunker Manufacturing Artifacts - 1.62 - +5 to Machinery/Hydraulics
810x Bunker Medicine Artifacts - 0.92 - +5 to Biology/Medicine/Machinery
5x Exotic Fruit Seeds - 5.00 - +5 to Biology
18x Unknown Seed Samples - 5.00 - +5 to Biology
Tasty Fruits - 2.50 - +5 to Biology
Rare
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
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
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
Code Scraps - 5.99 - +20 to Advanced Programming
"Holy Text of the Tiny Snake God" - 11.76 - +20 to Advanced Psychology
"The Turning Of Pages" - A Mythological Summary Of History - 9.13 - +20 to Psychology
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watch Systems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Automated Blood bag - 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
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
5x Loading Tubes - 5.52 - +20 to Advanced Weapons/Mechanicals
3x Feeding Stations - 5.50 - +20 to Advanced Weapons/Chemicals
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
2x Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
7x Rusted Constructor Component - 5.91 - +20 to Advanced Electronics/Metallurgy
3x Retinal Implantation Guide - 5.46 - +20 to Advanced Biology
2x 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
2x Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
4x Auto-Adjusting Bodyarmor - 6.68 - +20 to Advanced Armor/Machinery
Coolant Feed System - 6.87 - +20 to Advanced Hydraulics
2x Overgrown And Shattered Micro-Lances - 7.08 - +20 to Advanced Weapons
Rudimentary VI - 5.49 - +20 to Advanced Machinery/Programming
2x Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
3x 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
2x Damaged Minor Bright-Lance Turrets - 5.88 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons
2x Damaged Medium Bright-Lance Turrets - 6.31 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Armor
5x Damaged Plasmathrowers - 7.06 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Hydraulics
2x - Rare Plant Samples - +20 to Advanced Biology
3x - Mechano-Fibrous Materials - +20 to Advanced Machinery/Biology/Medicine
109x Bunker Electronic Artifact - 6.53 - +20 to Advanced Electronics
247x Bunker Machinery Artifact - 5.03 - +20 to Advanced Machinery
149x Bunker Programming Artifact - 5.94 - +20 to Advanced Programming
383x Bunker Hospital Artifacts - 9.60 - +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery
231x Bunker Armor Artifacts - 8.84 - +20 to Advanced Armor/Metallurgy/Machinery/Hydraulics
205x Bunker Weapons Artifacts - 7.32 - +20 to Advanced Weapons/Machinery/Hydraulics/Chemical
"The Collected Legends And Mysteries Of The Sun Cults" - 7.49 - +20 Advanced Psychology/Metallurgy
5x Illustrated Genome Map of Artificial Invertebrates - 11.32 - +20 to Advanced Biology/Chemical
2x Rusted Contactless Power Cells - 6.79 - +20 to Advanced Machinery/Electronics
Toy Sword - 5.55 - +20 to Advanced Metallurgy
Intact Doll - 6.37 - +20 to Advanced Electronics
Children's Book - 7.11 - +20 to Advanced Psychology/Programming/Electronics
3x Mutated Skeleton - 6.11 - +20 to Advanced Electronics
Aetheric Conversion Engine - 6.33 - +20 to Advanced Mechanics/Hydraulics/Airship Technologies
2x Suspendium Diffusion Charts - 5.67 - +20 to Advanced Physics/Airships Technologies
Incomplete Command Node - 7.77 - +20 to Advanced Electronics/Programming
15x Workers - 5.08 - +20 to Advanced Electronics/Metallurgy/Programming
312x Guardians - Trooper - 7.15 - +20 to Advanced Electronics/Metallurgy/Programming
Well-Loved Doll - 11.12 - +20 to Advanced Mechanics/Hydraulics/Armor
3x Depressing Pre-Collapse Diary - 4.87 - +20 to Advanced Psychology
84x Caretaker Swarms - 5.11 - +20 to Advanced Programming/Electronics
2x Medium Bright-Lance Turret - +7.50 - +20 to Advanced Weapons/Metallurgy/Hydraulics/Armor/Electronics
69x Rare Bunker Manufacturing Artifacts - 6.23 - +20 to Advanced Machinery/Hydraulics
5x Burned Robotic Housekeepers - 5.53 - +20 to Advanced Electronics/Hydraulics/Machinery
Destroyed Peacekeeper - 7.92 - +20 to Advanced Armor/Hydraulics/Weaponry
105x Guardians - Sniper - 12.50 - +20 to Advanced Electronics/Metallurgy/Programming
119x Omni-Gazers - 6.82 - +20 to Advanced Electronics/Metallurgy/Programming
3x 3-Dimensional Machinery Model Kits - 7.21 - +20 to Advanced Machinery/Metallurgy/Armor
33x Guardians - Command - 14.75 - +20 to Advanced Electronics/Metallurgy/Programming
2x Thrashed Nano-Lathes - 14.75 - +20 to Advanced Machinery/Metallurgy
Omnidirectional Security Camera - 11.32 - +20 to Advanced Electronics/Programming
2x Undulating Oil Samples - 15.11 - +20 to Advanced Mechanics/Hydraulics
Strange Blood-Like Substance Sample - 12.20 - +20 to Advanced Biology/Hydraulics
2x Artificial Vascular System - 14.00 - +20 to Advanced Biology/Metallurgy/Medicine/Hydraulics
62x Advanced Bunker Weapon Artifacts - 14.48 - +20 to Advanced Weapons/Metallurgy/Hydraulics
2x Severed Hydro-Tendril Actuators - 15.09 - +20 to Advanced Hydraulics/Programming/Metallurgy/Mechanics
3x Corpse Feast Grenades - 11.70 - +20 to Advanced Weapons/Hydraulics
2x Salvaged Cognition Processors - 8.42 - +20 to Advanced Biology/Programming/Medicine
3x Undulating Scymri-Ocular - 9.99 - +20 to Advanced Biology/Hydraulics/Medicine
3x Machine Maggots - 11.73 - +20 to Advanced Machinery/Programming/Medicine/Biology
Tendon-Focused Medical Textbook - 8.04 - +20 to Advanced Biology/Medicine
2x Plasma-Conduits - 7.75 - +20 to Advanced Metallurgy/Physics
2x Plasma-Focusers - 9.25 - +20 to Advanced Metallurgy/Physics/Weapons
3x Serrated Memory-Metal Blades - 12.12 - +20 to Advanced Metallurgy/Weapons
Lost Tech
4x Gutted Cores - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
4x Tablets - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma Torch - 18.40- +50 to Advanced Physics
2x Unknown Discarded Medicines - 19.16 - +50 to Pioneer Medicine/Advanced Biology
2x Water Purifiers - 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
3x Hololithic Cubes - 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
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
3x "Chemical Alterations Of The Mindscape" - 31.44 - +50 to Pioneer Chemicals/Psychology
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
7x Self-Implanting Exo Skeleton - 15.04 - +50 to Pioneer Machinery/Medicine/Biology
"The Death Of A Moon" - 16.23 - +50 to Pioneer Physics
1x Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
10x "Eternium" - 18.60 - +50 to Pioneer Medicine/Chemicals/Biology/Psychology - [Library]
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
4x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
4x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
2x Memory-Transcriber - 16.00 - +50 to Pioneer Machinery/Electronics/Biology/Medicine
3x Perfectly Preserved Nerve-System- 16.18 - +50 to Pioneer Biology/Medicine/Machinery
2x Neural-Pathway Mapper - 15.88 - +50 to Pioneer Machinery/Biology
2x "Animu/as" Overwriter - 15.86 - +50 to Pioneer Psychology/Machinery/???
3x Neural-Pathway-Re-Builder Pills - 16.24 - +50 to Pioneer Medicine/Biology
2x Broken Neural Alteration Machines - 19.67 - +50 to Pioneer Machine/Medicine/Biology/Psychology
5x Sensory Reconstructors - 16.26 - +50 to Pioneer Machine/Medicine/Biology/Chemicals
5x Light Civilian Medic's Power-Armor - 17.09 - +50 to Pioneer Armor/Electronics/Medicine
5x Bunker Artifacts - 15.68 - +50 to Pioneer Programming
Automated Gravimetric Analyzer - 17.66 - +50 to Pioneer Machinery/Chemicals/Hydraulics
35x Bunker Hospital Artifacts - 20.23 - +50 to Pioneer Chemical/Medical/Psychology/Biology/Machinery
3x Nerve-Symbiotic Manipulation Theorems - 19.99 - +50 to Pioneer Biology
Sonorous Symphony of Harmonious Lament - 20.37- +50 to Pioneer Psychology/Programming
Etching of The Bell's Eternity - 22.37 - +50 to Pioneer Psychology
Recorded Droning of the Monks - 19.67 - +50 to Pioneer Psychology/Biology
Harmonious Chant of the Rising Sun - 24.68 - +50 to Pioneer Psychology/Metallurgy
Ubiquitous Orchestra of Harvest - 19.55 - +50 to Pioneer Psychology/Biology
Unbothered Song of Multitude - 24.57 - +50 to Pioneer Psychology/Medicine
Recording of their Slumbering Minds - 19.77 - +50 to Pioneer Psychology/Biology/Medicine
Doused Flame of Hatred - 23.98 - +50 to Pioneer Psychology/Programming
Elevated Syphon of Levitation - 24.14 - +50 to Pioneer Psychology/All Airship Technologies
Aetheric Shard of Contentment - 24.66 - +50 to Pioneer Psychology/All Airship Technologies
Gate of Respite - 22.43 - +50 to All Psychology/Machinery
Instrument of Sympathy - 21.76 - +50 to Pioneer Psychology/Hydraulics
Whispering Sword - 23.68 - +50 to All Psychology
Messenger of Soothing Shadows - 21.99 - +50 to Pioneer Psychology/Armor
Emissary's Delight - 23.16 - +50 to Pioneer Psychology/Biology/Medicine
Symphony of Sorrow - 21.99 - +50 to Pioneer Psychology/Biology
Blistering Chorus - 25.46 - +50 to Pioneer Psychology/Weapons
Sword of Eternity - 22.74 - +50 to Pioneer Psychology
Sword of Finality - 24.67 - +50 to Pioneer Psychology
Sword of Dusk - 21.46 - +50 to Pioneer Psychology
Sword of Dawn - 23.64 - +50 to Pioneer Psychology
Book of the Foretold Birth - 22.98 - +50 to Pioneer Psychology/Biology/Medicine
Unsworn Oath of Protection - 22.18 - +50 to Pioneer Psychology/Armor
Rune of Severance - 23.13 - +50 to Pioneer Psychology
A Tale of Mice and Men - 24.27 - +50 to Pioneer Psychology
2x Pristine Power Armors - 25.14 - +50 to Pioneer Armor/Weaponry/Metallurgy/Hydraulics/Programming/Medicine
Weaponized Core "Θοθ" - 23.25 - +50 to Pioneer Armor/Weapons
Intact Autonomous Adaptive Distributed Hunter-Killer Swarm Intelligence - 22.73 - +50 to Pioneer Programming/Weapons
Temporal Storage Container - ??? - +50 to...what the hell is this thing?
2x Good-Tasting MREs - 25.54 - +50 to Pioneer Chemicals/Biology
"Quantum Teleportation and Quantum Communication, The One-Catch-All on these Liminal Bridges!" - 25.05 - +50 to Pioneer Physics?
Intact Micro-Bright Lance - 24.97 - +50 to Pioneer Weapons/Physics/Metallurgy/Engineering/Electronics
"Augur" Shield - 23.82 - +50 to Pioneer Armor/Electronics/Physics
Bisected Cybernetic Skull - 25.64 - +50 to Pioneer Electronics/Armor/Biology
Crimson Banner - 24.31 - +50 to Pioneer Armor
5x Targeting Beacon - 22.20 - +50 to Pioneer Electronics/Physics/Weapons
A Drop of Enlightenment - 30.00 - +50 to Pioneer Psychology
Soft Pattern Of Rain Upon Grass - 24.13 - +50 to Pioneer Psychology
Cool Nourishment Of Water - 25.44 - +50 to Pioneer Psychology
Skin Thread - 25.44 - +50 to Pioneer Armor
Mutilated Serenade - 26.64 - +50 to Pioneer Psychology
Aerosolic Blood-Coagulant - 30.00 - +50 to Pioneer Weapon/Biology/Chemicals/Medicine
Liquid Fire - 22.32 - +50 to Advanced Weapons
2x The Mind Chasm - 29.11 - +50 to Pioneer Psychology
Strain G37bn9= Seed (Hardy Sandwheat) - 50.00 - +50 to Pioneer Biology
Strain UL44b/!fr Seed (Nega-Wheat) - 50.00 - +50 to Pioneer Biology
A Noise In The Air - 23.32 - +50 to Pioneer Psychology
12x Minor Bright-Lance Turrets - 28.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
6x Medium Bright-Lance Turrets - 45.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
2x Large Bright-Lance Turrets - 80.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
3x Plasma-Lance - 38.67 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
4x Plasmathrowers - 31.46 - +50 to Pioneer Electronics/Metallurgy/Programming/Hydraulics/Weapons
8x Caretaker-Swarm - 21.32 - +50 to Pioneer Electronics/Programming
Banished Cognitions - 35.12 - +50 to Pioneer Psychology
Sentence 14 - 43.21 - +50 to Pioneer Psychology
2x Nanoweave Skinplates - 34.56 - +50 to Pioneer Weapons/Medicine
10x Gravitic Celestial Maps - 50.00 - +50 to Pioneer Physics
9x Satellite Codes - 100.00 - +50 to Pioneer All
Irkanite Lance Component - 22.22 - +50 to Pioneer Weapons/Biology
Irkanite Thought Component - 22.22 - +50 to Pioneer Psychology/Biology
Irkanite Blade Component - 22.22 - +50 to Pioneer Weapons/Biology
Irkanite Heart Component - 22.22 - +50 to Pioneer Psychology/Biology
4x Automated Molecural Statuettes - 25.13 - +50 to Pioneer Metallurgy/Machinery
2x Written Testimonies of the Collapse - 35.00 - +50 to Pioneer Psychology/???
Sacrosanct Idol - 20.00 - +50 to Pioneer Psychology
2x Crystallized Flames - 25.25 - +50 to Pioneer Weaponry/???
2x Tenebris Library Books (Untranslated) - ??.?? - +50 to Pioneer ???
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 reduce 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: Combat Stimms research unlocked.)

Scientific Theory
There is more to this world than one life could ever grasp. There are more mysteries, 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.)

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)

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.)

2x NOVA MACHINA - (Equip to Hero)
Two 10x10x10cm translucent boxes with a swirling spot of black and white in the middle. They cannot be opened, smashed, or taken apart. All Humans that touch the boxes 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. We should lock them in the back of our Vault so that no one can injure themselves or others by touching them. Even after several years of study, the cubes remain mysterious and a possible cognitohazard.
Wieso bin ich...auf einmal...so...aaaaahn...müde? Bin ich...aaaauch.......
(+1 to (3\²]SN@'+ßz_ )
Military
Units (10/18)
Rust 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
Melee Damage: 1d6 (+2 damage ignores Armor and 2 AP.)
Ranged Damage: 1d4-1 (+1 Lingering Fire Damage), 1d12 (+1 AP, Inflicts Paralysis/ Light Overcharge, 3 Damage Ignores Armor)
Training: Soldiers (4/6) (+5 to Initiative)
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 after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked 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.
--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
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).

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), Inheritors (+1 to all Morale Checks), War Lessons (+5 to the first two rolls in the next Combat).



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)
Melee Damage: 1d12+4/-0+1d2 (Melee) (against Biologicals/Mechanoids) (3 AP) (Dread-Ghillie)
Ranged Damage : 1d4-1 (+1 Lingering Fire Damage), 1d12 (+1 AP, Inflicts Paralysis/ Light Overcharge, 3 Ignores Armor)
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).
-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 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.
--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
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).

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), War Lessons (+5 to the first two rolls in the next Combat).



The Wall
Description: A group of twelve 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: 12/12 (Size 12)
Armor: 72/72
Melee Damage: 2d6+2d4 (+6 against Machines, 4 AP)
Ranged Damage: 1d4-1 (+1 Lingering Fire Damage)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: 10/12 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.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked 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 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.
--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
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).

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), Overstrength (Double Unit count), War Lessons (+5 to the first two rolls in the next 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. Notably, 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)
Melee Damage: 1d8+5 (3 Acid Damage, +1 Acid Damage for (one) Turn after attacking, tripled Damage against Armor and Internal Structure)
Training: Soldiers (4/6) (+5 to Initiative)
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 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.
--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
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.)

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), 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.
-(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.
-Bloodletter (Special Melee): 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.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores Armor.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores Armor.
-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).
-Standard Coilgun: Coilgun (15d20), Overpenetration (Cannot target more than one Unit per shot), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Armor Penetration (50% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns)
-Primitive Lance Coilgun: Coilgun (15d20), Overpenetration (Cannot target more than one Unit per shot), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Armor Penetration (75% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns), Extended Range (Will act first in combat unless ambushed.)
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls.
-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).
-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.
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals).
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size.
-Gas-Mask "Mk.13a - Nephilim": -2 Damage from Biological/Chemical Sources.
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.
-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.
-Wyvernsack (Lingering): It is used as a free action before melee is joined, with 1d2+2 Acid damage and +2 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-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.
--1x stored and equipable
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Medi-Aid Chemicals: "Miracle Cure" - Treat all negative Health above (-TotalUnitHealth/2) as if the Unit still has 1 Health. (Warning: 09% Chance to replace Lost Health with Hostile (1 Health/2 Armor) Mutant Units with a total Unit Count equal to Lost Health.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Berserk: Increase all Damage by two damage dice. (Warning! This drug has a (projected) 14% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Last Stand: Reduce all Damage by half, triple all Health. (Warning! This drug has a (projected) 91% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Adrenaline: Increase all Damage by three damage dice. (Warning! This drug has a (projected) 05% chance of killing the user.) 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.
Upgrades
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores Armor
-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), (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), (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), (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), (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), (2/2) Shells
-Mortar Upgrade: Seeker Shells (Ammunition): +8 Fire Damage, Born To Die (+50% Accuracy), (1/1) Shells
-Mortar Upgrade: Flaming Ordnance (Ammunition): 2d12, Burning Comets (Hits every Unit present on the battlefield, cannot be used indoors) (5/5) Shells
-Armor Upgrade: Heavy Wyvern Scale Patches (+2 Armor per 2 Sizes)
-Armor Upgrade: Light Wyvern Scale Patches (+1 Initiative per Size, -1 Armor per 2 Sizes)
-Weapon Upgrade: Wyvern Bones Replacement (+1 Initiative per Size)
-Ranged Upgrade: Wyvern Toot Bolt/Arrowheads (+1 Bleeding Damage per Turn per Size)
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.
-Radio-Beacon: Special Rule: Grants a Coordination bonus of +1 per Unit equipped with a Radio-Beacon and Improves said bonus by +1 for every Unit that already possesses that bonus instead. Requires an operator, nullifying one damage dice.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Ranged Unit (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Generic Melee Spider: An autonomous drone for military applications. Special Rule: Independent Melee Unit (Gains 9/9 Armor and 1/1 Internal Structure, has a Melee attack of 2d2 per Unit size.).
-Generic Ranged Quadruped: An autonomous drone for military applications. Special Rule: Independent Ranged Quadrupedal Unit (Gains 2/2 Armor and 2/2 Internal Structure, has a Ranged attack of 1d2 per Unit size.), Quick Feet (+5 to Initiative).
-Generic Melee Quadruped: An autonomous drone for military applications. Special Rule: Independent Melee Quadrupedal Unit (Gains 5/5 Armor and 2/2 Internal Structure, has a Melee attack of 2d2 per Unit size.), Quick Feet (+5 to Initiative).
-Scout Scutter: A small, cat-sized drone carrying nothing more than itself, a camera, and a way to transmit the feedback to a tablet included in the drone! Special Rules: Independent Unit (Gains 1/1 Armor and 1/1 Internal Structure.), Scout Drone (Boosts Pre-Combat rolls for initiating combat by +5 (cumulative.)).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).
-Rough Rider Scutter: A large robotic drone designed to maneuver in 3D spaces like canyons, caverns, Necropolis, and forests, capable of carrying up to three riders or 350kg of weight. Four automatic crossbows provide security alongside four front-spaced manipulator arms fitted with tools/weaponry. Special Rules: Independent Unit (Gains 20/20 Armor and 6/6 Internal Structure.), Four Crossbows (4d10 Ranged Damage), Specialised Melee Limbs (4d8 Melee damage), Mechanical Mount (Shelters up to 3 (three) Sizes of a Unit from Damage until destroyed/disabled), 3D Climber (Unaffected by Terrain).
-Artillery Scutter: A large-sized drone, as large as a War-Lizard, equipped with a Standard Coilgun turret to rip apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Standard Coilgun (15d20 Ranged Damage), see Weapon Entry for Rules.
-Combat-Trained Common Animal: An animal trained for use in combat, though their usage can become a hindrance if their masters are not careful while handling them.
Notable Assets/Buildings
General:
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions)
1x Elemental Feline Juvenile- Fractal - (???)
1x Personal Cutter
1x Lineship
10x Caravaners

Mirn:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Upgraded) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
3x Food Kitchens - (1x Normal, 3x Bulk) - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guards! Guards!, Guardians For Hire)
1x Grand Kitchen - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Inn - (Eye of the Beholder) - (Guards! Guards!)
1x Local Headquarters - (Security Improvements, Guards! Guards!)
1x Rudimentary Territorial Hospices
1x School - (Big) - (Security Improvements, Guards! Guards!)

Ularn:
1x Asylum - (Guards! Guards!)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guards! Guards!, Guardians For Hire)
1x Rudimentary Territorial Hospices - (Security Improvements)

Tessen:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
2x Brothel 'Consensual's - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guardians For Hire, Guards! Guards!)

Zulmni:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Orphanage - (Big) - (Guards! Guards!, Guardians For Hire)

Jokvi:
1x Humane Asylum - (Guards! Guards!)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Orphanage - (Big) - (Guardians For Hire, Guards! Guards!)

Strul:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Guards! Guards!)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Fixed the Mess

Outlying Territories:
1x Aluminum Mine - (Steam Engine Improved) - (Guardians For Hire, Guards! Guards!)
1x Central Region Expanded Pilgrim Security - (Private Security) - (Security Improvements, Guards! Guards!)
3x Expanded Hospices - (Security Improvements, Guards! Guards!)
1x Expanded Hospice Network - (Security Improvements, Guards! Guards!)
1x Iron Mine - (Security Improvements, Guards! Guards!)
1x Jewel Mine - (Steam Engine Improved) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Permanent Scavenging Base - (Floating Monastery/Doomed Fortress) - (Guards! Guards!)
1x Silver Mine - (Steam Engine Improved) - (Security Improvements, Guards! Guards!)

Pilgrim Holdings:
1x Administration Center - (Grand) - (Security Improvements, Guards! Guards!)
1x Anchorage - (Tiny) - (Security Improvements, Guards! Guards!)
1x Artifact Vault - (Guards! Guards!)
1x Artisinal Robotics Creation - (Guards! Guards!)
1x Black Box - (Gutted Core) - (Security Improvements, Guards! Guards!)
1x Black Root Field
1x Berth - (Medium) - (Security Improvements)
1x Bloodbark Field
1x Codex Printing
1x Communal Festivals
4x Computers
1x Desalination Basins - (Deep Pumps)
1x Electronics Manufacture - (Security Improvements, Guards! Guards!)
1x Expanded Daycare - (Security Improvements, Guards! Guards!)
1x Extremely Fertile Ashleaf-Nursery - (Security Improvements, Guards! Guards!)
1x Laboratory Complex - (Rudimentary) - (Security Improvements, Guards! Guards!)
1x Living Quarters - (Continuous Expansion) - (Security Improvements)
1x The Hidden Workshop - (Legendary) - (Security Improvements)
1x Mausoleum of the Forgotten Pilgrims
1x Medical Wing - (Expanded) - (Security Improvements)
1x Menagerie - (Basic)
1x Print Shop - (Smut) - (Security Improvements)
1x Scutter Makers - Medical Scutters - (Guards! Guards!)
1x Shadow Sanctums - (Needle's Den)
1x Storerooms - (Continuous Expansion) - (Security Improvements, Guards! Guards!)
1x Tiny Drone-Manufacture - (Guards! Guards!)
1x Training Field - (Expanded) - (Security Improvements)

Norqod:
1x Academy of the Fundamentals
1x Airship Component Factory - (Guards! Guards!)
2x Airship Lines (Caravaner) - (Guards! Guards!)
1x Artist Alley
1x Brewers Run
1x Bulk Goods Warehouse Hub - (Guards! Guards!)
2x Caravansery
1x Cat Alley
1x Contractual Expansion - (Adequate Housing) - (Security Improvements)
1x Distributed Clinics
1x Engine Assembly - (Security Improvements)
1x Expanded Clinics
1x Expanded Public Libraries
1x Goat Pens
1x Map of Norqod - Holo Emitter
1x Mausoleum of the Forgotten
1x Medium Quarantine Area - (Security Improvements, Guards! Guards!)
1x Medium Sturdy Clothing Manufactury
1x Medium Tool Manufactury
1x Mercenary Quarters
1x Miniscule Scientific Complex - (Guards! Guards!)
1x Norqod Fashion Street - (Tahmid's Embroidery)
1x Norqod Radio Station - (Entertainment and News) - (Guards! Guards!)
1x Expanded Hospitals - (Security Improvements)
1x Sin Run
1x Small Cannery
1x Steel Mill - (Guards! Guards!)
1x The Evergreen Gardens - Tiny - (Guards! Guards!)
1x The Trail of Rust - (Security Improvements, Guards! Guards!)
1x Workshop of the Alartfa-Seers

Waking Machine-Minds:
-INDOMITABLE BASTION
1x Common Suspendium Theory
1x Common Chemicals 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 Common Physics Theory
1x Common Machinery Theory
1x Common Mechanics Theory
1x Common Programming Theory
1x Advanced Electronics Theory
2x Advanced Biology Theory
1x Advanced Armor Theory
1x Pioneer Weaponry Theory
1x Pioneer Electronics Theory
The Tree - Jokvi
The Tree - Strul
Strul - Mirn
Strul - Zulmni
Jokvi - Ularn
Ularn - Tessen
Mirn - Ularn
Strul - Ularn
Holdings
Temple Holding: Tree Of Knowledge
Pros: Material cost is halved, Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, and unique building options are 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.

Administration Center - Grand + 6 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +8 Actions.

Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supporting 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.

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 for all 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 Manufacture
+80 to all Electronics Research.

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 - Medium
A medium berth allows for repairs and refueling of Twelve Light or Three Medium Airships, allowing the crew to leave comfortably, modify the ship, dismantle it, and do whatever one can think.
(We can now modify Medium Airships for trade and exploration.)

Tiny Drone-Manufacture
A small workshop where trained personnel turn raw materials and pre-made components into drones for Military and Civilian Applications.
(Can create Combat Drone (Generic Ranged Spider) for Units/Heroes.)

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!
(Increased Security, Unlocked Auxilliary Equipment: Scout Scutter, Combat Scutter, Rough Rider Scutter, Artillery Scutter)

Mausoleum of the Forgotten Pilgrims
The last resting place of those who no longer have any that remember them, and the final site of their remains we manage to recover from wherever they died. Let their souls walk without the chains of disturbed slumber or defiled quiet.
(Final resting place for the forgotten and discarded, -4 to Piety Rolls.)
Town Holding: Norqod
Overall Prosperity: Wealthy (Glacially Growing)
High-Class Prosperity: Very Wealthy (Slowly Growing)
Middle-Class Prosperity: Moderately Wealthy (Slowly Growing)
Lower Class Prosperity: Relatively Wealthy (Slowly Declining)

Mood: Satisfied (Slow Decline)

Permanent Inhabitants: ~4.200
-Tendency: Rising.

Security: Yes.
-Daughter of Dawn (Airship)
-Forge-Clan Elders (11)
-Forge-Clan Security Forces
-Royal Regiment 'Rabbitaurs'
-Tailors of the Burned Skies (Mercenary Company)

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.
-Academic District: Improved osmosis of researched topics and existing knowledge.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims, Soil of Hope, Seed of Change
Health:
17/19 (-2 permanent) (+1 Due to Auroran Cylinder) (+12 Due to Soil of Hope, Seed of Change)
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.
-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 survival roll to heal wounds. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Auroran Cylinder
(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. After studying and gathering evidence, you have determined that this cylinder is an ancient and incredibly potent all-heal-medikit primarily carried by high-ranking people. If the notes and rumors are correct, this little thing may even be able to resurrect a person from death itself!
(+1 Health if equipped, +20% Chance of resurrection if carried on a person. Can be used to guarantee results.))
-NOVA MACHINA
(Two 10x10x10cm translucent boxes with a swirling spot of black and white in the middle. They cannot be opened, smashed, or taken apart. All Humans that touch the boxes 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. We should lock them in the back of our Vault so that no one can injure themselves or others by touching them. Even after several years of study, the cubes remain mysterious and a possible cognitohazard.)

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. Though there may be more, your medicine's side effects and the lasting damage seem to be a much-increased tolerance against any poison.
(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 toward those who 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 who grasp it and those unable to hold onto themselves.
(+20 to all rolls involving: The Lost)

Prevter By Marriage
You have yet to learn 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 "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 appointment of a governor, so when she asked the Pilgrims Council, all agreed to govern in exchange for a 50% 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 must 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 much, 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 dealing with the unexpected fame gained through her newest romance comedy, hiding under your bed with Silvia Jr.

Child: Lady Silvia Dall - Mutated Girl - 15-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 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 Swedish 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 sharper versions, 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 can 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; 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. She is having her "rebel" phase. You do not know if her asking you for advice on how to rebel better is a sign of being a good parent or utterly failing at ensuring she can rebel on her own.

Protegé: Lord Markus Ulatarn - 16-Year-Old
A child of nobility, he was given to be raised and educated while laying the foundation of a relationship between the two Houses. He has since fully grown accustomed to being here and has made fast friends with Silvia Jr., several of her friends, and others. He likes Crinkle. He recently took up painting after watching the various artists in Norqod decorate and carve into the rock.
(You have a Protegé!)

Founder And First Arbitrator
You founded the Pilgrims and were appointed Arbitrator, the final voice in any argument, a watcher for those who would turn them 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.)

Soil of Hope, Seed of Change
With our growth in life, we nurture change, causing a beginning of Future's Ending. At daybreak, we see ahead yet shy from death and its cycle of rebirth as bodies are born anew as hosts of a thousand beginnings, small and large of children beyond our sight.
(Enables the Action: Communion of Unsight, +12 Health, +2d6 Melee Damage.)
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.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).

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 need help 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 (25/25):
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 radio, allowing her to receive and transmit radio waves when trained. 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 radio waves is well known.
(+60 to all rolls made with PD.)

Bloodied Knight-Pilot:
You have joined the illustrious Elite of the world, 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 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 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 delight of marriage with all of its wonders and happiness.

Daughter - Lillia
The first of what will assuredly be many, Lillia, has been adopted by Aria and Chiedi with the understanding that they will know nothing about parenting and will assuredly be overwhelmed by the many challenges and tasks in front of them. Little Lillia has stopped screaming her lungs out and has become concerningly quiet lately. However, everyone is assuring her and Chiedi that this is, in fact, normal behavior and not something to freak out about. ...they are not convinced.

Object of Veneration - Hazy - Guardian - (60/250)
Actions wreak changes, not of this person, yet for this one, as the world reveals itself to be more than it had been before, changed and yet static as it has been. Something seeks shelter within her shadow, behind her shield, and with her wrath, and so, the world moves to accommodate.
(+20 to all Diplomacy/Norqod Actions, Become More.)
"-declared guilty," the man atop the podium declared with finality, the crowd watching with baited breaths...before cheering in raucous applause when another five bodies dropped to the ground, only halted by the ropes around their necks, the crack of bones swallowed by the cheering of a couple thousand people within Tessen. After all, the Marquess had arranged for the spectacle to be shown via an Artifact of her family to the masses, screens of light depicting the executions of the criminal scum with crystal clarity.

Some other nobles may find it beneath them to watch such "base entertainment for the masses," but she had a particular...soft spot for those occasions centered around those who truly deserved such. Mass Murderers, Child Killers, Enslavers, and Deserters, seeing them brought to the final justice of the law always had a cathartic effect on her mind. That these people who now dangled had been the upper crust of the criminal scum known as "The Family" had made it only better.

There was no worse way to lose face before her peers in the Empire than to be forced to admit aid in rooting out criminal elements within her lands. Thankfully, the Pilgrims had done so for her...if, very likely, with help from Internal Security. She'd have to put a slight finger on the scales for them in exchange, but that was fine for her; the coffers of her House had never seen better prospects in the future than now.

Another cheer echoed across the city as another batch of criminals was brought to the gallows, fresh ropes dangling in the air.

Another scream echoed across the makeshift hospital as another batch of wounded were brought from the front to the medics, sharp tools glinting in the sterile lights.

A scene that had occurred for weeks, hundreds were sent back from clearing out the lower levels and rooms of the bunker to receive treatment for wounds ranging from minor cuts that started to turn black at alarming rates to whole bodies charred or flayed, strips of flesh cooked and hale hanging off the stretchers they were transported on.

Amputations were common, with saws breaking through bones and scalpels cutting out eyes squirming with malicious security measures, with the mercy of long daggers flashing for those beyond the skills of the medical experts brought by the Tailors and the Pilgrims.

Yet, for every dozen soldiers wounded and killed, another three were able to overwhelm the foes or security measures that had been installed within the Bunker. However, the injured were gradually replaced by the slaughtered as they descended onto the third floor, with the massive labyrinthian corridors and sprawling complexes gradually filling with contraptions and machines very clearly added after the original inhabitants had vacated the same.

And yet, though it cost the lives of many in this brutal clearing of the Bunker, something which would have attracted Titans had it occurred on the surface by the sheer volume of blood now staining the floors, walls, and ceilings within, the results spoke for themselves: over ten square kilometers ripped from the hands of decay and ignorance.

It would have been more, it could have been more...if it hadn't been for The Gate.

There was nothing on it except flacking paint depicting the runes and scribbles translated as "Level 4—Sanctum." No side entrances were found, no way to circumvent locks that weren't there, and no mention of this door within the Bunker's systems. Attempts to open it with brute force failed to do more than chip the paint, with even an Artifact Weapon brought to bear, though failing to do more than raise the internal temperature of the Bunker by several degrees as it burned against it.

There was a Gate in the Bunker.

And none knew how to open it.

Within the workshops and forges of the Tree of Knowledge, a hundred different tasks and journeys began and ended.

Over there, with a slow step, one of the quadrupedal machines began to traipse from its resting position. Its lithe frame covered in armor rapidly adjusted from unsure steps to smooth motions as internal systems started to kick in and analyze how to walk, where to step, and review the procedures for the current environment.

In that room, a massive coilgun was fitted to the back of a scutter, the machine patiently waiting as the artillery piece connected to its systems with updated firing schemata and targeting priorities. If the scutter could smile, it would do so with sharp teeth and a lust for the blood of the Pilgrims' enemies.

Within that forge, a dozen people worked on a single coilgun, adding pieces as they slowly assembled the deadly weapon, working minor variations into the piece from the lessons learned from the last one.

In that warehouse, a worker carefully cleaned a dozen Machines within. Their quadrupedal forms were as deadly as their folded and stored-away weapons, if for entirely different reasons.

Advances had been made in war and robotics, and the Pilgrims were all too eager to take full advantage of each, no matter how minor.

The Little Crystal, or Stubby as the team poking at them in a highly scientific manner had called the one that had been brought back from its hole, was currently busy acting like a curious cat, walking here and there and poking at things with great interest.

An interest that had nine people stand aside from it on the other side of the room, watching silently as one. Even as it poked a ball of yarn across the room and waited as it rolled away, only to walk closer and poke it again, its silent onlookers were silent and did not dare to spook the little thing with animated talking. The talking, or rather the heated arguments, had occurred a few hours before.

You see, after Stubby had been...re-homed, shall we say, to the Tree's Applied Physic Science section, a great deal of information gathering had taken place in the form of photographs, shining lights through Stubby, and poking at it with all manner of medical equipment. The results were... inconclusive.

For one, though it was now known that Stubby, and likely all Little Crystals, used a system of interlocking and shifting crystal plates over a "core" of liquid Jewel within their limbs for locomotion, how said Jewel was melted in the first place, or kept at such temperatures, was not revealed. The second revelation that had sparked more questions than answers had been when a look had been taken into its head, only to return with a...neural network of running plasma as the closest analogy.

That either of these things should not be possible did not stop Stubby from walking across the floor and playing with a ball of yarn while retaining what could only be memories and a preference for specific team members. At the same time, another had been singled out as an enemy despite never having interacted negatively with Stubby.

Some questions had been answered.

Ten thousand more were drawn up.

Treading through the Tenebris Library was nothing like walking along the decrepit ruins far above nor the lush sceneries that belied their brutal horrors clinging without and within the towering buildings long since divested of nearly all identifications of their prior use if one did not study what little remained.

Instead of a long stretch of half-muted anticipation mixed with full-extended senses swirling into paranoia that allowed one to live in those short moments of full-on terror where the dangers of a Necropolis decided you were worth the fight and the chance for injuries...

Instead like that, it was a walk through a library stocked with books upon books, towering shelves filled to bursting with ancient texts and levels filled with yet more shelves extending beyond sight, the ground swallowing all sound as the distance did the light, and your mind knew nothing more than the cold breath upon your neck and the too-loud rustle of your arms and armor.

Like ghosts, the Pilgrims descended into the depths of the library, seeking tomes and Artifacts to take and plunder, and like ghosts, they shied away from interaction with the books on display. Thick tomes with gilded backs were ignored the same as think novellas with salacious imagery, textbooks promising insights into anatomy, the stars, weapons, and economics, and so many more things laid where they had for centuries, silently judging the passing forms of visitors not invited.

And as the books stared, so too did the Pilgrims, their scavenger's instincts screaming at them at every twitch of their hands, at every glance at a book: 'Do not. Danger.' They heeded these instincts and hunted through the library for weeks instead, with no books in their hands.

One does not survive if one ignores one's instincts, for the subconscious mind knows more than the active one, submerged within the flow and heartbeat of the world instead of its facade.

And yet, the scratching of pens and the flow of ink across paper followed their steps, maps filling and drying with every week, and section after section discovered and put to rest within minds and to those who'd follow after them. Let it not be said that the dead did not offer the living a helping hand beyond the grave, for these scavengers knew theirs was but a passing stay within these halls, hopefully with them leaving, but likely one that would leave them dead and rotting amidst books worth more than lives in many a nation.

But just as these living maybe-dead did not shy away from tasks that may yet leave them dying and inscribed amongst the walls of the Mausoleum of the Forgotten, so did the dead of yester-age not shy away from tasks deemed beyond a measly life.

Having descended flight after flight of stairs until they believed themselves so far beneath the earth that the hells underneath should reach up with their icy grasps, one stopped, their gaze unto a corpse of dried parchment and black bones, two tomes held against its chest like one held a babe.

A corpse of a towering giant, larger than any human, Mutated or not, had a right to be, their figure clad in black robes and a staff of gnarled white obsidian resting against the shelves, an unlit candle within a lantern attached to the same. A skull unlike any the group had seen, two tusks emerging from its base, sat atop the skeleton, though where the body held parchment-like skin, its face was removed of anything that could have hinted at their last moments.

But the tomes they held seemed...right to take, as if offered to those who would lay claim to them by right of survival and life. Two tomes amidst millions and millions, taken from a corpse that held no other significance than that it felt right to do. And so, the two were taken, their hefty bulks too much for one to bear both alone, and so one carried each, the others now dedicated to the defense of those chosen to bear the burden of their hunt for knowledge.

However, one hesitated as the others began to leave, something within their mind not allowing them to leave just yet. It felt...wrong to leave the one who had entrusted them with these tomes without any thanks or prayer, as much as it may be a luxury within the Rusting Forest to do so.

Their sight fell upon the lantern.

And so they knelt, gently laying the staff to the ground, and unhooked the lantern with great care. The candle within was still intact and waiting to be lit after all these years.

A match was struck, and the tiny flame flickered within the cold, eagerly jumping onto the candle, where it burned merrily within the metal cage now closed, a mumbled 'thank you' on the lips of the Pilgrim now hurrying away to reach the others who had no doubt noticed their absence by now.

Yet, they paused as they had nearly crossed the threshold to the walkway and away from the shelves, a twig within their mind causing them to look back.

The candle within the lantern was not on the ground but burned merrily within its cage, now once again attached to the staff, as two blue flames within a black skull stared back at the one who had lit their light once more.

And then the reborn Librarian stepped back, the black swallowing them, eyes and candle alike.

Available Bonuses:
185 Distributable Points from Omakes.
1 Free Turn Progress for Buildings for 10 Intact Robotic Artifacts. Indicate by adding [Helpers] to the Action. No limit.

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 1 Action, 1 Action Locked)
[ ] 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: 4 Goodwill
Turns: 2
Chance: 53%
Reward: +7% Piety)
-[] 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 who already lived within.
(Cost: 10 Goodwill
Turns: 4
Chance: 27%
Reward: +5% Piety, +1 Mutated Opinion (Once), Slightly Improved 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 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: 23 Goodwill
Reward: +6% 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.
(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.
(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.
(Turns: 1
Chance: 60%
Reward: +4% Piety, +3d6 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 must 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.
(Turns: 2
Chance: 35%
Reward: +12% Piety, +5d6 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 8.00 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, 5-30% Piety loss, -8 to -26 to Piety Rolls
Reward: A New Chapter Interlude Turns)
[X] Feed The Masses - (Tessen) - (1/6 Turns Complete)
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: 6
Reward: Grand Kitchen, -8 to Piety rolls, +0.6 Goodwill per Turn, 4d20 recruits, 5d6 Goodwill, 3d8 Piety.)

[ ] Establish Soup-Kitchens Within Outlying Towns
While being careful and methodical has helped, you can now afford to perform these projects in a scattershot approach with your expanding numbers. With the major cities now being adequately covered, with few people going through their day without encountering a Pilgrim Sponsored food kitchen, we can branch out into the smaller outlying towns, with populations of ten thousand people and less.
(Turns: 9
Reward: 60d20+80 Recruits, +1.00 Goodwill per Turn, unlocks further actions.)

[ ] 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: 43%
Reward: +0.20 Goodwill per Turn, 2d4 Goodwill, unlocks further actions.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Rudimentary Territorial Hospices - (City Territory)
Your treatments of the sick and injured within the Cities have enjoyed great popularity among 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 outside the central trade lane and establish themselves for future expansions.
(Turns: 2
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.
(Reward: Local Base improving logistics and coordination.)

[ ] Localized Headquarters
Creating a shelter and 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)
Reward: Local Headquarters.)

[ ] Administrative Center - (Mirn)
Organizing hundreds of workers is challenging, 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 to perform their duties with the necessary resources and hands.
(Required: Localized Headquarters
Turns: 6
Reward: Administrative Center.)

[ ] Build A School - (Small/Medium/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
Chance: 50%
Reward: 0.2/0.5/0.9 Goodwill, -2/5/9 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)

[ ] Improve An Orphanage - (Location)
Much time has passed since you laid the first stone and struck the first wall of rock within a city to carve out and build a shelter for all those souls who have lost nearly or entirely all that they once had, from mere material possessions to the much more important family ties and blood. Yet, though these halls, which were once cold waiting stones, now ring with the laughter and screams of children given a future, and those orphans without anything can quickly find a place here to grow into their personage, the Path is still a long one for these structures. We gave these children a home and a chance at a future. Now, it is time that we turn that chance into a certainty.
(Turns: 5
Reward: -2 to Piety rolls, +1 Follower per Turn.)

[ ] Build Outlying Fortified Orphanages
Now that every major City in Tessen is host to a grand edifice for the raising and sheltering of the most vulnerable of society, where the little ones can grow in peace and with enough meals to avoid going hungry (if not always by a tasty meal), alongside the chance to enter an apprenticeship should they not be adopted by couples before they grow too old and begin to age out of the system. The last part alone is far more than many can provide, as it takes time and money to train the next generation, and not many who shelter children from the horrors that took their families have the kind of money such would require. But we can, and with the cities covered, it is time to go over the towns outside the Green Zone, though they need to be far more armored and armed than those in the Cities.
(Turns: 15
Chance: 01% [-55]
Reward: 0.01 Goodwill, -5 to Piety rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.05 Goodwill)

[ ] Build A Humane 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 to care 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, and hopefully, recovered patients will walk out of the Asylum. With ever-more knowledge of how the human mind functions come ever more means to treat those afflicted with mental diseases.
(Turns: 2
Cost: 6.90 Goodwill
Reward: Humane Asylum, +0.15 Goodwill per Turn.)
-[ ] Expand One Instead - (Location)
(Turns: 1
Cost: 7.00 Goodwill
Reward: Expanded Humane Asylum, +0.20 Goodwill per Turn.)

[ ] 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, it is less suitable for those with 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
Reward: Upgraded 'Consensual,' +0.04 Goodwill.)

[ ] Cleaning Up The Mess - (Location)
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: 40 Goodwill
Reward: Lessened Suffering of the Mutated
Notice: Goodwill costs will be reduced by 15 per use, down to 10. Strul has been "Cleaned.")

[ ] Mausoleum of the Forgotten - (City)
The last resting place of those who no longer have any that remember them, and the final site of their remains we manage to recover from wherever they died. Let their souls walk without the chains of disturbed slumber or defiled quiet.
(Turns: 4
Reward: Final resting place for the forgotten and discarded, -1 Piety.)
[ ] Healing For All! (Write-In Artifacts)
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.
(Chance: 70%
Reward: Healers gain Influence, 5d3 Goodwill.)

[ ] A Helping Hand
Now that you can create rugged high-grade prosthetics, more than merely creating and selling them is required. Unfortunately, too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So, create a few thousand in bulk and ship them to where they are needed, where local Pilgrims may gift them as required.
(Chance: 99/50/25%
Reward: Gain 4/7/15d5 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.
(Turns: 1
Chance: 50%
Reward: +2d8 Goodwill, +3d20 Recruits, +35 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 does the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) that 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 Goodwill
Turns: 1
Chance: 75%
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. (2 Actions Locked)
[X] The Great Trade Fleets (Bone Valley/Sunken Hollows) - (2/3 Turns Complete)
With the proliferation of airships, the abundance of goods within Tessen, and the dearth of forces that could threaten either once within the air, convincing the Merchant Guild to construct and maintain an airship depot and trading station within another Region will not be as impossible as before, but will require us to grease hands and argue fervently for the profits that could be made. No merchant likes a risk they do not believe will not pay off, so we should make them believe this one will.
(Cost: 10 Goodwill
Chance: 25% (+70 if you add a pre-Collapse cargo airship to the deal.)
Turns: 3
Reward: Closer connection and rapid exchange of people, goods, and information with a chosen Region.)

[ ] We Are One People! - (Elites/Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, unite the people, and start on the road to reconciliation.
(Chance: 20%/-80% for Elites/Locals (rolled each turn.)
Successes Needed: 4/8
Reward: +1 Relationship for the Mutated with the chosen faction, +20% Piety, 4d20 Recruits, +2d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Faction)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. However, you need institutional knowledge or an in-depth look into one faction to help you more.
(Turns: 2
Chance: 70%
Reward: +15 to all rolls involving said faction.)

[ ] Create A Dossier On (Groups/Topics (Max 3))
Collate all known information, history, and rumors about a group or topic of interest to ensure the Pilgrims' future actions are as well-informed as possible.
(Chance: 70%
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?)

Subversion: Sometimes, you must convince people they need help with means other than an open hand and a friendly face. A dagger to the back of those who chain them would be a good start. (1 Action Locked)
[ ] Home of Night
A structure is needed to store, train, and keep things you'd rather not have out in the open, be they machines, people, or items. Several places have been considered, though only one, shielded in a small valley smothering everything within in an ever-present half-shadow, has proven suitable. Setting aside funds to create a keep there would prove trivial to your agents.
(Cost: 31 Goodwill, Upkeep: 7.5 Goodwill
Turns: 7
Reward: Home of Night allows you to train specialized Subversion Agents and unlocks Destabilization Actions.)

[ ] A Path Of Shadows
Training can only bring one so far, and tools will only pave over so many cracks and failures in learning and ability. It is time that those willing to hide in the shadows of the world for the benefit of the Pilgrims learn the difference between seeking to adapt to the blind seeking their traces and those seeing that perceive their wanderings.
(Cost: 25 Goodwill, Upkeep: 4 Goodwill
Turns: 7
Reward: Reduce the chance of your agents being caught and considerably reduce the impact of failures.)

[ ] Cover Of Mind
The mind of humankind is ever so fragile; even the slightest imbalance of its chemicals can lead to devastating changes in perception, memory, and motor function. A little nick here, a slight pierce there, some drops over yonder, and a minor waft of smoke...and bodies slump or minds see what is not there.
(Cost: 34 Goodwill, Upkeep: 11 Goodwill
Turns: 5
Reward: Improve all Assassination Actions, which allows you to send the same to other Chapters to help.)

[X] Cover Of Body - (1/8 Turns Complete)
No matter what one says to keep their subordinates in line, no matter the defenses of the building or the protocols that secure the darkest secrets, a pretty face and a sultry smile, a wicked grin and a scarred visage, a sneer and a bland countenance...they all can be wielded like surgical knives through any defense. Some do think with their second brain, and we can take advantage of that impulse...and find ways to shield ourselves.
(Cost: 4 Goodwill, Upkeep: 0.5 Goodwill
Turns: 8
Reward: Improve all Infiltration Actions and improve your defenses against infiltration.)

[ ] Holding Chambers
Torture is inefficient, sloppy, and gives nothing but information spouted to stop the pain. Isolation and removal of all but the basest things, however...they can be good tools to use to ply weak minds to our advantage. It will also be an excellent place to store those you cannot kill but need to...dispose of.
(Cost: 21 Goodwill, Upkeep: 1.24 Goodwill
Turns: 2
Reward: Holding Chambers, increasing gathered information from caught spies and subversives.)

[ ] The Good Gardeners
Every farmer and gardener will tell you plants need pruning. There needs to be someone going around, cutting off unwanted and unneeded parts of those plants, be they trees or bushes, to allow the rest to grow more healthily. Some plants need to be ripped out roots and stems so that they do not kill other plants that are good for the soil. Some may have fallen prey to blight and need to be removed for the good of all others. Those are valuable lessons to learn and good things to do. Find some people willing to become gardeners for the Pilgrims.
(Cost: 42 Goodwill, Upkeep: 6.48 Goodwill
Turns: 8
Reward: Gardeners.)

[ ] Audit Everything
Yes, we did make an audit of all our networks and holdings...but what about a second one? You know, to ensure we got everyone that may try to fuck us over?
(Cost: 10 Goodwill
Turns: 1
Chance: ???
Reward: Ensured that your Networks still work entirely for your ends.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.90 Goodwill)

[ ] Train Your Infiltrators - (Greater)
To work within the shadows of society is more than melding into the masses; it means being able to sink below even the mud and muck of a city and emerge within gilded halls and palaces without arousing suspicion.
(Turns: 4
Chance: 22%
Reward: Higher chances for infiltration, reduces the possibility of having your Information Networks discovered and subverted.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Infiltrate Part 1 - (Choose Three Factions)
It is time to ensure your spies 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 little more than paying some people to pass on rumors, which is standard practice within Slatnan and will raise only a few eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Turns: 2
Chance: 90%
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 Three 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
Turns: 2
Chance: 70%
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 Three Factions)
Your secrets are ours; nothing can be hidden from us. No lock, gate, or barrier stands in our way; nobody will shield you from our grasp. Because we already own them, from the lowest maid to the highest Guard you trust.
(Needed: Information Network: Rank 2
Turns: 4
Chance: 20%
Reward: Spies are planted, displays more information in the rumor mill, almost guarantees 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: 80%
Reward: Chance for Secrets)
-[] Seek Mutated Help - (XXX Goodwill)
(+5 to roll = 2.00 Goodwill)

[ ] Illuminate - (Target)
Burn their homes, raze their sanctuaries to the bedrock, let nothing stand but ruins, and leave nothing behind but ash and the taste of defeat. They will not be allowed to meddle in our Paths any longer.
(Chance: 60/10/-40%
Reward: Target has their operations/structures halted/incapacitated/terminated.)
-[] Seek Mutated Help - (XXX Goodwill)
(+10 to roll = 3.00 Goodwill)
-[] Hit The Family As Told By Internal Security
(+50 to Success Chance. Gain Favors with InSec.)

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action, 1 Action Locked)
[X] Menagerie - (Common) - (1/8 Turns Complete)
More exotic war beasts are required for the Pilgrims' armed forces and faithful to ensure they succeed in securing our Paths from hostile influence.
(Turns: 8
Reward: Can add [Rare] Animals to Units.)

[ ] Scout Out - (Location) - (Units)
While you know that enemies exist in one location, you must 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.)

[ ] Guards! Guards! - (Specify up to 5 Buildings)
While the Tree of Knowledge has some security, it needs 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.
(Turns: 1
Reward: Pilgrim Guards are assigned to the Tree, 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.)

[ ] 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: 0.5 Goodwill
Reward: 1 New Unit (Size 6/6) at Trained (3/6) or Re-Trained Unit with Upgrades below.
6 Unit-Points - Overstrength (Double Unit count)
4 Unit Points - Artillery Specialization (Allows Crew Served Weapons to be used at Half the Size requirements)
4 Unit-Points - Elite Training (+1 Training Level)
3 Unit-Points - Guardians (+2 Health per Unit member each time another Unit takes damage.)
2 Unit-Points - Stealth Training (+20 to all stealth rolls)
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.))
2 Unit-Points - Harsh Workouts (+1 Health per 3 Unit members.)
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.)
1 Unit-Points - Pride (+1 to Breakpoint)
1 Unit-Points - Reaction Training (+5 to Initiative.)
None, though time will change this...

[ ] 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 3 Actions)
(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], -[DoD], and -[MSC] will add 1(one), and adding [VF] will add 2 Success/es to 1(one) active research.)
[ ] Aerodynamics 102 - (All Physics)
Speed is of the essence when you are moving anywhere, as the faster you arrive, the less chances there are for enemies to catch, attack, disembowel, and eat you. Improving upon the equipment we have right now will be the key to ensuring that no one will catch us!
(Chance: 70/50/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Improve current propulsion methods, Follow-Up Project.)

[ ] Aerodynamics 201 - (All Physics)
Speed is of the essence when you are moving anywhere, as the faster you arrive, the fewer chances enemies will catch, attack, disembowel, and eat you. So developing new and novel equipment will be the key to ensuring that no one will catch us!
(Chance: 50/45/40% for 1/2/3 Successes, Successes Needed: 3
Reward: Better Airship Propulsion, Follow-Up Project.)

[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engine 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: 90/80/70 for 1/2/3 Successes, Successes needed: 10
Reward: Massive leap in engine know-how and airship speed.)

[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad flaws, restrictions, and troubles plaguing 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. Therefore, determining how to negate or minimize those forces will prove a godsend for future attempts.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 3
Reward: Structural Integrity +1/2/3 for all modules in Light/Medium/Heavy Airships.)

[ ] 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 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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 1
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 7.500 Kg Lift)

[ ] Pressurized Suspendium Part 4a - (Pioneer Suspendium Theory)
"It is imperative to the continued progress of native Airship construction and research that funds and attention are allocated toward projects like this to allow our constructed vessels to bear far more weight at far less risk and trade-offs than ever before. Even if the hard, grueling work of years this path entails does not have the same sexy or alluring appearance as other avenues of research in matters of lift, it will pay off in the long run, as evidenced by the small amounts of suspendium required to lift vessels of far larger size into the air found within the Forest of Rust."
(Needed: Suspendium Shard - Gigantic
Chance: 99/99/90 for 1/2/3 Successes, Successes needed: 10
Reward: One more step forward. One step closer to understanding Suspendium +25% Lift for all Lift Modules.)

[ ] Pressurized Suspendium Part 3b - (Advanced Suspendium Theory/Pioneer Suspendium Theory)
We know that Suspendium can be pressurized. However, in our testing, we realized that if we arranged the pressure chambers to redirect the charged particles in a singular direction, we could potentially weaponize their nature to shoot anything we want at a target.
(Needed: Suspendium Shard - Large
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 1
Reward: Prototype Suspendium Weaponry.)

[ ] Screw This Air - (Pioneer Machinery)
Airscrews are durable, reliable, continuous and do not require much upkeep or maintenance. However, they are relatively slow. Fix that.
(Chance: 90/60/20 for 1/2/3 Successes, Successes needed: 4
Reward: Advanced Airscrew.)

[ ] Propulse Me Outta Here - (Pioneer Machinery)
Propellers are fast, but the ones we have created are too quickly overloaded with the inertia and mass of an airship. Let's see what we can do about that.
(Chance: 95/70/45 for 1/2/3 Successes, Successes needed: 2
Reward: Standard Propellers.)

[ ] Catalogue Everything 2: Airship Boogaloo - (Choose Category) - (Damage Level) - (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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 8/3/1/1
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): 7 Intact (<80%), 2 Damaged (<60%)
Line Vessels (Armed 200 ton): 12 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unarmed 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)
Once you have developed standardized modules, building a specific airship around or with those components would be safe.
(Cost: (Design Costs)
Chance:
Light (0-20.000 Kg Lift): 99/99/99 for 1/2/3 Successes, Successes Needed: 2
Medium (20.001-2.000.000 Kg Lift): 99/99/90 for 1/2/3 Successes, Successes Needed: 5
Heavy (2.000.001+ Kg Lift): 80/30/-10 for 1/2/3 Successes, Successes Needed: 16
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: Airships incur Material and Suspendium costs in their production.
[ ] To Print In Three Dimensions (Pioneer Mechanics/Metallurgy/Hydraulics/Physics/Programming/Machinery/Electronics)
The 3D Metal Printer is, at the same time, simple yet complicated. The idea itself is deceptively straightforward: a machine that pours liquid material to create an item as if it were made of clay. The problem lies in its programming; it needs advanced models to build even the most basic bolt. This will require some thought.
(Cost: 3D Metal Printer
Chance: 50/40/00 for 1/2/3 Successes, Successes needed: 17
Reward: Norqod Action Unlocked)

[ ] Tiantemu Alloying - (Advanced Mechanics/Metallurgy/Hydraulics)
The creation of steel is vital for many things, most notably all armaments of the Empire, but also all its defensive installation. However, beyond that, the search for ever-better alloys and alloying processes consumes many an industrialist and metallurgist, with the next step in material science ruthlessly chased. In our case, that would be the process by which we can create Tiantemu Alloys, used predominantly in the building of fortifications, as they are mixed with Neuotinium, the ancient alloys found in every Necropolis and supremely light and resistant to wear and tear.
(Chance: 55/15/-20% for 1/2/3 Successes, Successes Needed: 6
Reward: You can upgrade your Steel Foundry.)

[ ] MORE STEAM! - (Advanced Hydraulic/Mechanics/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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Improved Steam Engine.)
[ ] Lances So Bright And Deadly - (Pioneer Weaponry/Electronics/Physics)
Bright-Lances are a known foe for any who delve into a Necropolis, and the Pilgrims are no exception. Over the years, we have gathered multiple examples of Bright-Lances, from components to damaged pieces and even an intact model or two. Many believe it is possible to uncover their secrets with this variety and number of samples.
(Cost: 10x Bright-Lance Artefacts
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Prototype Energy Weapon)

[ ] 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. 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
Chance: 99/99/50 for 1/2/3 Successes, Successes needed: 3
Reward: +1 Damage for all bladed weapons per 3 Size of a Unit)

[ ] Coilguns In Miniature - (Pioneer Electronics/Weaponry)
The creation of coilguns has been somewhat ingrained into your engineers and drafted into blueprints that can be copied and distributed. Yet, though you can create these massive machines, utilizing them as the Forge-Clans do requires efforts to miniaturize every component without a loss of effectiveness that isn't justified by gained ease of handling.
(Chance: 00/-80/-225 for 1/2/3 Successes, Successes needed: 25
Reward: Miniaturize and Improve your Coilguns.)

[ ] Coilgun Lance Extended - (Advanced Electronics/Weaponry)
Range is king in all engagements. If one side can harm the other, but they cannot be harmed back? Then, a winner is all but decided.
(Chance: 10/05/00 for 1/2/3 Successes, Successes needed: 20
Reward: Lance Coilgun.)

[ ] Coilgun Scattershot - (Advanced Electronics/Weaponry)
However, if an enemy is already nearby, killing as many as possible at once will confer many advantages.
(Chance: 70/45/05 for 1/2/3 Successes, Successes needed: 11
Reward: Primitive Scattershot Coilgun.)

[ ] Coilgun Repeater - (Advanced Electronics/Weaponry)
On the other hand, throwing as much metal in as little time as possible will do the same without suffering the setback of killing potential due to loss of accuracy over long ranges.
(Chance: 80/40/20 for 1/2/3 Successes, Successes needed: 5
Reward: Primitive Repeater Coilgun.)

[ ] Gasses Long Forgotten - (Advanced Weaponry/Chemicals)
These tiny capsules promise to end a fight before it even begins, saving valuable lives. But, of course, building your own can only help you in the long run.
(Cost: Sleep-Gas Bombs
Chance: 99/90/50 for 1/2/3 Successes, Successes needed: 10
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. Such chemicals and ancient mentionings about how the Pilgrims could create those must exist.
(Chance: 90/60/30 for 1/2/3 Successes, Successes needed: 3
Reward: Primitive Fire Grenade)

[ ] Fuck That Guy And Everything Around Him - Part 2 - (Physics/All Chemicals/Advanced Weaponry)
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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 10
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 Weaponry)
Recently, your expedition acquired a surprisingly intact flamethrower from the Necropolis. Admittedly, 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: 99/99/99 for 1/2/3 Successes, Successes needed: 1
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)

[ ] Repair The Hammer - (Weaponry/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 to glimpse 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 regarding materials, but it could provide a leg up in armor.
(Chance: 99/99/99% for 1/2/3 Successes, Successes Needed: 2
Reward: Spiked Pavise.)

[ ] Power Armor - Primitive - (Advanced Electronics/Hydraulics/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: 1 Advanced Electronic and 1 Advanced Hydraulics/Armor Artifact
Chance: 99/99/99% for 1/2/3 Successes, Successes needed: 5
Reward: Power Armor - Primitive, 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 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.)

[ ] Everyday Protection Available - (Choose Grade: Civilian/Light/Medium) - (Choose Purpose) - (All Metallurgy/Armor)
People do not like being exposed, be it to environments or weaponry. Creating something to shield our people from specific circumstances without relying on others will be a boon to our logistics.
(Chance: 99/99/99% for 1/2/3 Successes, Successes Needed: 1/2/3
Reward: Chosen Armor.)

[ ] Heavy Metal - (Choose Grade: Heavy/Super-Heavy) - (Choose Purpose) - (All Metallurgy/Armor)
Good armor is always needed, especially for those going into circumstances that make combat all but inevitable.
(Chance: 99/95/90% for 1/2/3 Successes, Successes Needed: 2/4
Reward: Chosen 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 are still determining 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: 70/30/-10% for 1/2/3 Successes, Successes Needed: 13
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.
(Chance: 75/35/-05% for 1/2/3 Successes, Successes Needed: 8
Reward: Boost to your ability to help those who have psychological disorders. Unlocks Pharmaceutical Industry in Norqod.)

[ ] Seizing The Means Of Reproduction - (All Pioneer Chemicals/Medicine/Biology)
Having spent considerable time researching the topic has yielded far-reaching insights into all contraceptives, allowing you to state that you have the best everyone can create outside of the Forge-Clans. Not an answer you wanted but the response you got. Therefore, the next step will be to determine what is needed to produce and alter the contraceptives you know are viable.
(Chance: 80/65/40 for 1/2/3 Successes, Successes Needed: 40
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 3 - (Pioneer Mechanics/Electronics)
Far more than mere replacements designed to mimic their human counterparts, the new prosthetics haunting the dreams and slumber of your scholars and engineers will be capable of standing their equals in motion and superior in durability.
(Chance: 40/20/00% for 1/2/3 Successes, Successes Needed: 20
Reward: Advanced Prosthetics are now crafted and sold, +25% Piety)

[ ] Combat Stimms Round 3 - (Pioneer Medicine/Biology/Chemicals)
Where natural talent fails, chemical talent can step in, but only sometimes 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? It's something worth investigating.
(Chance: 50/40/30% for 1/2/3 Successes, Successes Needed: 10
Reward: Advanced Combat Drugs, Unlocks Round 4)

[ ] Pain-B-Gone Part 2 - (Advanced Medicine/Chemicals)
The creation of Medi-Aid Chemicals is an excellent step in the right direction, yet one that requires close oversight and studious application without deviation from standard patterns and with severe costs if the solutions are improperly or falsely applied. Studying how and why such things happen and how to reduce the failure states will take a lot of time but should yield enough data to create a follow-up project to eliminate flaws and improve the product further.
(Chance: 95/75/55% for 1/2/3 Successes, Successes Needed: 10
Reward: Pain-B-Gone Part 3)
[ ] 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, an excellent first step would be to search for mentionings of those techniques and compare what they say. After that, experimentation is in order.
(Chance: 99/99/99% for 1/2/3 Successes, Successes Needed: 5
Reward: Improved yields of all fields.)
[ ] 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, we do not have a significant enough pool to say if the Black Pit causes them.
(Chance: 10/05/00% for 1/2/3 Successes, Successes Needed: 10
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people.)
[ ] A Buddy And Pal In Code - (Pioneer Machinery/Mechanics/Metallurgy/Programming/Electronics/Hydraulics)
There are still so many things to learn in the creation of autonomous weapon systems, with a hundred questions arising from the process to provide an answer to a previously stated one. More research will be required to uncover more and more of the principles and what can work and what won't.
(Chance: 40/00/-40% for 1/2/3 Successes, Successes needed: 10
Reward: Unlock Improved Ranged Spider, Unlocks further Learning Actions.)

[ ] Vision Beyond the Sight Part 1 - (Electronics/Advanced Electronics)
Both Daughter of Dawn and Indomitable Bastion possess technology that allows them to detect objects and people at a great distance and then present those to the crew. Such a technology could be of great use to us. Of course, replicating DoD and IB sensors is way beyond our current abilities, but creating the most basic of such devices should be manageable.
(Chance: 99/90/75% for 1/2/3 Successes, Successes needed: 3
Reward: Unlock Prototype Radar Tower, Unlocks Further Actions)

[ ] 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: 20/-400/-1000% for 1/2/3 Successes, Successes needed: 40
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.
(Chance: 50/20/-10% for 1/2/3 Successes, Successes needed: 40
Reward: A massive reduction in DC to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Notice: Breakthrough Research! Every 10 Successes, the chances are raised by 30%!)

[ ] Automation - (Pioneer Programming)
Automation is a broad term that can cover many areas of technology where human input is minimized. For example, one can use it to describe the highly sophisticated robotics used by the Forge-Clans in their steel mill and heavy-duty industries or the various simple but effective machines installed in the widespread manufactories within the Empire. Wherever a machine can do the job instead of a person, automation offers many enticing and dangerous possibilities. However, even the most ardent advocate for the idea has to recognize that, without considering how to implement such programs, they remain useless or detrimental due to the high costs such things often incur.
(Chance: 15/10/05% for 1/2/3 Successes, Successes needed: 9
Reward: Unlocks Base/Learning Action.)

[ ] Radio-Chatterweb - (Electronics/Advanced Electronics/Programming/Machinery)
Having created the means by which we can now communicate over long distances with other Chapters and built radio towers tuned into our frequency, it is now time to start with the creation of a more advanced system of interlocking communication arrays that will automatically filter out the various "noises" coming from ruins, Machines, and Necropoli', while not losing any capability in the process. It is a long and challenging task, but one that will greatly benefit us in the long run.
(Chance: 66/33/00% for 1/2/3 Successes, Successes needed: 14
Reward: Further tie Out-Of-Region Chapters and Contacts into the Pilgrim Sphere of Influence, spread the Pilgrim Faith automatically around built Radio Towers.)
[ ] The Little Crystal That Could Pt.2
Okay, they work by liquid Jewel propelling shaped crystals alongside a path set by a plasma matrix acting as their brain. Now for the million crown question: what does any of that mean?!
(Chance: -80/-286/-693 for 1/2/3 Successes, Successes needed: 16
Reward: Unlock the next stage to study and examine the Living Crystals within the Machinery Caverns by figuring out how they can think. It will also massively improve your understanding of physics and plasma.)

[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD keeps cool 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 grasp on how such a thing works mechanically, it is now possible to examine what makes PD's coolant systems tick and see if there are any ways to improve it.
(Chance: -10/-90/-160 for 1/2/3 Successes, Successes needed: 13
Reward: +5 to all rolls made by PD.)
[ ] Know Thy Enemy - (Choose) - (All Biology+Medical/Mechanical+Machinery+Electronics Depending on Enemy)
With the increasing number of protective duties our adherents take upon themselves, we should study our foes' 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: 90/60/30 for 1/2/3 Successes, Successes Needed: 3
Reward: Increased Damage and Information for an Enemy)
Human - Corpse Information
Human - Mutated - Corpse Information
Spider-Drone - Wreck
Sentinel - 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, vastly advancing your capabilities. 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: 30/00/-60 for 1/2/3 Successes, Successes Needed: 25
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 how 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: 85/55/25% for 1/2/3 Successes, Successes needed: 2/5/18/???
Reward: Theory of chosen subject, improved chances for research.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the ancient ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims need more knowledge to bring back the Ancients' technology; for now, that is not true for their fashion. Use the clothes 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: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: Change the fashion around the Region, outraged moral guardians, and Tahmid styles on the Region.)

[ ] 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. It's time to hit the local libraries and linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 95/90/85% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

[ ] Detective Courses For Beginners - (What Topic/Item/Location?)
Well, we found something that interests us, or want to know more about. So, let's get to figuring things out by asking around and poking our noses into things ourselves!
(Automatic Success!
Reward: Information.)
[ ] Eureka! (Write-In)
(Write in something you want to research and how you came upon that idea. If you mark a relevant artifact for this research, the Action will have better chances of success.)

Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 2 Actions, 1 Action Locked)
[ ] Prepare an Expedition - (Location) - (Turns) - (House Mirn support: Y/N)
Sometimes, you must dig into one location for months to fully exploit it.
(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 - (25% of the recovered artifacts are given over; there is no need for security or clearing places on your own.)
-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.
-SST-02: Est. Artifact-grade: Rare, Dice: 1d6+1 per turn, Max. Yield: 5 Turns
-SST-03: Est. Artifact-grade: Rare+, Dice: 2d4-1 per turn, Max. Yield: 1 Turn
-SST-04: Est. Artifact-grade: Rare-, Dice: 3d3+3 per turn, Max. Yield: 7 Turns, [?Dreadnought Present?]
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns.
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger?
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby?
-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?
-MC-01: Est. Artifact-grade: General Mundane to Lost Tech, Dice: 1d5 per turn, Max. Yield: 10 Turns. Living Crystals present? Non-Hostile(?)
-ETG-01: Est. Artifact-grade: Rare+ to Lost Tech, Dice: 1d2 per turn, Max. Yield: 6 Turns. Mutants Present.
-ETG-02: Est. Artifact-grade: Rare- to Lost Tech, Dice: 2d4 per turn, Max. Yield: 8 Turns. No Danger.
-ETG-03: Est. Artifact-grade: Rare++ to Lost Tech, Dice: 3d2 per turn, Max. Yield: 5 Turns. Machines Present.
-ETG-05: Est. Artifact-grade: Rare to Lost Tech, Dice: 2d5 per turn, Max. Yield: 2 Turns. Machines Present.
-VO-01: Est. Artifact-grade: Common, Dice: 2d3 per turn, Max. Yield: 8 Turns. No Danger.
-VO-02: Est. Artifact-grade: Mundane, Dice: 4d7 per turn, Max. Yield: 1 Turn. No Danger.
-TP-01 - Est. Artifact-grade: Common, Dice: 3d2 per turn, Max. Yield: 5 Turns. No Danger
-TP-02 - Est. Artifact-grade: Rare-, Dice: 4d8 per turn, Max. Yield: 2 Turns. Machines Present.
-TP-03 - Est. Artifact-grade: Common-Rare, Dice: 1d2 per turn, Max. Yield: 3 Turns.
-TP-04 - Est. Artifact-grade: Rare++, Dice: 2d7 per turn, Max. Yield: 2 Turns. Machines Present. Dreadnought Present
-TP-05 - Est. Artifact-grade: Unique, Dice: 1d3 per turn, Max. Yield: 3 Turns. Machines Present. Dreadnought Present
-TL-01 - Est. Artifact-grade: ???, Dice: 1d2 per turn, Max. Yield: 2 Turns.
-TL-02 - Est. Artifact-grade: ???, Dice: 2d2 per turn, Max. Yield: 4 Turns.
-TL-03 - Est. Artifact-grade: ???, Dice: 3d2 per turn, Max. Yield: 5 Turns.
-TL-04 - Est. Artifact-grade: ???, Dice: 3d3 per turn, Max. Yield: 6 Turns.

[X] Expedition - (SST-03) - (1 Turn Remains) - (House Mirn support: Y)
[X] Expedition - (VO-02) - (1 Turn Remains) - (House Mirn support: N)
[X] Expedition - (TL-01) - (2 Turns Remain) - (House Mirn support: N)
[X] Expedition - (VO-01) - (House Mirn support: N) - (2/4 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, Suspendium, and luck to escape notice, and they will travel across the sky once more!
(Personal Cutter Cost: 5 Small Suspendium Shards
Line Vessel Cost: 1 Medium Suspendium Shard
Cargo Craft Cost: 1 Medium and 17 Small Suspendium Shards
Chance: 43%
Reward: 1 Intact Airship Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Rapid Reaction Forces Ready)
-[ ] Establish A Trade Route From (Location) To (Location)
(Reward: Anchorage (Tiny) in target Location, Increase Route prosperity.)
-[ ] Guard The Skies - (Location)
(Cost: Line Vessel
Reward: Aerial Dominance)
The Tree - Mirn
The Tree - Tessen
The Tree - Zulmni
The Tree - Ularn
Jokvi - Mirn
Jokvi - Tessen
Jokvi - Zulmni
Jokvi - Strul
Strul - Tessen
Strul - Jokvi
Mirn - Tessen
Mirn - Zulmni
Mirn - Jokvi
Ularn - Zulmni

[ ] Loot The Second Bunker Floor
Let's go!
Possible Rewards:
Military Artifacts?

Area Purpose:
Security?
Possible Rewards:
Corpses, Biological/Psychological/Machine Artifacts

Area Purpose:
Living Spaces
Possible Rewards:
Various Machine Artifacts, possible Learning Bonuses or Breakthroughs.

Area Purpose:
Machine Creation.
Possible Rewards:
Unknown

Area Purpose:
Unknown
Possible Rewards:
Biological Artifacts

Area Purpose:
Human Augmentation.
Possible Rewards:
Various Medicines

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Armors

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Fluid Machinery

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Dead Plants and Animal Corpses

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Forging Related Materials

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Dessicated Animal Corpses

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Life-Support Machinery

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Intact Animal Brains

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Cages Filled With Grey Mass

Area Purpose:
Hard to determine due to combat.
Locked.

[ ] 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. Thanks to your research, you managed to create better Suspendium harvesting methods!
(Chance: 40%
Reward: 3 Large Suspendium Shards.
Warning: If this Action fails, 3d30 Pilgrims will die. Boni, Traits, and Tenets apply.)
-[ ] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 4.00 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.

[ ] The Smokestack's Bowels
Deep within the massive belly of the Smokestack, an ancient factory still churning out and recycling vast amounts of goods lies, forgotten and discarded, information, technical blueprints, and all manner of things that are worth more than a dozen times their weight in pure Jewel. The sheer amount of technologies that could be recovered if one could go past the Machines here...
(Chance: -245%
Turns: 9
Reward: The Smokestack's Bowels are mapped.
Notice: Rolled each turn.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] Delve Deeper Into The Pit
Down, down, down it goes, winding into an eternal spiral beneath the boundary where the sun's light reaches, and darkness begins to take over, reigning like a king of old who had no fear or threat. Deeper yet, you must delve into hidden things where glimmering sights evoking pictures of treasures untouched by human hands in a thousand years within the minds of all who delve deeper yet, deep down, down, down...
(Chance: -15%
Reward: Plunge beyond The Pit's First Zone. No Harm Will Come To Those Who Seek Me Here.)

[X] Search The Waters of Silence - (1/2 Turns Complete)
Deeper within the Verdant Oasis, there is an area called 'Waters of Silence' by those who had the fortune to reach them. A place of warm waters filled with all manner of exotic life, all edible and tasty, where no predators seem to roam and none who entered and left recounted any harm coming to them. Naturally, many assume that we only hear of those who left alive, and that there is still plenty of hidden danger, but there is still much to be gained here for those willing to brave the unknown.
(Chance: 95%
Turns: 2
Reward: The Waters of Silence are scouted.)

[ ] Search The Bloodless Thicket
The Bloodless Thicket is a dark and dense bramble of plants filled with thorns and vines, each step into them accompanied by the crunch of bones from animals and people that entered and were caught by the plants therein. Oddly enough, blood sacrifices are rumored to allow passage into the Thicket for a short while, with the plants receding their hungry thorns, if those who claim they entered it are to be believed.
(Chance: 10%
Turns: 4
Reward: The Bloodless Thicket is scouted.)

[ ] Search The Blooming Geysirs
The Blooming Geysirs are massive holes and caverns in the ground of the Verdant Oasis, filled with steam, waters, and flowers that beguile the senses and lure the inattentive. Extracts from these plants fetch a high price from the wealthy, as they can be turned into oils, scented soaps, and perfumes of potent subtlety and openness.
(Chance: 35%
Turns: 2
Reward: The Blooming Geysirs are scouted. You can delve deeper into the Verdant Oasis.)

[ ] 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. Your dreams now know the path...
(Chance: 45%
Reward: Find the Shelter of the Ancients.)

[ ] 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 Hall of Echoes - (Unit)
Are we not all echoes of one another?
(Chance: 71%
Turns: 4
Reward: Sites are located and mapped.
Warning! If the Action fails, there is an 80% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Hall of Minds - (Unit)
What could be here beyond what should have never been thought up? We should return and forget about this place.
(Chance: 14%
Turns: 3
Reward: Sites are located and mapped.
Warning! If the Action fails, there is a 90% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Hall of Sorrow - (Unit)
There is nothing here but the taste of bitter tears and forgotten tragedies.
(Chance: -100%
Turns: 2
Reward: Sites are located and mapped. You can delve deeper into the Tenebris Library.
Warning! If the Action fails, there is a 100% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Spine - (Airship Fleet)
With the recent upgrade to the Berth in the Tree of Knowledge, you have finally gained the ability to outfit a fleet of Airships with enough weapons, supplies, and tools to reach the Spine, that titanic tower sitting within the Rusting Forest, whose skeletal spire has been out of reach of humanity for a thousand years. What miracles will you find? What horrors do you need to slay to attain them? And what answers and questions shall be found here?
(Chance: ???%
Turns: ???
Reward: The Spire can be accessed.)

[ ] 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 built a small town in the Necropolis. 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. (2 Actions Locked)
[X] Berth - Large - (2/7 Turns Complete)
This is the point where it is almost insulting to call the Airship facilities of the Tree mere "Berths" instead of Anchorages or Ports. Expanding the available facilities by double will allow us to field fleets without crowding or scheduling errors and will be a critical part of creating an Empire-wide transport and logistics system for the Pilgrims and our people, goods, and services.
(Turns: 7
Reward: Without special projects, you can modify Nine Medium or Two Large Airships for exploration or trading. Will generate Prosperity once airships become more widespread, which rises with their availability, and can be upgraded into Berth - Gigantic.)

[ ] Laboratory Complex - Fundamental
Dig deeper, build farther, construct more elaborate machines, and turn unliving rock into marvels of science. We are born knowing nothing and shall not die knowing nothing; that is our oath.
(Cost: 20 General Scientists, 20 Common Engineers, 5 Specialists of Choice
Turns: 35
Reward: Massively improved success chances.)

[X] Medical Wing - Grand - (1/5 Turns Complete)
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.
(Turns: 5
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 10000 Pilgrims/People before it becomes useless.)

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

[ ] Library - (Expanded)
A library is a reservoir of knowledge and 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!
(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
Reward: Prosperity and increased Technological Proliferation.)

[ ] Armor The Daughter - (Armor Points)
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?
(Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)

[ ] Pilgrim Radio
Let long-forgotten power thrum through reactivated machinery, let ancient airwaves long lain dormant once more sing with the voices of our people, and let there be one more monument to human ingenuity and progress reclaimed among the Wastes. Let song take through electronic air and humm victory over nature once more.
(Turns: 5
Reward: +2d10% Piety, +4 Recruits per Turn)

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

Holdings: Norqod developed into a small town over the short time you founded it, with thousands now calling it home with glee and relief. Come what may, these people have had a better life thanks to your actions. (Choose 1 Action, 2 Actions Locked)
[ ] 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
Reward: Norqod gains a Commerce District, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and much 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.
(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 resources 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
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. 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.
(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: 6 General Doctors/Upkeep: 2.75 Goodwill
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.
(Reward: +1 Turn of Progress)

[ ] Large 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.) Expanding your area to include safe places for caretakers to rest, relax between shifts, and get themselves checked via blood testing and breath analyzers bought from Forge-Clans should up your security by a few notches.
(Turns: 9
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.
(Reward: +1 Turn of Progress)

[ ] Land Crawler Factory
With the miniaturization of the current version of the Vuur-Engine accomplished, the creation of vehicles that take advantage of its unique benefits to ordinary people should be considered. The construction of "Land Crawler," armored or large vehicles propelled by the Vuur-Engine, will be somewhat costly. Still, buyers will rest easy knowing that they can bring far more things onto their journeys, be they luxury trade goods, scientific or scholarly equipment, or weapons and armor for those adventurers with a heavy coin pouch.
(Turns: 7
Reward: Land Crawler Factory, Unique Airship Module, Lower Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Large Sturdy Clothing Manufactury
Everybody requires clothing to survive, be decent, and avoid injuries, be it from day-to-day injuries avoided due to cloth preventing scrapes or cuts on the skin or a shield against the heat and sand should a storm happen. Manufacturing clothes for those who work and live not in the safety of their manors has always been an excellent way to earn money.
(Turns: 11
Reward: Large Sturdy Clothing Manufactury, Medium Class gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Fine Cloth Manufactury
Clothing made to impress, not to shield from the environment or danger. Thanks to higher standards and better materials, higher prices can be demanded, which in turn will benefit Norqod as trade steers in its direction for yet another reason.
(Turns: 5
Reward: Small Fine Cloth Manufactury, High-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Tiny Toy Manufactury
Whether large or small, every child loves to play with all manner of toys. Dolls of loved animals or figures, toy weapons, building blocks, replicas of famous Knights, puppets, and more. Not something that will bring in a lot of money, but it will generate a lot of smiles.
(Turns: 2
Reward: Tiny Toy Manufactury, Middle Class gains Prosperity.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[X] Large Tool Manufactury - (5/15 Turns Complete)
Everyone needs tools, no matter what profession or task is at hand. "Too many tools" is a sentence spoken only in jest because there can never be too many tools.
(Turns: 15
Reward: Large Tool Manufactury, Norqod gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Furniture Manufactury
Chairs, beds, cabinets, tables, trunks, chests, doors, flooring, fences, window frames, the list goes on. All that is needed to make a home a home is created here.
(Turns: 4
Reward: Small Furniture Manufactury, Middle-Class gains Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Chemical Goods Manufactury
From simple precursors to more complex chemicals to everyday cleaning products over customized solutions ordered by Adventurers or Scavengers. Chemicals are required by many, and many shall receive them!
(Turns: 4
Reward: Small Chemical Goods Manufactury, Middle-Class gains Prosperity, Low-Class loses Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Luxury Goods Warehouse Hub
Everything needed to store delicate or expensive trade goods away from sticky hands.
(Turns: 2
Reward: Luxury Goods Warehouse Hub.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Armor Factory
Only some things can be mass-produced with the most reliable modern methods available without running afoul of becoming unprofitable, but armor is one of those goods that can be.
(Turns: 8
Reward: Small Armor Factory, High and Middle-Class gain Prosperity, Low-Class loses Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Expanded Steel Mill
Steel is the lifeblood of the Empire; it is its skin warding away dangers, its blood thrumming with power, its arms and eyes bringing civilization to a chaotic world. More produced will always see the demand rise in turn.
(Turns: 9
Reward: Steel Mill, Middle-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Steel Foundry
Every machine that is required to shape steel into creations that will advance the Imperial Cause for the betterment of all peoples on Calynth can be found within, alongside the hammering of heavy tools, the sweltering heat of glowing metal, and the shouting of hundreds of workers turning base metal into proud products.
(Turns: 9
Reward: Steel Foundry, High-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits massively.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Expanded Cannery
Putting things into containers isn't anything new to anyone, but doing so on an industrial scale has some difficulty due to the money and connections required to attain the machinery and knowledge to create something more than cans that hold rotting food and spoiled drinks, alongside the need to be able to open the cans at all. With the recent discoveries on how to make milk last longer, the construction of a cannery was raised to produce canned dairy, with the proposal widened to can fruits and other foods to boot.
(Turns: 9
Reward: Expanded Cannery, Middle-Class gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(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 your homes and much less harvest what they have without heavy full-body sealing armor. However, their honey is delicious.
(Turns: 5
Reward: Honey and Wax, with a large area nobody and nothing goes through.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[X] Academy of the Fools - (8/14 Turns Complete)
A barely adequate academy to begin the training and education of further teachers and educators for the public, one that requires a large amount of costly equipment to attract enough educators of the required fields and depth of knowledge to be called an Academy without being said in derision.
(Turns: 14
Reward: Slowly reverse the loss of public knowledge within the local Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Tiny Scientific Complex
Hiring and retaining trained experts in the sciences will be a significant undertaking, not even talking about the sheer cost of the vast array of machines, equipment, and safety features you need to install to keep the experts occupied and helpful in your studies.
(Turns: 29
Cost: 6 Experts of your choice, 55 Goodwill.
Reward: +1 Auto-Success, which still advances your understanding of your research subjects.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] The Evergreen Gardens - Small
A vanity project, sure, but creating a hydroponics facility dedicated to growing and mixing rare plants for every purpose would aid in many things, from prestige to medicine and even food.
(Turns: 5
Reward: A small facility for dedicated gardens to raise plants for industrial, medical, and recreational purposes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Paper Mile - (Tone)
Large print shops 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
Reward: 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.
(Reward: +1 Turn of Progress)

[ ] Radio Station - (Focus)
Radio Stations require specialized equipment and trained personnel to staff and operate. That is if one commissions the machines from the Forge-Clans, which you no longer need to do. With Pilgrim-created radios slowly assembled within the workshop, you can create a Radio Station for your needs and wants. Expanding the station will also be in the cards later down the line!
(Turns: 3
Reward: Radio Station, allowing you to project your Influence across the Region to all that own radios and listen outside the Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(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 of the arts without running afoul of any toes, as most people see gardens as something all should enjoy.
(Turns: 4
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.
(Reward: +1 Turn of Progress)

[ ] Organized Airship Manufactory - 1 Line - (Design)
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
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.
(Reward: +1 Turn of Progress)
-[ ] Swap The Lines - (Same-Weight Category Design #1 to #2)
(Turns: Only 1
Reward: Swapped Lines)

[ ] 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)
-[ ] Buying Stuff
(Write in what you want to purchase.)
-[ ] Procure (Write-In)
(Gain various benefits, services, and insights, ranging from bonuses to Actions to Progress in technologies, and even help achieve initiatives like We Are One People. You can now purchase one Common Technology per Turn.)
-[ ] Words to the People - (Specify Pilgrim Chapter)
(Cost: 1 Goodwill = 10 Followers
Reward: Exchange Goodwill for Followers in Pilgrim Chapters. )
-[ ] Faith to the People - (Specify Pilgrim Chapter)
(Cost: 50 Goodwill
Reward: Elevate a Faithful to a Hero in a Sub-Turn.)
-[ ] Words Unlimited And Unchained - (Write-In Message and Recipient)
(Cost: 15 Goodwill
Reward: A message of your choosing will be received by a person of your choosing.)
-[ ] Meet a Gardener
(Cost: 100 Goodwill
Reward: Meet a Gardener.)

[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 1 Goodwill
Reward: Chosen targets' plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 2 Goodwill
Reward: Chosen targets' plans for the next two turns are revealed.)
-[ ] Suppliers Of Many Wares Of Medicine And Equipment (What do you need/want?)
(Cost: 4 Goodwill
Reward: "Things That Fell Off A Wagon.")

[X] The Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 1.50 Goodwill
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (2/7 Turns Complete)
(Cost: 1 Faithful for 7 (seven) Turns
Reward: 1 trained General Doctor)
-[ ] Anatomical Lectures
(Cost: 1 Faithful for 5 (five) Turns
Reward: 1 trained Surgeon)
-[ ] 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, and unlock more moves at certain control thresholds.)

[ ] Stupendously Scholastic Scholars of Science - (1 Action)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 2 Goodwill
Reward: +1 Progress for chosen Learning Action)
-[ ] In The Name Of Education - (Choose Learning Action)
(Cost: 3.50 Goodwill
Reward: +2 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 0.50 Goodwill
Reward: +15 to chosen Learning Action)
-[ ] In the name of SCIENCE! - (Choose Learning Action)
(Cost: 1 Goodwill
Reward: +35 to chosen Learning Action)
-[ ] Suffer Their Arrogance
(Cost: 1 Faithful for 4 (four) turns
Reward: 1 trained General Scientist)
-[ ] Suffer Their Droning
(Cost: 1 General Scientist for 6 (six) turns
Reward: 1 Trained Scientist)
[ ] The Imperial Family - (1 Action)
-[ ] Petition For (Topic)
(Turns: 10/1
Cost: 20 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: 0.25 Goodwill
Reward: +5 to the first two rolls in the next Combat.)

[ ] The Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 10 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors (Chosen Actions)
(Cost: 15 Goodwill
Reward: Roll with Advantage for 2 specified Actions.)
-[ ] Grease The Wheels - (Action)
(Can be taken multiple times.
Cost: 25 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)
-[ ] Donate [Write-In Amount] of Suspendium
(Cost: Variable Suspendium
Reward: ???)

[ ] 3-Point University - (1 Action)
-[ ] Rectorate Interventions - (Choose Learning Action)
(Cost: 35 Goodwill
Reward: You cannot roll below 65 for the chosen Action.)
-[ ] Guest Lectures - (Choose Learning Action)
(Cost: 15 Goodwill
Reward: Roll an additional 1d50 for the chosen Action.)
-[ ] Exchange Program - (Specialist)
(Cost: 10 Goodwill
Reward: Gain a chosen Specialist for this Turn. 10% Chance to gain a random Specialist for free.)
-[ ] Research Subsidies - (Choose Learning Action)
(Cost: 20 Goodwill
Reward: Remove 1d3 required Successes from one Learning Action. Cannot go lower than 3.)
[X] Forge Clan Vanar-Feer
-[ ] Made To Order
(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples.)
-[X] Unlimited Specialists Galore
--[X] (1x Trained Scientist) - (3/10 Turns Complete)
--[X] (2x Trained Engineers) - (3/10 Turns Complete)
--[X] (2x Forge-Coders) - (9/15 Turns Complete)
--[X] (2x Forge-Smiths) - (3/15 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: X Faithfuls for 6/10/15 turns.
Reward: X Engineers/Scientists/Commanders, Trained Engineers/Trained Scientists/Captains, Forge-Coder/Forge-Smith.)
-[ ] Commission A Knight
--[ ] Malachial-Pattern
(Turns: 4, Cost: 36 Goodwill, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 68 Goodwill, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 105 Goodwill, Armor: 650/650, Structure: 80/80)
--[ ] Commission An Unique-Pattern
(Turns: 8, Cost: 20 Goodwill, Armor: 10 points for 0.10 Goodwill, Structure: 2 points for 0.05 Goodwill)

[ ] The Followers Of Light - (1 Action)
-[ ] For The Nation - (Action)
(Cost: 3.5 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) - (43/150)
(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: ??? Goodwill
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: ??? Goodwill
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)
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 4.25 Goodwill
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
(Goodwill)
-[ ] Investigate For Heresy
(25 Goodwill)
-[ ] 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 challenging and fantastic equipment. These range from vests hardening in response to physical trauma to spears capable of shooting lightning guided by plasma trails. It's too bad you need to cut your hair for such things to become a reality.
(Cost: Arias Hair
Turns: 4
Reward: Pathene Equipment)

[ ] Communion of Unsight - (Martyris) - (Write-In 2 Questions)
I have questions. You will answer.
(Reward: Answers.)

[ ] Shift Your Bureaucracy From (Category) To (Category)
Sometimes, the need arises when efforts must be reduced in one area and expanded in another when no additional resources are available otherwise. Today is one of those times when a shift in attention is required.
(Cost: 0.01 Goodwill
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 A Reason)
You knew something like this would happen. Somehow, somewhere, an organization or person would draw your full ire. Not in the sense that you disagree with something they did, but what they represent and how they act. Well, you are an official religion; you can 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 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 - (Goodwill Cost)
Not everything can always be sunshine and rainbows; sometimes, shit goes sideways, and people must be reminded that failure is not the world's end. With the Pilgrims growing as they do now, keeping everyone working together and on the same page becomes ever more difficult...
(Cost: 10/24/60 Goodwill
Reward: +1/2/3% Piety every 10/8/6 points above 0.)

[ ] 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 they would make a mistake if they did so.
(Reward: According to the available Followers, the maximum amount of Faithful is created.)

[ ] 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: I am going to assume that the Art Vote has concluded with "Emperor Elianus receiving news of Pilgrim Shenanigans," until someone says otherwise, due to a lack of votes but plenty of support for the idea. :V

Let me know if you spot any mistakes or have questions so I can provide a better experience.

A moratorium will be until 03.04.24 at 17:00 CET.
Voting will be closed on 07.04.24 at 17:00 CET.
Omake Points can be applied until 20:00 CET.
I will roll on 08.04.24 at 17:00 CET if no one has rolled yet.
The update will be online on 14.04.24 at 17:00 CET.
 
Last edited:
Rumor Mill Turn 93
Rumors:
Interview With Knight-Pilot Aria - The Tessen Speaker
In a rare moment of downtime for the ever-busy Aria, well-known as the most prominent Mutated Knight Pilot recorded within Tessen, one of our reporters managed to attain the rights for an interview, speaking with her about topics ranging from her family, her relationship with the Awake Machine-Mind PD, the religious beliefs of the Pilgrims, and the current and future projects of both them and House Dall, with several rumors swirling around the latter being confirmed or denied, alongside a smattering of lesser topics.
(Read more on page 18)

Trade Fleets Rise To The Skies - The Truthful Observers
After nearly a year in heated discussions behind closed doors and guarded rooms, the Merchant Guild has recently opened its doors and pulled away the veil of secrecy to announce a partnership with House Dall and the Pilgrims, to begin with the construction and maintenance of two Trade Fleets consisting out of Airships setting out for the Regions of Bone Valley and Sunken Hollows. Whatever arguments House Dall and the Pilgrims had used, be it the presence of Pilgrims already there able to provide support, the presence of high-value goods that will fill the coffers of all involved in every Region connected by these two lines, or mundane self-interest, the arguments landed and have led to the creation of a sub-guild under the purview of the Porters by the Merchants called 'The Aetherical Transportation Guild.' Time will tell just how profitable such an arrangement will be, but initial optimism has seen more than one wealthy individual or family invest in a share of these fleets to partake in the wealth that they believe is to come.
(Read more on pages 2-4)

Unknown Skeletal Mutant Spotted, Placed At Behemoth Level By Military - Rags, Rumors, And Rants
[Redacted by Order of the Internal Security]
(Read more on pages 1-3)

***

Region Report/s

Bone Valley

Our work to begin scavenging operations around the Cargo Elevator continues apace. I feel thankful for not allowing our volunteers to plunge into the depths immediately due to the revelation that the Elevator seems to be near several Ancient Military Checkpoints, with the Machine within taking umbrage at the presence of unauthorized people taking a look and poking at things. There have been several dozen proven casualties, with a hundred more injured before the Last Light Knights descended to end the threat to the city when the Machines started an attempt to call the Elevator down. The fighting has been fierce, but seems to have mostly concluded, and we will be able to descend in a few months without stumbling into clear danger right from the first step off the platfrom.

Sunken Hollows

Hello, this is Akane.

Most of our efforts in helping those we can to return to their homes or settle into new ones (within our sphere of influence) have concluded, and we hope we can shift our focus to a more expansionistic mindset next year. However, there is still a lot of work before us. Not that this will stop us from doing it, but it is essential to remind our folk of how far they have already come and how far they'll be able to go in the future.

With steady farewells,
Akane.

***

Spy-Network:

The Marquess of Tessen is concluding their fortifications with a capstone fortress to be overseen by a branch family.

House Ulatarn continues to build its museum, which exhibits the taxidermied Mutants of the Region.

House Mirn is administering their lands.

The Military has been very active lately, sending out many patrols in seemingly random patterns for no discernible reason.

The Bureau For Imperial Civilian Logistics is continuing its feasibility study on the construction of native airships weighing 150,000 tons. It seems to be nearing the end.

The Followers of Light are mostly happy about the way things are going.

The Adventurer Guild is bored.

Dirty Daggers are wary about the annihilation of The Family and are seeping deeper into the criminal underbellies of the Region in response.

The Common People are distracted by a new book series concerning the romance between a dashing scribe and his long-suffering noble lover.

The Mutated are distracted by a new book series concerning the romance between a dashing scribe and his long-suffering noble lover.
 
Turn 93; Year 22; Month 9; A Dream Underneath The Boughs
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.
--5.) discrimination.
-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.) An Adjudicator is chosen for each Chapter as per the directive of the Chapter Council and the consent of the Chapter as a whole.

3.) A new Adjudicator is chosen should the current Adjudicator;
-a.) die.
-b.) voluntarily step down.
-c.) be removed by a two-thirds majority vote.
-d.) be recalled by the current High-Adjudicator.

4.) The responsibilities of the Adjudicator 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 Council Members or individual Pilgrims to vote.
-c.) ensure that all votes are cast in at most 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 the 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 daily working in a Pilgrim-run structure should they not be employed by the same.
--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 to the chosen Adjudicator.
-c.) Bring forth problematic aspects of the structure and tenets of the Pilgrims to the Adjudicator.
-d.) Vote or send an envoy with the Pilgrims HQ or Chapter 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 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 2 (two) warm meals 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 for turning in artifacts.
--1.) The rarity and importance of the Artifact determine the amount.
--2.) It does not apply to the Chapter's intentional archeologic excavations or scavenging operations.
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 following year.
-2.) An extended leave can be granted should the reasons suffice, such as;
--a.) Family matters (death/marriage).
--b.) Recuperation.
--c.) Doctoral/Engineer orders.

7.) Council Members 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 workers' ability.
-b.) minimize inter-council conflict.
-c.) bring any issues, optimizations, or opportunities to the Adjudicator.

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 can only re-enter up to 2(two) times with 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 that you 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, metal, oil, and circuitry; the truth remains: they deserve life and respect as any being. Who are we to judge and condemn a being, to declare them non-sapient and non-sentient, for the crime of not being born a human? Who are we to point at a Core that enjoys art, an Animal in the wild that 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 out to help. Every 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 a relationship bonus when engaged in Diplomacy; 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 with whom we once shared our misery? 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.)

Doctrine of the Lowest
There is a basic need in us all to believe in something greater than ourselves. Within the Pilgrims, many have found that Greater, finding, often for the first time in their lives, a place where they belong and are wanted. And from that acceptance of those willing to stand with us comes a hand held out to those still undecided or wavering between joining us on the Path to our futures and walking their own. But, ultimately, even the lowest are our people, and to leave them behind is nothing but a base betrayal of our most fundamental Tenets.
(+1 Diplomacy Action, Free Re-Rolls with a +20 Bonus should you fail Diplomacy Actions targeting a [Local] Faction.)

Doctrine of the Open Hand
Charity is the most essential thing one being can give to another when they have and another does not. Through the actions of the Council and guided by our Founder, we managed to accrue the means by which we can acquire the wealth needed to give and give plenty. Be it in the form of alms for the poor and destitute, healing for the sick and injured, or merely a warm and dry place to sleep and rest; we can provide them, and provide them we must. No evil is more despicable than denying another help when one has the means to ease their suffering, as minute that aid may be.
(Charity and Goodwill Missions/Actions have lowered costs and increased results. No Charity/Goodwill Buildings require Trained/Specialized/Faithful/Zealot personnel.)

Rite Of Mourning: A Journeys End
Losing someone and seeing their Journey cut short by age or force is terrible. Remember where they sat, sharing stories, laughter, love, food, and safety. Remember how they laughed and 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, and a life lived, changing the world, others, and themselves with 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 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.)

Forget Not Our Names
Many are the names and stories forgotten by the march of time; more are the Paths wiped out with the death of the last who remember their marks left upon the world. We know this intimately, our very Paths deeply intertwined by the graveyards of Ancient Humanity to those whose final works and lives we take to build a better world upon the ashes of theirs. Yet, we do not forget them entirely, nor do we discard what changes they have made in life merely because we can no longer perceive the roads they traveled or the aid they gave, as little as that may be. And just like the Ancients have died without any notice to us, so too do many others die today who will never be mourned, whose names shall be forgotten by time. Unless we ensure that the very stone we walk upon bears their names for eternity.
(Can construct Mausoleums of the Forgotten.)

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 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.
(Leaders 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 that drove them to do so, but the simple act of creating something better, even for a moment, so 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.)
Member/Resource Statistics
Members Total: 4.860
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 3.956
-Faithful: 39/145
--2/12 General Scientists - +12 (per) to assigned research
--1/2 Trained General Scientist - +18 (per) to assigned research
--6/7 General Doctors - +6 (per) against diseases and to Medical/Biological research
--2/2 Trained Surgeon - +12 (per) against diseases and to Medical/Biological research
--11/13 General Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research

-Followers: 3.811 (186 (7 Faithful) unoccupied)
--Recruitment: (+43 per Turn)
---(+13 Due to The Codex Mk.1)
---(+20 Due to Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))
---(+6 Due to Expanded Daycare)
---(+4 Due to Various Hospices)
---(+8 Due to Radio-Channel)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human - Male)
Members: 670
-Faithful: 11/20
--3/3 General Doctors

-Followers: 650
--Recruitment: (+22 per Turn)
---(+13 Due to The Codex Mk.1)
---(+14 Due to Fortified Position)
---(-5 Due to Cultural Pushbacks)

Projects:
-Construct a Scavenging Outpost (2/5)
-Train With experienced Scavengers (2/2)
-Gain A Cargo Elevator Usage Permit (2/3)
Adjudicator: Akane (Mutated - Female)
Members: 234
-Faithful: 10/11
--1/1 General Engineer

-Followers: 223
--Recruitment: (+8 per Turn)
---(+13 Due to The Codex Mk.1)
---(-5 Due to Mutated Adjudicator)

Projects:
-Aid the Displaced (3/4)
-Improve the Tree of Origins (3/4)
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
-Alas - Nonbinary - Combat - Bloodloss
-Mark - Male - Combat - Brain Trauma
-S'tary - Male - Combat - Bisection
-Mikabi - Female - Combat - Complete Organ Liquefaction
-Ettara - Female - Combat - Organ Ruptures
-Julus - N/A - Combat - Evaporation
-Hern - Male - Combat - Shock and Bloodloss

Goodwill: 148.70 (+6.98 per Turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+2.28 = Small Hospice Network, Expanded Network, Territorial Network (Mirn)
+1.30 = Improved Expanded Poor Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul)
+0.05 = School - (Big - Mirn)
+4.80 = Orphanages - (Big - Strul, Ularn, Zulmni, Tessen, Jokvi, Mirn)
+0.50 = Grand Kitchen - (Mirn)
+0.90 = Asylum - (Mirn/Zulmni/Tessen/Strul/Ularn/Jokvi)
+0.09 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni, Ularn, Strul)
-0.02 = Print Shop - Smut
-3.00 = Subversion (Cover of Eyes)

Piety: 78% (+25 to all rolls for Heroes with the Adjudicator Trait)
Rolls (-12):
-3 (Tenets: Rite Of Mourning: A Journeys End, Hidden Tenet: A Mythos Called Names)
-10 (Tree Buildings: Expanded Daycare, Beautification, Communal Festivals, Mausoleum of the Forgotten Pilgrims)
-69 (Pilgrim Buildings: Electric Lights, School - (Big - Mirn), Grand Kitchen - (Mirn), Orphanage - (Big - Ularn, Strul, Zulmni, Tessen, Jokvi, Mirn), Primitive Asylum/s, Expanded Hospice Network, Improved Expanded Poor Houses)
-26 (Pilgrim Chapters - Bone Valley, Sunken Hollow)
-1 (Hero Traits: Martyris: Poisoned By A Plague-Engine - Medicated Immunity)
+97 (Followers, +1 every 50)

Suspendium: 7 Large and 2 Medium Suspendium Shards (1 Large needed in 3 (Three) Turns - Paid)
Income: +14 Medium
+14 Medium Shards (The Trail of Rust)
-4 Small Suspendium Shards (2x Caravaner Lines)
-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
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: [Redacted By Order Of Internal Security]
Boni: +15 on all Diplomatic rolls

Marquess of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Concluding their fortifications with a capstone fortress to be overseen by a branch family.

House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Continues to build its museum, which exhibits the taxidermied Mutants of the Region.
Boni: +15 on all Diplomatic rolls

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Information Network: Rank 1
Plans: Is administering their lands.
Boni: +15 on all Diplomatic rolls

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Alliance (3)
Plans: Legalising the Alarfta Seers.
Boni: +15 on all Diplomatic rolls

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Very active lately, sending out many patrols in seemingly random patterns for no discernible reason.
Information Network: Rank 1.
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)
Information Network: Rank 1.
Local Plans: Continuing its feasibility study on the construction of native airships of 150.000 tons in weight. It seems to be nearing the end.
National Plans: Weapons Development - Primitivize coilguns for non-artifice production. (4 Turns) - 200 + 1 Imperial Favor (1st), 150 (2nd), 100 (3rd) Goodwill as Reward.
Factions:
-3-Point University
Contact: Lector Bob
Opinion: Neutral (0)

The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Friends (2)
Information Network: Rank 1
Plans: Are mostly happy about the way things are going.

Miscellaneous Nobles
-Lady Maranica (Ally (3)|*Throwing 'Knowing' looks at Selene as she reads the new books.*)
-Baron Esker (Friend (2)|*Has been seen buying axes and muttering about 'that damn forest...'*)

General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen
Opinion: Friends (2)
Information Network: Rank 1
Estimated Pilgrim-Influenced: ~26%
Mood: Are distracted by a new book series concerning the romance between a dashing scribe and his long-suffering noble lover.
Boni: +15 on all Diplomatic rolls (Special: Applies to All Local Factions.)

The Merchant Guild
Contact: Abraham Lin
Opinion: Allies (3)
Plans: Money.
Boni: +15 on all Diplomatic rolls

The Union of Herbalists
Opinion: Friendly (1)
Plans: Helping people out and making money.
Factions:
- Fundamentalists (Neutral (0)|25% Control|Quicker Doctors)
- Progressivists (Neutral (0)|30% Control|Cheaper Actions)
- Healers (Ally (3)|45% Control|Enables Surgical Training
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friends (2)
Plans: Testing a Suspendium theory.

The Adventurer Guild
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Bored.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/380 Members/Reliable Mercenary Company)
Plans: Hunt the Mutants
-The Bad Batch (Leader: Simone Simona/Friends (2)/62 Members/Infiltration Experts/Expert Violinists/Trained Exotic Dancers/Adept Flower Coders/Trained Actors/Trained Basket Weavers/Adept Carapace Decorators)
Plans: Hunt the Mutants
-The Scavenger Organizations (Leader: None Formally
--Crews: Old Eyes' Diggers/148 Members
---Plans: Licking Their Wounds After A Bad Expedition.)
-Tailors of the Burned Skies (Leader: Agatel Lh-a/Neutral (0)/3900 Infantry, 36 War Lizards, 44 Scout Lizards, 11 Knights/Combat+Garrison Company)
Plans: Recover from their losses within the Bunker.

Criminal Gangs
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Region Tessen
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: Wary about the annihilation of The Family and are seeping deeper into the criminal underbellies of the Region in response.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood.

Terrorist Organizations
N/A

Cults
-Conclave of Faya

--Contact: Elder Spirit Songweaver Marta
--Opinion: Friend (2)
--Plans: Argue over creating an off-shoot in Norqod.
--Uncovered:
---Spirit Worship (Nature and Machine)
---Artistic Focused (Spiritual and Mosaic)
---Non-Violent (But Not Pacifist)
-Meira's Hidden
--Contact: Singe
--Opinion: Neutral (0)
--Plans: Complete miscellaneous projects.
--Uncovered:
---Forge-Clan Offshoot
---Pro-Mutated
---Isolationists

The Mutated
Opinion: Allied (3)
Boon: +20 to all Medicine/Biological Research, can boost selected Actions using Goodwill, +4 Mutated Recruits per Turn.
Bane: -12 Human Recruits per Turn.
Information Network: Rank 2
Mood: Are distracted by a new book series concerning the romance between a dashing scribe and his long-suffering noble lover.

Sapients
Forgotten
Opinion: Friendly (1)
Plans: Sleep Once More.

General Opinion on Mutated: Growing Indifference (2)
Artefacts
Common
10x Miscellaneous Artifacts - 1.02 +5 to Everything
4x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
2x Workers - Scrap - 0.08 - +5 to Electronics/Metallurgy
2x Guardians - Trooper - Scrap - 0.15 - +5 to Electronics/Metallurgy
6x Omni-Gazers - Scrap - 2.25 - +5 to Electronics/Metallurgy
630x Bunker Electronic Artifacts - 1.74 - +5 to Electronics
105x Bunker Manufacturing Artifacts - 1.62 - +5 to Machinery/Hydraulics
810x Bunker Medicine Artifacts - 0.92 - +5 to Biology/Medicine/Machinery
5x Exotic Fruit Seeds - 5.00 - +5 to Biology
18x Unknown Seed Samples - 5.00 - +5 to Biology
Tasty Fruits - 2.50 - +5 to Biology
11x Spices - 3.81 - +5 to Biology/Medicine
Rare
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
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
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
Code Scraps - 5.99 - +20 to Advanced Programming
"Holy Text of the Tiny Snake God" - 11.76 - +20 to Advanced Psychology
"The Turning Of Pages" - A Mythological Summary Of History - 9.13 - +20 to Psychology
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watch Systems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Automated Blood bag - 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
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
5x Loading Tubes - 5.52 - +20 to Advanced Weapons/Mechanicals
3x Feeding Stations - 5.50 - +20 to Advanced Weapons/Chemicals
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
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
2x Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
7x Rusted Constructor Component - 5.91 - +20 to Advanced Electronics/Metallurgy
3x Retinal Implantation Guide - 5.46 - +20 to Advanced Biology
2x 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
2x Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
4x Auto-Adjusting Bodyarmor - 6.68 - +20 to Advanced Armor/Machinery
Coolant Feed System - 6.87 - +20 to Advanced Hydraulics
2x Overgrown And Shattered Micro-Lances - 7.08 - +20 to Advanced Weapons
Rudimentary VI - 5.49 - +20 to Advanced Machinery/Programming
2x Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
3x 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
2x Damaged Minor Bright-Lance Turrets - 5.88 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons
2x Damaged Medium Bright-Lance Turrets - 6.31 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Armor
5x Damaged Plasmathrowers - 7.06 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Hydraulics
2x - Rare Plant Samples - +20 to Advanced Biology
3x - Mechano-Fibrous Materials - +20 to Advanced Machinery/Biology/Medicine
100x Bunker Electronic Artifact - 6.53 - +20 to Advanced Electronics
237x Bunker Machinery Artifact - 5.03 - +20 to Advanced Machinery
149x Bunker Programming Artifact - 5.94 - +20 to Advanced Programming
375x Bunker Hospital Artifacts - 9.60 - +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery
231x Bunker Armor Artifacts - 8.84 - +20 to Advanced Armor/Metallurgy/Machinery/Hydraulics
205x Bunker Weapons Artifacts - 7.32 - +20 to Advanced Weapons/Machinery/Hydraulics/Chemical
"The Collected Legends And Mysteries Of The Sun Cults" - 7.49 - +20 Advanced Psychology/Metallurgy
5x Illustrated Genome Map of Artificial Invertebrates - 11.32 - +20 to Advanced Biology/Chemical
2x Rusted Contactless Power Cells - 6.79 - +20 to Advanced Machinery/Electronics
Toy Sword - 5.55 - +20 to Advanced Metallurgy
Children's Book - 7.11 - +20 to Advanced Psychology/Programming/Electronics
3x Mutated Skeleton - 6.11 - +20 to Advanced Electronics
Aetheric Conversion Engine - 6.33 - +20 to Advanced Mechanics/Hydraulics/Airship Technologies
2x Suspendium Diffusion Charts - 5.67 - +20 to Advanced Physics/Airships Technologies
Incomplete Command Node - 7.77 - +20 to Advanced Electronics/Programming
15x Workers - 5.08 - +20 to Advanced Electronics/Metallurgy/Programming
312x Guardians - Trooper - 7.15 - +20 to Advanced Electronics/Metallurgy/Programming
84x Caretaker Swarms - 5.11 - +20 to Advanced Programming/Electronics
2x Medium Bright-Lance Turret - +7.50 - +20 to Advanced Weapons/Metallurgy/Hydraulics/Armor/Electronics
69x Rare Bunker Manufacturing Artifacts - 6.23 - +20 to Advanced Machinery/Hydraulics
5x Burned Robotic Housekeepers - 5.53 - +20 to Advanced Electronics/Hydraulics/Machinery
Destroyed Peacekeeper - 7.92 - +20 to Advanced Armor/Hydraulics/Weaponry
105x Guardians - Sniper - 12.50 - +20 to Advanced Electronics/Metallurgy/Programming
119x Omni-Gazers - 6.82 - +20 to Advanced Electronics/Metallurgy/Programming
3x 3-Dimensional Machinery Model Kits - 7.21 - +20 to Advanced Machinery/Metallurgy/Armor
33x Guardians - Command - 14.75 - +20 to Advanced Electronics/Metallurgy/Programming
2x Thrashed Nano-Lathes - 14.75 - +20 to Advanced Machinery/Metallurgy
Omnidirectional Security Camera - 11.32 - +20 to Advanced Electronics/Programming
2x Undulating Oil Samples - 15.11 - +20 to Advanced Mechanics/Hydraulics
Strange Blood-Like Substance Sample - 12.20 - +20 to Advanced Biology/Hydraulics
2x Artificial Vascular System - 14.00 - +20 to Advanced Biology/Metallurgy/Medicine/Hydraulics
60x Advanced Bunker Weapon Artifacts - 14.48 - +20 to Advanced Weapons/Metallurgy/Hydraulics
2x Severed Hydro-Tendril Actuators - 15.09 - +20 to Advanced Hydraulics/Programming/Metallurgy/Mechanics
3x Corpse Feast Grenades - 11.70 - +20 to Advanced Weapons/Hydraulics
2x Salvaged Cognition Processors - 8.42 - +20 to Advanced Biology/Programming/Medicine
3x Undulating Scymri-Ocular - 9.99 - +20 to Advanced Biology/Hydraulics/Medicine
3x Machine Maggots - 11.73 - +20 to Advanced Machinery/Programming/Medicine/Biology
3x Tendon-Focused Medical Textbook - 8.04 - +20 to Advanced Biology/Medicine
3x Plasma-Conduits - 7.75 - +20 to Advanced Metallurgy/Physics
3x Plasma-Focusers - 9.25 - +20 to Advanced Metallurgy/Physics/Weapons
3x Serrated Memory-Metal Blades - 12.12 - +20 to Advanced Metallurgy/Weapons
3x Surgical Drones - 12.36 - +20 to advanced Programming/Machinery/Electronics/Medicine
Lost Tech
4x Gutted Cores - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
4x Tablets - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma Torch - 18.40- +50 to Advanced Physics
2x Unknown Discarded Medicines - 19.16 - +50 to Pioneer Medicine/Advanced Biology
2x Water Purifiers - 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
3x Hololithic Cubes - 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
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
3x "Chemical Alterations Of The Mindscape" - 31.44 - +50 to Pioneer Chemicals/Psychology
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
7x Self-Implanting Exo Skeleton - 15.04 - +50 to Pioneer Machinery/Medicine/Biology
"The Death Of A Moon" - 16.23 - +50 to Pioneer Physics
1x Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
10x "Eternium" - 18.60 - +50 to Pioneer Medicine/Chemicals/Biology/Psychology - [Library]
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
4x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
4x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
2x Memory-Transcriber - 16.00 - +50 to Pioneer Machinery/Electronics/Biology/Medicine
3x Perfectly Preserved Nerve-System- 16.18 - +50 to Pioneer Biology/Medicine/Machinery
2x Neural-Pathway Mapper - 15.88 - +50 to Pioneer Machinery/Biology
2x "Animu/as" Overwriter - 15.86 - +50 to Pioneer Psychology/Machinery/???
3x Neural-Pathway-Re-Builder Pills - 16.24 - +50 to Pioneer Medicine/Biology
2x Broken Neural Alteration Machines - 19.67 - +50 to Pioneer Machine/Medicine/Biology/Psychology
5x Sensory Reconstructors - 16.26 - +50 to Pioneer Machine/Medicine/Biology/Chemicals
5x Light Civilian Medic's Power-Armor - 17.09 - +50 to Pioneer Armor/Electronics/Medicine
5x Bunker Artifacts - 15.68 - +50 to Pioneer Programming
Automated Gravimetric Analyzer - 17.66 - +50 to Pioneer Machinery/Chemicals/Hydraulics
35x Bunker Hospital Artifacts - 20.23 - +50 to Pioneer Chemical/Medical/Psychology/Biology/Machinery
3x Nerve-Symbiotic Manipulation Theorems - 19.99 - +50 to Pioneer Biology
Sonorous Symphony of Harmonious Lament - 20.37- +50 to Pioneer Psychology/Programming
Etching of The Bell's Eternity - 22.37 - +50 to Pioneer Psychology
Recorded Droning of the Monks - 19.67 - +50 to Pioneer Psychology/Biology
Harmonious Chant of the Rising Sun - 24.68 - +50 to Pioneer Psychology/Metallurgy
Ubiquitous Orchestra of Harvest - 19.55 - +50 to Pioneer Psychology/Biology
Unbothered Song of Multitude - 24.57 - +50 to Pioneer Psychology/Medicine
Recording of their Slumbering Minds - 19.77 - +50 to Pioneer Psychology/Biology/Medicine
Doused Flame of Hatred - 23.98 - +50 to Pioneer Psychology/Programming
Elevated Syphon of Levitation - 24.14 - +50 to Pioneer Psychology/All Airship Technologies
Aetheric Shard of Contentment - 24.66 - +50 to Pioneer Psychology/All Airship Technologies
Gate of Respite - 22.43 - +50 to All Psychology/Machinery
Instrument of Sympathy - 21.76 - +50 to Pioneer Psychology/Hydraulics
Whispering Sword - 23.68 - +50 to All Psychology
Messenger of Soothing Shadows - 21.99 - +50 to Pioneer Psychology/Armor
Emissary's Delight - 23.16 - +50 to Pioneer Psychology/Biology/Medicine
Symphony of Sorrow - 21.99 - +50 to Pioneer Psychology/Biology
Blistering Chorus - 25.46 - +50 to Pioneer Psychology/Weapons
Sword of Eternity - 22.74 - +50 to Pioneer Psychology
Sword of Finality - 24.67 - +50 to Pioneer Psychology
Sword of Dusk - 21.46 - +50 to Pioneer Psychology
Sword of Dawn - 23.64 - +50 to Pioneer Psychology
Book of the Foretold Birth - 22.98 - +50 to Pioneer Psychology/Biology/Medicine
Unsworn Oath of Protection - 22.18 - +50 to Pioneer Psychology/Armor
Rune of Severance - 23.13 - +50 to Pioneer Psychology
A Tale of Mice and Men - 24.27 - +50 to Pioneer Psychology
2x Pristine Power Armors - 25.14 - +50 to Pioneer Armor/Weaponry/Metallurgy/Hydraulics/Programming/Medicine
Weaponized Core "Θοθ" - 23.25 - +50 to Pioneer Armor/Weapons
Intact Autonomous Adaptive Distributed Hunter-Killer Swarm Intelligence - 22.73 - +50 to Pioneer Programming/Weapons
Temporal Storage Container - ??? - +50 to...what the hell is this thing?
2x Good-Tasting MREs - 25.54 - +50 to Pioneer Chemicals/Biology
"Quantum Teleportation and Quantum Communication, The One-Catch-All on these Liminal Bridges!" - 25.05 - +50 to Pioneer Physics?
Intact Micro-Bright Lance - 24.97 - +50 to Pioneer Weapons/Physics/Metallurgy/Engineering/Electronics
"Augur" Shield - 23.82 - +50 to Pioneer Armor/Electronics/Physics
Bisected Cybernetic Skull - 25.64 - +50 to Pioneer Electronics/Armor/Biology
Crimson Banner - 24.31 - +50 to Pioneer Armor
5x Targeting Beacon - 22.20 - +50 to Pioneer Electronics/Physics/Weapons
A Drop of Enlightenment - 30.00 - +50 to Pioneer Psychology
Soft Pattern Of Rain Upon Grass - 24.13 - +50 to Pioneer Psychology
Cool Nourishment Of Water - 25.44 - +50 to Pioneer Psychology
Skin Thread - 25.44 - +50 to Pioneer Armor
Mutilated Serenade - 26.64 - +50 to Pioneer Psychology
Aerosolic Blood-Coagulant - 30.00 - +50 to Pioneer Weapon/Biology/Chemicals/Medicine
Liquid Fire - 22.32 - +50 to Advanced Weapons
2x The Mind Chasm - 29.11 - +50 to Pioneer Psychology
Strain G37bn9= Seed (Hardy Sandwheat) - 50.00 - +50 to Pioneer Biology
Strain UL44b/!fr Seed (Nega-Wheat) - 50.00 - +50 to Pioneer Biology
A Noise In The Air - 23.32 - +50 to Pioneer Psychology
12x Minor Bright-Lance Turrets - 28.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
6x Medium Bright-Lance Turrets - 45.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
2x Large Bright-Lance Turrets - 80.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
3x Plasma-Lance - 38.67 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
4x Plasmathrowers - 31.46 - +50 to Pioneer Electronics/Metallurgy/Programming/Hydraulics/Weapons
8x Caretaker-Swarm - 21.32 - +50 to Pioneer Electronics/Programming
Banished Cognitions - 35.12 - +50 to Pioneer Psychology
Sentence 14 - 43.21 - +50 to Pioneer Psychology
2x Nanoweave Skinplates - 34.56 - +50 to Pioneer Weapons/Medicine
10x Gravitic Celestial Maps - 50.00 - +50 to Pioneer Physics
9x Satellite Codes - 100.00 - +50 to Pioneer All
Irkanite Lance Component - 22.22 - +50 to Pioneer Weapons/Biology
Irkanite Thought Component - 22.22 - +50 to Pioneer Psychology/Biology
Irkanite Blade Component - 22.22 - +50 to Pioneer Weapons/Biology
Irkanite Heart Component - 22.22 - +50 to Pioneer Psychology/Biology
4x Automated Molecural Statuettes - 25.13 - +50 to Pioneer Metallurgy/Machinery
2x Written Testimonies of the Collapse - 35.00 - +50 to Pioneer Psychology/???
Sacrosanct Idol - 20.00 - +50 to Pioneer Psychology
2x Crystallized Flames - 25.25 - +50 to Pioneer Weaponry/???
4x Tenebris Library Books (Untranslated) - ??.?? - +50 to Pioneer ???
A Flask Of Cool Water - 50.00 - +50 to Pioneer Psychology
Unknown Chemical Pulver - 19.46 - +50 to Pioneer Weaponry/???
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 reduce 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: Combat Stimms research unlocked.)

Scientific Theory
There is more to this world than one life could ever grasp. There are more mysteries, 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.)

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)

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.)

A Dream Underneath A Tree's Boughs
??? - ??? - +??? to ???

2x NOVA MACHINA - (Equip to Hero)
Two 10x10x10cm translucent boxes with a swirling spot of black and white in the middle. They cannot be opened, smashed, or taken apart. All Humans that touch the boxes 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. We should lock them in the back of our Vault so that no one can injure themselves or others by touching them. Even after several years of study, the cubes remain mysterious and a possible cognitohazard.
Snooore... Snooore...
(+1 to (3\²]SN@'+ßz_ )
Military
Units (10/18)
Rust 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
Melee Damage: 1d6 (+2 damage ignores Armor and 2 AP.)
Ranged Damage: 1d4-1 (+1 Lingering Fire Damage), 1d12 (+1 AP, Inflicts Paralysis/ Light Overcharge, 3 Damage Ignores Armor)
Training: Soldiers (4/6) (+5 to Initiative)
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 after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked 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.
--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
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).

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), Inheritors (+1 to all Morale Checks), War Lessons (+5 to the first two rolls in the next Combat).



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)
Melee Damage: 1d12+4/-0+1d2 (Melee) (against Biologicals/Mechanoids) (3 AP) (Dread-Ghillie)
Ranged Damage : 1d4-1 (+1 Lingering Fire Damage), 1d12 (+1 AP, Inflicts Paralysis/ Light Overcharge, 3 Ignores Armor)
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).
-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 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.
--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
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).

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), War Lessons (+5 to the first two rolls in the next Combat).



The Wall
Description: A group of twelve 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: 12/12 (Size 12)
Armor: 72/72
Melee Damage: 2d6+2d4 (+6 against Machines, 4 AP)
Ranged Damage: 1d4-1 (+1 Lingering Fire Damage)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: 10/12 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.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked 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 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.
--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
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).

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), Overstrength (Double Unit count), War Lessons (+5 to the first two rolls in the next 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. Notably, 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)
Melee Damage: 1d8+5 (3 Acid Damage, +1 Acid Damage for (one) Turn after attacking, tripled Damage against Armor and Internal Structure)
Training: Soldiers (4/6) (+5 to Initiative)
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 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.
--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
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.)

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), 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.
-(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.
-Bloodletter (Special Melee): 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.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores Armor.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores Armor.
-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).
-Standard Coilgun: Coilgun (15d20), Overpenetration (Cannot target more than one Unit per shot), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Armor Penetration (50% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns)
-Primitive Lance Coilgun: Coilgun (15d20), Overpenetration (Cannot target more than one Unit per shot), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Armor Penetration (75% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns), Extended Range (Will act first in combat unless ambushed.)
-Primitive Scattershot Coilgun: Coilgun (60d2), Delete That Grid (Targets All Units In A Battle. Cannot fire if friendly Units are engaged in Melee), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Low Armor Penetration (25% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns).
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls.
-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).
-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.
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals).
-Obstacle: Power Armor (Primitive): +60 Armor, -45 on stealth rolls, +1d4 in Melee.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size.
-Gas-Mask "Mk.13a - Nephilim": -2 Damage from Biological/Chemical Sources.
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.
-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.
-Wyvernsack (Lingering): It is used as a free action before melee is joined, with 1d2+2 Acid damage and +2 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-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.
--1x stored and equipable
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Medi-Aid Chemicals: "Miracle Cure" - Treat all negative Health above (-TotalUnitHealth/2) as if the Unit still has 1 Health. (Warning: 09% Chance to replace Lost Health with Hostile (1 Health/2 Armor) Mutant Units with a total Unit Count equal to Lost Health.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Berserk: Increase all Damage by two damage dice. (Warning! This drug has a (projected) 14% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Last Stand: Reduce all Damage by half, triple all Health. (Warning! This drug has a (projected) 91% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Adrenaline: Increase all Damage by three damage dice. (Warning! This drug has a (projected) 05% chance of killing the user.) 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.
Upgrades
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores Armor
-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), (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), (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), (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), (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), (2/2) Shells
-Mortar Upgrade: Seeker Shells (Ammunition): +8 Fire Damage, Born To Die (+50% Accuracy), (1/1) Shells
-Mortar Upgrade: Flaming Ordnance (Ammunition): 2d12, Burning Comets (Hits every Unit present on the battlefield, cannot be used indoors) (5/5) Shells
-Armor Upgrade: Heavy Wyvern Scale Patches (+2 Armor per 2 Sizes)
-Armor Upgrade: Light Wyvern Scale Patches (+1 Initiative per Size, -1 Armor per 2 Sizes)
-Weapon Upgrade: Wyvern Bones Replacement (+1 Initiative per Size)
-Ranged Upgrade: Wyvern Toot Bolt/Arrowheads (+1 Bleeding Damage per Turn per Size)
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.
-Radio-Beacon: Special Rule: Grants a Coordination bonus of +1 per Unit equipped with a Radio-Beacon and Improves said bonus by +1 for every Unit that already possesses that bonus instead. Requires an operator, nullifying one damage dice.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Ranged Unit (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Generic Melee Spider: An autonomous drone for military applications. Special Rule: Independent Melee Unit (Gains 9/9 Armor and 1/1 Internal Structure, has a Melee attack of 2d2 per Unit size.).
-Generic Ranged Quadruped: An autonomous drone for military applications. Special Rule: Independent Ranged Quadrupedal Unit (Gains 2/2 Armor and 2/2 Internal Structure, has a Ranged attack of 1d2 per Unit size.), Quick Feet (+5 to Initiative).
-Generic Melee Quadruped: An autonomous drone for military applications. Special Rule: Independent Melee Quadrupedal Unit (Gains 5/5 Armor and 2/2 Internal Structure, has a Melee attack of 2d2 per Unit size.), Quick Feet (+5 to Initiative).
-Scout Scutter: A small, cat-sized drone carrying nothing more than itself, a camera, and a way to transmit the feedback to a tablet included in the drone! Special Rules: Independent Unit (Gains 1/1 Armor and 1/1 Internal Structure.), Scout Drone (Boosts Pre-Combat rolls for initiating combat by +5 (cumulative.)).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).
-Rough Rider Scutter: A large robotic drone designed to maneuver in 3D spaces like canyons, caverns, Necropolis, and forests, capable of carrying up to three riders or 350kg of weight. Four automatic crossbows provide security alongside four front-spaced manipulator arms fitted with tools/weaponry. Special Rules: Independent Unit (Gains 20/20 Armor and 6/6 Internal Structure.), Four Crossbows (4d10 Ranged Damage), Specialised Melee Limbs (4d8 Melee damage), Mechanical Mount (Shelters up to 3 (three) Sizes of a Unit from Damage until destroyed/disabled), 3D Climber (Unaffected by Terrain).
-Artillery Scutter: A large-sized drone, as large as a War-Lizard, equipped with a Standard Coilgun turret to rip apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Standard Coilgun (15d20 Ranged Damage), see Weapon Entry for Rules.
-Combat-Trained Common Animal: An animal trained for use in combat, though their usage can become a hindrance if their masters are not careful while handling them.
Notable Assets/Buildings
General:
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions)
1x Elemental Feline Juvenile- Fractal - (???)
1x Personal Cutter
1x Lineship
10x Caravaners

Mirn:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Upgraded) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
3x Food Kitchens - (1x Normal, 3x Bulk) - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guards! Guards!, Guardians For Hire)
1x Grand Kitchen - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Inn - (Eye of the Beholder) - (Guards! Guards!)
1x Local Headquarters - (Security Improvements, Guards! Guards!)
1x Rudimentary Territorial Hospices
1x School - (Big) - (Security Improvements, Guards! Guards!)

Ularn:
1x Asylum - (Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guards! Guards!, Guardians For Hire)
1x Rudimentary Territorial Hospices - (Security Improvements)

Tessen:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
2x Brothel 'Consensual's - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guardians For Hire, Guards! Guards!)

Zulmni:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Orphanage - (Big) - (Guards! Guards!, Guardians For Hire)

Jokvi:
1x Humane Asylum - (Guards! Guards!)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Orphanage - (Big) - (Guardians For Hire, Guards! Guards!)

Strul:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Guards! Guards!)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Fixed the Mess

Outlying Territories:
1x Aluminum Mine - (Steam Engine Improved) - (Guardians For Hire, Guards! Guards!)
1x Central Region Expanded Pilgrim Security - (Private Security) - (Security Improvements, Guards! Guards!)
3x Expanded Hospices - (Security Improvements, Guards! Guards!)
1x Expanded Hospice Network - (Security Improvements, Guards! Guards!)
1x Iron Mine - (Security Improvements, Guards! Guards!)
1x Jewel Mine - (Steam Engine Improved) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Permanent Scavenging Base - (Floating Monastery/Doomed Fortress) - (Guards! Guards!)
1x Silver Mine - (Steam Engine Improved) - (Security Improvements, Guards! Guards!)

Pilgrim Holdings:
1x Administration Center - (Grand) - (Security Improvements, Guards! Guards!)
1x Anchorage - (Tiny) - (Security Improvements, Guards! Guards!)
1x Artifact Vault - (Guards! Guards!)
1x Artisinal Robotics Creation - (Guards! Guards!)
1x Black Box - (Gutted Core) - (Security Improvements, Guards! Guards!)
1x Black Root Field
1x Berth - (Medium) - (Security Improvements)
1x Bloodbark Field
1x Codex Printing
1x Communal Festivals
4x Computers
1x Desalination Basins - (Deep Pumps)
1x Electronics Manufacture - (Security Improvements, Guards! Guards!)
1x Expanded Daycare - (Security Improvements, Guards! Guards!)
1x Extremely Fertile Ashleaf-Nursery - (Security Improvements, Guards! Guards!)
1x Laboratory Complex - (Rudimentary) - (Security Improvements, Guards! Guards!)
1x Living Quarters - (Continuous Expansion) - (Security Improvements)
1x The Hidden Workshop - (Legendary) - (Security Improvements)
1x Mausoleum of the Forgotten Pilgrims
1x Medical Wing - (Expanded) - (Security Improvements)
1x Menagerie - (Basic)
1x Print Shop - (Smut) - (Security Improvements)
1x Scutter Makers - Medical Scutters - (Guards! Guards!)
1x Shadow Sanctums - (Needle's Den)
1x Storerooms - (Continuous Expansion) - (Security Improvements, Guards! Guards!)
1x Tiny Drone-Manufacture - (Guards! Guards!)
1x Training Field - (Expanded) - (Security Improvements)

Norqod:
1x Academy of the Fundamentals
1x Airship Component Factory - (Guards! Guards!)
2x Airship Lines (Caravaner) - (Guards! Guards!)
1x Artist Alley
1x Brewers Run
1x Bulk Goods Warehouse Hub - (Guards! Guards!)
2x Caravansery
1x Cat Alley
1x Contractual Expansion - (Adequate Housing) - (Security Improvements)
1x Distributed Clinics
1x Engine Assembly - (Security Improvements)
1x Expanded Clinics
1x Expanded Public Libraries
1x Goat Pens
1x Map of Norqod - Holo Emitter
1x Mausoleum of the Forgotten
1x Medium Quarantine Area - (Security Improvements, Guards! Guards!)
1x Medium Sturdy Clothing Manufactury
1x Medium Tool Manufactury
1x Mercenary Quarters
1x Miniscule Scientific Complex - (Guards! Guards!)
1x Norqod Fashion Street - (Tahmid's Embroidery)
1x Norqod Radio Station - (Entertainment and News) - (Guards! Guards!)
1x Expanded Hospitals - (Security Improvements)
1x Sin Run
1x Small Cannery
1x Steel Mill - (Guards! Guards!)
1x The Evergreen Gardens - Tiny - (Guards! Guards!)
1x The Trail of Rust - (Security Improvements, Guards! Guards!)
1x Workshop of the Alartfa-Seers

Waking Machine-Minds:
-INDOMITABLE BASTION
1x Common Suspendium Theory
1x Common Chemicals 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 Common Physics Theory
1x Common Machinery Theory
1x Common Mechanics Theory
1x Common Programming Theory
1x Advanced Electronics Theory
2x Advanced Biology Theory
1x Advanced Armor Theory
1x Pioneer Weaponry Theory
1x Pioneer Electronics Theory
The Tree - Jokvi
The Tree - Strul
Strul - Mirn
Strul - Zulmni
Jokvi - Ularn
Ularn - Tessen
Mirn - Ularn
Strul - Ularn
Holdings
Temple Holding: Tree Of Knowledge
Pros: Material cost is halved, Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, and unique building options are 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.

Administration Center - Grand + 6 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +8 Actions.

Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supporting 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.

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 for all 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 Manufacture
+80 to all Electronics Research.

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 - Medium
A medium berth allows for repairs and refueling of Twelve Light or Three Medium Airships, allowing the crew to leave comfortably, modify the ship, dismantle it, and do whatever one can think.
(We can now modify Medium Airships for trade and exploration.)

Tiny Drone-Manufacture
A small workshop where trained personnel turn raw materials and pre-made components into drones for Military and Civilian Applications.
(Can create Combat Drone (Generic Ranged Spider) for Units/Heroes.)

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!
(Increased Security, Unlocked Auxilliary Equipment: Scout Scutter, Combat Scutter, Rough Rider Scutter, Artillery Scutter)

Mausoleum of the Forgotten Pilgrims
The last resting place of those who no longer have any that remember them, and the final site of their remains we manage to recover from wherever they died. Let their souls walk without the chains of disturbed slumber or defiled quiet.
(Final resting place for the forgotten and discarded, -4 to Piety Rolls.)
Town Holding: Norqod
Overall Prosperity: Wealthy (Glacially Growing)
High-Class Prosperity: Very Wealthy (Slowly Growing)
Middle-Class Prosperity: Moderately Wealthy (Slowly Growing)
Lower Class Prosperity: Relatively Wealthy (Slowly Declining)

Mood: Satisfied (Slow Decline)

Permanent Inhabitants: ~4.200
-Tendency: Rising.

Security: Yes.
-Daughter of Dawn (Airship)
-Forge-Clan Elders (11)
-Forge-Clan Security Forces
-Royal Regiment 'Rabbitaurs'
-Tailors of the Burned Skies (Mercenary Company)

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.
-Academic District: Improved osmosis of researched topics and existing knowledge.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims, Soil of Hope, Seed of Change
Health:
17/19 (-2 permanent) (+1 Due to Auroran Cylinder) (+12 Due to Soil of Hope, Seed of Change)
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 Power-Armor (Primitive): Power Armor: +60 Armor, +1d4 in Meele, -45 on stealth rolls.
-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 survival roll to heal wounds. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Auroran Cylinder
(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. After studying and gathering evidence, you have determined that this cylinder is an ancient and incredibly potent all-heal-medikit primarily carried by high-ranking people. If the notes and rumors are correct, this little thing may even be able to resurrect a person from death itself!
(+1 Health if equipped, +20% Chance of resurrection if carried on a person. Can be used to guarantee results.))
-NOVA MACHINA
(Two 10x10x10cm translucent boxes with a swirling spot of black and white in the middle. They cannot be opened, smashed, or taken apart. All Humans that touch the boxes 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. We should lock them in the back of our Vault so that no one can injure themselves or others by touching them. Even after several years of study, the cubes remain mysterious and a possible cognitohazard.)

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. Though there may be more, your medicine's side effects and the lasting damage seem to be a much-increased tolerance against any poison.
(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 toward those who 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 who grasp it and those unable to hold onto themselves.
(+20 to all rolls involving: The Lost)

Prevter By Marriage
You have yet to learn 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 "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 appointment of a governor, so when she asked the Pilgrims Council, all agreed to govern in exchange for a 50% 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 must 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 much, 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 dealing with the unexpected fame gained through her newest romance comedy, hiding under your bed with Silvia Jr.

Child: Lady Silvia Dall - Mutated Girl - 15-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 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 Swedish 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 sharper versions, 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 can 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; 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. She is having her "rebel" phase. You do not know if her asking you for advice on how to rebel better is a sign of being a good parent or utterly failing at ensuring she can rebel on her own.

Protegé: Lord Markus Ulatarn - 16-Year-Old
A child of nobility, he was given to be raised and educated while laying the foundation of a relationship between the two Houses. He has since fully grown accustomed to being here and has made fast friends with Silvia Jr., several of her friends, and others. He likes Crinkle. He recently took up painting after watching the various artists in Norqod decorate and carve into the rock. He has made a portrait of Silvia Jr. You are watching him.
(You have a Protegé!)

Founder And First Arbitrator
You founded the Pilgrims and were appointed Arbitrator, the final voice in any argument, a watcher for those who would turn them 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.)

Soil of Hope, Seed of Change
With our growth in life, we nurture change, causing a beginning of Future's Ending. At daybreak, we see ahead yet shy from death and its cycle of rebirth as bodies are born anew as hosts of a thousand beginnings, small and large of children beyond our sight.
(Enables the Action: Communion of Unsight, +12 Health, +2d6 Melee Damage.)
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.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).

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 need help 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 (25/25):
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 radio, allowing her to receive and transmit radio waves when trained. 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 radio waves is well known.
(+60 to all rolls made with PD.)

Bloodied Knight-Pilot:
You have joined the illustrious Elite of the world, 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 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 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 delight of marriage with all of its wonders and happiness.

Daughter - Lillia
The first of what will assuredly be many, Lillia, has been adopted by Aria and Chiedi with the understanding that they will know nothing about parenting and will assuredly be overwhelmed by the many challenges and tasks in front of them. Little Lillia has become a nerve-wrackingly curious bundle of exploratory babbling and grasping. And she can move on her own!

Object of Veneration - Indistinct- Guardian - (100/250)
Actions wreak changes, not of this person, yet for this one, as the world reveals itself to be more than it had been before, changed and yet static as it has been. Something seeks shelter within her shadow, behind her shield, and with her wrath, and so, the world moves to accommodate.
(+20 to all Diplomacy/Norqod Actions, Become More.)
Is the metal in which you clad yourself to prevent harm to your inner being not akin to skin?

That piece of the earthen flesh ripped from deep below, smelted by the furnace of star's fury and electron heat, where intelligent might and courageous swings transform molten potential into unbeholden certainty, veins of thunder running through motions ordered by sinew pulling and relaxing upon the orders of minds built upon the hands of titans.

Is the weapon in your hands by which you seek to cut down your foes not akin to your hand reaching out to remove them by yourself?

What does it matter if the scythe is cast by the blade or the bullet, for they both cut all the same through the chaff and the soul, dividing that which should be conjoined in twain by the humm of an electrical fraternity?

Have you never sought the freedom of flight, for with it comes the ultimate freedom of never being chained to one place where you did not wish to be chained?

The true ancients flew upon the stellar currents by aid of the technologies you now seek to ape, for they were no longer bound by the physical; stars were their homes, the digital their divinity, and the universe their playground to alter and shape as they saw fit at any time, hand in hand with minds of children brought to adulthood by the sins of their parents and the war that split the latter from the reigns of destiny for millennia.

And are the sins within your mind not the worst chains of all, are the diseases which whisper upon your soul malignant lies not that which will seek to undo your very being?

Can you not see that which can't be seen?
Can you not hear that which can't be heard?
Can you not feel that which can't be felt?
Can you not smell that which can't be smelled?
Can you not taste that which can't be tasted?
Can you not know that which can't be known?

The universe has been killed ages ago, when the body was a suggestion.
The universe had been reborn ages ago, when the laws of nature once more grasped that which had been ripped from their hands.

Tell me, dreamer underneath this bough, why do you call yourself human at all, when there is nothing about your blood that connects to that ancient savannah where man first walked?
Tell me, dreamer of things not known by any, why do you seek answers where questions have never been asked?
Tell me, dreamer who sleeps without understanding, what is it that you seek to uncover here, within the sanctum of life?

What would you give for peace?
What would you take for war?
Is there a distinction?

Or is all you strive for just a moment before death takes you unto his gentle embrace for eternal slumber?

What is the worth of a life, if not its years?
What is the worth of a path, if not its length?

Am I wrong?
Am I right?

I.
You.

Awake. The journey is not yet done.
Awake. A friend awaits your return.
Awake. There is much to see.
Awake. Children not meant to be disturbed have been forced to answer too much.

Awake.
Please.


With a start, Himi awoke, a fallen leaf dancing across the air currents as her body's twitch disturbed its delicate placement on her nose. Blinking eyes blearily, she looked around, a sluggish mind trying to stir itself through the haze of a nap that had taken perhaps a little bit too much time than it should have to leave her refreshed instead of even more tired.

Looking about as she tried to rub the sleep sand out of her eyes with a hand, Himi found nothing amiss within the camp her group had made in the small clearing of the underground garden, the massive oak in the middle stretching its mighty limbs against a fake sky as brightly lit and warm as the real one.

The same underneath which she had taken a nap, relishing in the alien sensation of feeling the shadows of leaves dance across her body and hearing the sighs of boughs made by the winds, artificial as they may be here, deep underground.

Standing up, there was a moment of disorientation before Himi caught herself. She walked back to the tents against the wall, a pot of food already cooking, though even her nose could not smell the food. Whether that was due to the food being purposefully created to have as subtle a smell as possible or if the smell of chlorine and water filled with life hanging thickly within the Waters of Silence had scoured her nose was up to debate. Nonetheless, it made her stomach growl, and her mouth salivate at the coming meal. The food was only lacking in smell, after all, and not in taste.

"And there is our late sleeper! Had fun lazing about?" Orian mock-glared at her, several bowls already in hand and another wielding a ladle like a weapon in her direction.

"I only wanted to take a short nap; you could've awoken me if needed," she replied, hands raised in mock surrender before she sat down heavily and eagerly accepted the bowl now filled with delicious food.

He only snorted in reply, the others slowly filtering back from wherever they had been doing whatever it was they had been doing after she fell asleep. "Well, did you at least have a nice dream to share?" He asked, and Himi paused with a spoon in her mouth.

She smiled.

Her mouth opened.

"Yes," she said, looking at Orian with eyes that seemed, for a moment, to be...off. "It was a beautiful dream."

Available Bonuses:
185 Distributable Points from Omakes.
1 Free Turn Progress for Buildings for 10 Intact Robotic Artifacts. Indicate by adding [Helpers] to the Action. No limit.

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 1 Action, 1 Action Locked)
[ ] 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: 4 Goodwill
Turns: 2
Chance: 53%
Reward: +7% Piety)
-[] 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 who already lived within.
(Cost: 10 Goodwill
Turns: 4
Chance: 27%
Reward: +5% Piety, +1 Mutated Opinion (Once), Slightly Improved 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 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: 23 Goodwill
Reward: +6% 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.
(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.
(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.
(Turns: 1
Chance: 60%
Reward: +4% Piety, +3d6 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 must 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.
(Turns: 2
Chance: 35%
Reward: +12% Piety, +5d6 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 8.00 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, 5-30% Piety loss, -8 to -26 to Piety Rolls
Reward: A New Chapter Interlude Turns)
[X] Feed The Masses - (Tessen) - (2/6 Turns Complete)
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: 6
Reward: Grand Kitchen, -8 to Piety rolls, +0.6 Goodwill per Turn, 4d20 recruits, 5d6 Goodwill, 3d8 Piety.)

[ ] Establish Soup-Kitchens Within Outlying Towns
While being careful and methodical has helped, you can now afford to perform these projects in a scattershot approach with your expanding numbers. With the major cities now being adequately covered, with few people going through their day without encountering a Pilgrim Sponsored food kitchen, we can branch out into the smaller outlying towns, with populations of ten thousand people and less.
(Turns: 9
Reward: 60d20+80 Recruits, +1.00 Goodwill per Turn, unlocks further actions.)

[ ] 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: 43%
Reward: +0.20 Goodwill per Turn, 2d4 Goodwill, unlocks further actions.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Rudimentary Territorial Hospices - (City Territory)
Your treatments of the sick and injured within the Cities have enjoyed great popularity among 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 outside the central trade lane and establish themselves for future expansions.
(Turns: 2
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.
(Reward: Local Base improving logistics and coordination.)

[ ] Localized Headquarters
Creating a shelter and 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)
Reward: Local Headquarters.)

[ ] Administrative Center - (Mirn)
Organizing hundreds of workers is challenging, 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 to perform their duties with the necessary resources and hands.
(Required: Localized Headquarters
Turns: 6
Reward: Administrative Center.)

[ ] Build A School - (Small/Medium/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
Chance: 50%
Reward: 0.2/0.5/0.9 Goodwill, -2/5/9 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)

[ ] Improve An Orphanage - (Location)
Much time has passed since you laid the first stone and struck the first wall of rock within a city to carve out and build a shelter for all those souls who have lost nearly or entirely all that they once had, from mere material possessions to the much more important family ties and blood. Yet, though these halls, which were once cold waiting stones, now ring with the laughter and screams of children given a future, and those orphans without anything can quickly find a place here to grow into their personage, the Path is still a long one for these structures. We gave these children a home and a chance at a future. Now, it is time that we turn that chance into a certainty.
(Turns: 5
Reward: -2 to Piety rolls, +1 Follower per Turn.)

[ ] Build Outlying Fortified Orphanages
Now that every major City in Tessen is host to a grand edifice for the raising and sheltering of the most vulnerable of society, where the little ones can grow in peace and with enough meals to avoid going hungry (if not always by a tasty meal), alongside the chance to enter an apprenticeship should they not be adopted by couples before they grow too old and begin to age out of the system. The last part alone is far more than many can provide, as it takes time and money to train the next generation, and not many who shelter children from the horrors that took their families have the kind of money such would require. But we can, and with the cities covered, it is time to go over the towns outside the Green Zone, though they need to be far more armored and armed than those in the Cities.
(Turns: 15
Chance: 01% [-55]
Reward: 0.01 Goodwill, -5 to Piety rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.05 Goodwill)

[ ] Build A Humane 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 to care 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, and hopefully, recovered patients will walk out of the Asylum. With ever-more knowledge of how the human mind functions come ever more means to treat those afflicted with mental diseases.
(Turns: 2
Cost: 6.90 Goodwill
Reward: Humane Asylum, +0.15 Goodwill per Turn.)
-[ ] Expand One Instead - (Location)
(Turns: 1
Cost: 7.00 Goodwill
Reward: Expanded Humane Asylum, +0.20 Goodwill per Turn.)

[ ] 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, it is less suitable for those with 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
Reward: Upgraded 'Consensual,' +0.04 Goodwill.)

[ ] Cleaning Up The Mess - (Location)
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: 40 Goodwill
Reward: Lessened Suffering of the Mutated
Notice: Goodwill costs will be reduced by 15 per use, down to 10. Strul has been "Cleaned.")

[ ] Mausoleum of the Forgotten - (City)
The last resting place of those who no longer have any that remember them, and the final site of their remains we manage to recover from wherever they died. Let their souls walk without the chains of disturbed slumber or defiled quiet.
(Turns: 4
Reward: Final resting place for the forgotten and discarded, -1 Piety.)
[ ] Healing For All! (Write-In Artifacts)
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.
(Chance: 70%
Reward: Healers gain Influence, 5d3 Goodwill.)

[ ] A Helping Hand
Now that you can create rugged high-grade prosthetics, more than merely creating and selling them is required. Unfortunately, too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So, create a few thousand in bulk and ship them to where they are needed, where local Pilgrims may gift them as required.
(Chance: 99/50/25%
Reward: Gain 4/7/15d5 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.
(Turns: 1
Chance: 50%
Reward: +2d8 Goodwill, +3d20 Recruits, +35 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 does the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) that 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 Goodwill
Turns: 1
Chance: 75%
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. (Choose 2 Actions)
[ ] The Great Trade Fleets (Choose Region)
With the proliferation of airships, the abundance of goods within Tessen, and the dearth of forces that could threaten either once within the air, convincing the Merchant Guild to construct and maintain an airship depot and trading station within another Region will not be as impossible as before, but will require us to grease hands and argue fervently for the profits that could be made. No merchant likes a risk they do not believe will not pay off, so we should make them believe this one will.
(Cost: 10 Goodwill
Chance: 25% (+70 if you add a pre-Collapse cargo airship to the deal.)
Turns: 3
Reward: Closer connection and rapid exchange of people, goods, and information with a chosen Region.)

[ ] We Are One People! - (Elites/Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, unite the people, and start on the road to reconciliation.
(Chance: 20%/-80% for Elites/Locals (rolled each turn.)
Successes Needed: 4/8
Reward: +1 Relationship for the Mutated with the chosen faction, +20% Piety, 4d20 Recruits, +2d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Faction)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. However, you need institutional knowledge or an in-depth look into one faction to help you more.
(Turns: 2
Chance: 70%
Reward: +15 to all rolls involving said faction.)

[ ] Create A Dossier On (Groups/Topics (Max 3))
Collate all known information, history, and rumors about a group or topic of interest to ensure the Pilgrims' future actions are as well-informed as possible.
(Chance: 70%
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?)

Subversion: Sometimes, you must convince people they need help with means other than an open hand and a friendly face. A dagger to the back of those who chain them would be a good start. (1 Action Locked)
[ ] Home of Night
A structure is needed to store, train, and keep things you'd rather not have out in the open, be they machines, people, or items. Several places have been considered, though only one, shielded in a small valley smothering everything within in an ever-present half-shadow, has proven suitable. Setting aside funds to create a keep there would prove trivial to your agents.
(Cost: 31 Goodwill, Upkeep: 7.5 Goodwill
Turns: 7
Reward: Home of Night allows you to train specialized Subversion Agents and unlocks Destabilization Actions.)

[ ] A Path Of Shadows
Training can only bring one so far, and tools will only pave over so many cracks and failures in learning and ability. It is time that those willing to hide in the shadows of the world for the benefit of the Pilgrims learn the difference between seeking to adapt to the blind seeking their traces and those seeing that perceive their wanderings.
(Cost: 25 Goodwill, Upkeep: 4 Goodwill
Turns: 7
Reward: Reduce the chance of your agents being caught and considerably reduce the impact of failures.)

[ ] Cover Of Mind
The mind of humankind is ever so fragile; even the slightest imbalance of its chemicals can lead to devastating changes in perception, memory, and motor function. A little nick here, a slight pierce there, some drops over yonder, and a minor waft of smoke...and bodies slump or minds see what is not there.
(Cost: 34 Goodwill, Upkeep: 11 Goodwill
Turns: 5
Reward: Improve all Assassination Actions, which allows you to send the same to other Chapters to help.)

[X] Cover Of Body - (2/8 Turns Complete)
No matter what one says to keep their subordinates in line, no matter the defenses of the building or the protocols that secure the darkest secrets, a pretty face and a sultry smile, a wicked grin and a scarred visage, a sneer and a bland countenance...they all can be wielded like surgical knives through any defense. Some do think with their second brain, and we can take advantage of that impulse...and find ways to shield ourselves.
(Cost: 4 Goodwill, Upkeep: 0.5 Goodwill
Turns: 8
Reward: Improve all Infiltration Actions and improve your defenses against infiltration.)

[ ] Holding Chambers
Torture is inefficient, sloppy, and gives nothing but information spouted to stop the pain. Isolation and removal of all but the basest things, however...they can be good tools to use to ply weak minds to our advantage. It will also be an excellent place to store those you cannot kill but need to...dispose of.
(Cost: 21 Goodwill, Upkeep: 1.24 Goodwill
Turns: 2
Reward: Holding Chambers, increasing gathered information from caught spies and subversives.)

[ ] The Good Gardeners
Every farmer and gardener will tell you plants need pruning. There needs to be someone going around, cutting off unwanted and unneeded parts of those plants, be they trees or bushes, to allow the rest to grow more healthily. Some plants need to be ripped out roots and stems so that they do not kill other plants that are good for the soil. Some may have fallen prey to blight and need to be removed for the good of all others. Those are valuable lessons to learn and good things to do. Find some people willing to become gardeners for the Pilgrims.
(Cost: 42 Goodwill, Upkeep: 6.48 Goodwill
Turns: 8
Reward: Gardeners.)

[ ] Audit Everything
Yes, we did make an audit of all our networks and holdings...but what about a second one? You know, to ensure we got everyone that may try to fuck us over?
(Cost: 10 Goodwill
Turns: 1
Chance: ???
Reward: Ensured that your Networks still work entirely for your ends.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.90 Goodwill)

[ ] Train Your Infiltrators - (Greater)
To work within the shadows of society is more than melding into the masses; it means being able to sink below even the mud and muck of a city and emerge within gilded halls and palaces without arousing suspicion.
(Turns: 4
Chance: 22%
Reward: Higher chances for infiltration, reduces the possibility of having your Information Networks discovered and subverted.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Infiltrate Part 1 - (Choose Three Factions)
It is time to ensure your spies 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 little more than paying some people to pass on rumors, which is standard practice within Slatnan and will raise only a few eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Turns: 2
Chance: 90%
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 Three 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
Turns: 2
Chance: 70%
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 Three Factions)
Your secrets are ours; nothing can be hidden from us. No lock, gate, or barrier stands in our way; nobody will shield you from our grasp. Because we already own them, from the lowest maid to the highest Guard you trust.
(Needed: Information Network: Rank 2
Turns: 4
Chance: 20%
Reward: Spies are planted, displays more information in the rumor mill, almost guarantees 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: 80%
Reward: Chance for Secrets)
-[] Seek Mutated Help - (XXX Goodwill)
(+5 to roll = 2.00 Goodwill)

[ ] Illuminate - (Target)
Burn their homes, raze their sanctuaries to the bedrock, let nothing stand but ruins, and leave nothing behind but ash and the taste of defeat. They will not be allowed to meddle in our Paths any longer.
(Chance: 60/10/-40%
Reward: Target has their operations/structures halted/incapacitated/terminated.)
-[] Seek Mutated Help - (XXX Goodwill)
(+10 to roll = 3.00 Goodwill)
-[] Hit The Family As Told By Internal Security
(+50 to Success Chance. Gain Favors with InSec.)

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action, 1 Action Locked)
[X] Menagerie - (Common) - (2/8 Turns Complete)
More exotic war beasts are required for the Pilgrims' armed forces and faithful to ensure they succeed in securing our Paths from hostile influence.
(Turns: 8
Reward: Can add [Rare] Animals to Units.)

[ ] Scout Out - (Location) - (Units)
While you know that enemies exist in one location, you must 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.)

[ ] Guards! Guards! - (Specify up to 5 Buildings)
While the Tree of Knowledge has some security, it needs 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.
(Turns: 1
Reward: Pilgrim Guards are assigned to the Tree, 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.)

[ ] 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: 0.5 Goodwill
Reward: 1 New Unit (Size 6/6) at Trained (3/6) or Re-Trained Unit with Upgrades below.
6 Unit-Points - Overstrength (Double Unit count)
4 Unit Points - Artillery Specialization (Allows Crew Served Weapons to be used at Half the Size requirements)
4 Unit-Points - Elite Training (+1 Training Level)
3 Unit-Points - Guardians (+2 Health per Unit member each time another Unit takes damage.)
2 Unit-Points - Stealth Training (+20 to all stealth rolls)
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.))
2 Unit-Points - Harsh Workouts (+1 Health per 3 Unit members.)
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.)
1 Unit-Points - Pride (+1 to Breakpoint)
1 Unit-Points - Reaction Training (+5 to Initiative.)
None, though time will change this...

[ ] 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], -[DoD], and -[MSC] will add 1(one), and adding [VF] will add 2 Success/es to 1(one) active research.)
[ ] Aerodynamics 102 - (All Physics)
Speed is of the essence when you are moving anywhere, as the faster you arrive, the less chances there are for enemies to catch, attack, disembowel, and eat you. Improving upon the equipment we have right now will be the key to ensuring that no one will catch us!
(Chance: 70/50/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Improve current propulsion methods, Follow-Up Project.)

[ ] Aerodynamics 201 - (All Physics)
Speed is of the essence when you are moving anywhere, as the faster you arrive, the fewer chances enemies will catch, attack, disembowel, and eat you. So developing new and novel equipment will be the key to ensuring that no one will catch us!
(Chance: 50/45/40% for 1/2/3 Successes, Successes Needed: 3
Reward: Better Airship Propulsion, Follow-Up Project.)

[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad flaws, restrictions, and troubles plaguing 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. Therefore, determining how to negate or minimize those forces will prove a godsend for future attempts.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 3
Reward: Structural Integrity +1/2/3 for all modules in Light/Medium/Heavy Airships.)

[ ] 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 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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 1
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 7.500 Kg Lift)

[ ] Pressurized Suspendium Part 4a - (Pioneer Suspendium Theory)
"It is imperative to the continued progress of native Airship construction and research that funds and attention are allocated toward projects like this to allow our constructed vessels to bear far more weight at far less risk and trade-offs than ever before. Even if the hard, grueling work of years this path entails does not have the same sexy or alluring appearance as other avenues of research in matters of lift, it will pay off in the long run, as evidenced by the small amounts of suspendium required to lift vessels of far larger size into the air found within the Forest of Rust."
(Needed: Suspendium Shard - Gigantic
Chance: 99/99/90 for 1/2/3 Successes, Successes needed: 10
Reward: One more step forward. One step closer to understanding Suspendium +25% Lift for all Lift Modules.)

[ ] Pressurized Suspendium Part 3b - (Advanced Suspendium Theory/Pioneer Suspendium Theory)
We know that Suspendium can be pressurized. However, in our testing, we realized that if we arranged the pressure chambers to redirect the charged particles in a singular direction, we could potentially weaponize their nature to shoot anything we want at a target.
(Needed: Suspendium Shard - Large
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 1
Reward: Prototype Suspendium Weaponry.)

[ ] Screw This Air - (Pioneer Machinery)
Airscrews are durable, reliable, continuous and do not require much upkeep or maintenance. However, they are relatively slow. Fix that.
(Chance: 90/60/20 for 1/2/3 Successes, Successes needed: 4
Reward: Advanced Airscrew.)

[ ] Propulse Me Outta Here - (Pioneer Machinery)
Propellers are fast, but the ones we have created are too quickly overloaded with the inertia and mass of an airship. Let's see what we can do about that.
(Chance: 95/70/45 for 1/2/3 Successes, Successes needed: 2
Reward: Standard Propellers.)

[ ] Catalogue Everything 2: Airship Boogaloo - (Choose Category) - (Damage Level) - (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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 8/3/1/1
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): 7 Intact (<80%), 2 Damaged (<60%)
Line Vessels (Armed 200 ton): 12 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unarmed 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)
Once you have developed standardized modules, building a specific airship around or with those components would be safe.
(Cost: (Design Costs)
Chance:
Light (0-20.000 Kg Lift): 99/99/99 for 1/2/3 Successes, Successes Needed: 2
Medium (20.001-2.000.000 Kg Lift): 99/99/90 for 1/2/3 Successes, Successes Needed: 5
Heavy (2.000.001+ Kg Lift): 80/30/-10 for 1/2/3 Successes, Successes Needed: 16
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: Airships incur Material and Suspendium costs in their production.
[ ] To Print In Three Dimensions (Pioneer Mechanics/Metallurgy/Hydraulics/Physics/Programming/Machinery/Electronics)
The 3D Metal Printer is, at the same time, simple yet complicated. The idea itself is deceptively straightforward: a machine that pours liquid material to create an item as if it were made of clay. The problem lies in its programming; it needs advanced models to build even the most basic bolt. This will require some thought.
(Cost: 3D Metal Printer
Chance: 50/40/00 for 1/2/3 Successes, Successes needed: 17
Reward: Norqod Action Unlocked)

[ ] Tiantemu Alloying - (Advanced Mechanics/Metallurgy/Hydraulics)
The creation of steel is vital for many things, most notably all armaments of the Empire, but also all its defensive installation. However, beyond that, the search for ever-better alloys and alloying processes consumes many an industrialist and metallurgist, with the next step in material science ruthlessly chased. In our case, that would be the process by which we can create Tiantemu Alloys, used predominantly in the building of fortifications, as they are mixed with Neuotinium, the ancient alloys found in every Necropolis and supremely light and resistant to wear and tear.
(Chance: 55/15/-20% for 1/2/3 Successes, Successes Needed: 6
Reward: You can upgrade your Steel Foundry.)

[ ] MORE STEAM! - (Advanced Hydraulic/Mechanics/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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Improved Steam Engine.)
[ ] Lances So Bright And Deadly - (Pioneer Weaponry/Electronics/Physics)
Bright-Lances are a known foe for any who delve into a Necropolis, and the Pilgrims are no exception. Over the years, we have gathered multiple examples of Bright-Lances, from components to damaged pieces and even an intact model or two. Many believe it is possible to uncover their secrets with this variety and number of samples.
(Cost: 10x Bright-Lance Artefacts
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Prototype Energy Weapon)

[ ] 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. 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
Chance: 99/99/50 for 1/2/3 Successes, Successes needed: 3
Reward: +1 Damage for all bladed weapons per 3 Size of a Unit)

[ ] Coilguns In Miniature - (Pioneer Electronics/Weaponry)
The creation of coilguns has been somewhat ingrained into your engineers and drafted into blueprints that can be copied and distributed. Yet, though you can create these massive machines, utilizing them as the Forge-Clans do requires efforts to miniaturize every component without a loss of effectiveness that isn't justified by gained ease of handling.
(Chance: 00/-80/-225 for 1/2/3 Successes, Successes needed: 25
Reward: Miniaturize and Improve your Coilguns.)

[ ] Coilgun Lance Extended - (Advanced Electronics/Weaponry)
Range is king in all engagements. If one side can harm the other, but they cannot be harmed back? Then, a winner is all but decided.
(Chance: 10/05/00 for 1/2/3 Successes, Successes needed: 20
Reward: Standard Lance Coilgun.)

[ ] Coilgun Scattershot Extended- (Pioneer Electronics/Weaponry)
However, if an enemy is already nearby, killing as many as possible at once will confer many advantages.
(Chance: -80/-176/-488 for 1/2/3 Successes, Successes needed: 38
Reward: Standard Scattershot Coilgun.)

[ ] Coilgun Repeater - (Advanced Electronics/Weaponry)
On the other hand, throwing as much metal in as little time as possible will do the same without suffering the setback of killing potential due to loss of accuracy over long ranges.
(Chance: 80/40/20 for 1/2/3 Successes, Successes needed: 5
Reward: Primitive Repeater Coilgun.)

[ ] Gasses Long Forgotten - (Advanced Weaponry/Chemicals)
These tiny capsules promise to end a fight before it even begins, saving valuable lives. But, of course, building your own can only help you in the long run.
(Cost: Sleep-Gas Bombs
Chance: 99/90/50 for 1/2/3 Successes, Successes needed: 10
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. Such chemicals and ancient mentionings about how the Pilgrims could create those must exist.
(Chance: 90/60/30 for 1/2/3 Successes, Successes needed: 3
Reward: Primitive Fire Grenade)

[ ] Fuck That Guy And Everything Around Him - Part 2 - (Physics/All Chemicals/Advanced Weaponry)
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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 10
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 Weaponry)
Recently, your expedition acquired a surprisingly intact flamethrower from the Necropolis. Admittedly, 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: 99/99/99 for 1/2/3 Successes, Successes needed: 1
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)

[ ] Repair The Hammer - (Weaponry/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 to glimpse 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 regarding materials, but it could provide a leg up in armor.
(Chance: 99/99/99% for 1/2/3 Successes, Successes Needed: 2
Reward: Spiked Pavise.)

[ ] Power Armor - Standard - (Pioneer Electronics/Hydraulics/Armor)
With the first step taken, it is time to ensure that what you can produce is the best that can be made by the industry you have already available. Armor is no use if it can only be worn by one person at any one time.
(Chance: -20/-75/-210 % for 1/2/3 Successes, Successes needed: 15
Reward: Power Armor - Standard, 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 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.)

[ ] Everyday Protection Available - (Choose Grade: Civilian/Light/Medium) - (Choose Purpose) - (All Metallurgy/Armor)
People do not like being exposed, be it to environments or weaponry. Creating something to shield our people from specific circumstances without relying on others will be a boon to our logistics.
(Chance: 99/99/99% for 1/2/3 Successes, Successes Needed: 1/2/3
Reward: Chosen Armor.)

[ ] Heavy Metal - (Choose Grade: Heavy/Super-Heavy) - (Choose Purpose) - (All Metallurgy/Armor)
Good armor is always needed, especially for those going into circumstances that make combat all but inevitable.
(Chance: 99/95/90% for 1/2/3 Successes, Successes Needed: 2/4
Reward: Chosen 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 are still determining 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: 70/30/-10% for 1/2/3 Successes, Successes Needed: 13
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.
(Chance: 75/35/-05% for 1/2/3 Successes, Successes Needed: 8
Reward: Boost to your ability to help those who have psychological disorders. Unlocks Pharmaceutical Industry in Norqod.)

[ ] Seizing The Means Of Reproduction - (Pioneer Chemicals/Medicine/Biology)
Having spent considerable time researching the topic has yielded far-reaching insights into all contraceptives, allowing you to state that you have the best everyone can create outside of the Forge-Clans. Not an answer you wanted but the response you got. Therefore, the next step will be to determine what is needed to produce and alter the contraceptives you know are viable.
(Chance: 80/65/40 for 1/2/3 Successes, Successes Needed: 40
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 3 - (Pioneer Mechanics/Electronics)
Far more than mere replacements designed to mimic their human counterparts, the new prosthetics haunting the dreams and slumber of your scholars and engineers will be capable of standing their equals in motion and superior in durability.
(Chance: 40/20/00% for 1/2/3 Successes, Successes Needed: 20
Reward: Advanced Prosthetics are now crafted and sold, +25% Piety)

[ ] Combat Stimms Round 3 - (Pioneer Medicine/Biology/Chemicals)
Where natural talent fails, chemical talent can step in, but only sometimes 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? It's something worth investigating.
(Chance: 50/40/30% for 1/2/3 Successes, Successes Needed: 10
Reward: Advanced Combat Drugs, Unlocks Round 4)

[ ] Pain-B-Gone Part 2 - (Advanced Medicine/Chemicals)
The creation of Medi-Aid Chemicals is an excellent step in the right direction, yet one that requires close oversight and studious application without deviation from standard patterns and with severe costs if the solutions are improperly or falsely applied. Studying how and why such things happen and how to reduce the failure states will take a lot of time but should yield enough data to create a follow-up project to eliminate flaws and improve the product further.
(Chance: 95/75/55% for 1/2/3 Successes, Successes Needed: 10
Reward: Pain-B-Gone Part 3)
[ ] 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, an excellent first step would be to search for mentionings of those techniques and compare what they say. After that, experimentation is in order.
(Chance: 99/99/99% for 1/2/3 Successes, Successes Needed: 5
Reward: Improved yields of all fields.)
[ ] Blue Sky Psychology - (Pioneer Psychology)
With most of the problems you have been able to identify at least tangentially understood and categorized, there is nothing more to do than seek out other disorders and diseases of the mind, and means to cure them. However, such an endeaveor is a long-weary thing and offers little concrete results in the short term.
(Chance: -100/-300/-900% for 1/2/3 Successes, Successes Needed: 120
Breakthrough Research: +50 Chance of Success per 10 Successes!
Reward: Deeper Understanding of the Human Psyche, +1% Piety per Turn.)
[ ] A Buddy And Pal In Code - (Pioneer Machinery/Mechanics/Metallurgy/Programming/Electronics/Hydraulics)
There are still so many things to learn in the creation of autonomous weapon systems, with a hundred questions arising from the process to provide an answer to a previously stated one. More research will be required to uncover more and more of the principles and what can work and what won't.
(Chance: 40/00/-40% for 1/2/3 Successes, Successes needed: 10
Reward: Unlock Improved Ranged Spider, Unlocks further Learning Actions.)

[ ] Vision Beyond the Sight Part 1 - (Electronics/Advanced Electronics)
Both Daughter of Dawn and Indomitable Bastion possess technology that allows them to detect objects and people at a great distance and then present those to the crew. Such a technology could be of great use to us. Of course, replicating DoD and IB sensors is way beyond our current abilities, but creating the most basic of such devices should be manageable.
(Chance: 99/90/75% for 1/2/3 Successes, Successes needed: 3
Reward: Unlock Prototype Radar Tower, Unlocks Further Actions)

[ ] 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: 20/-400/-1000% for 1/2/3 Successes, Successes needed: 40
Reward: ???)

[X] Secret Of The Circuit Pt.4 - (Pioneer Electronics) - (19/40 Successes)
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.
(Chance: 80/50/20% for 1/2/3 Successes, Successes needed: 40
Reward: A massive reduction in DC to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Notice: Breakthrough Research! Every 10 Successes, the chances are raised by 30%!)

[ ] Automation - (Pioneer Programming)
Automation is a broad term that can cover many areas of technology where human input is minimized. For example, one can use it to describe the highly sophisticated robotics used by the Forge-Clans in their steel mill and heavy-duty industries or the various simple but effective machines installed in the widespread manufactories within the Empire. Wherever a machine can do the job instead of a person, automation offers many enticing and dangerous possibilities. However, even the most ardent advocate for the idea has to recognize that, without considering how to implement such programs, they remain useless or detrimental due to the high costs such things often incur.
(Chance: 15/10/05% for 1/2/3 Successes, Successes needed: 9
Reward: Unlocks Base/Learning Action.)

[ ] Radio-Chatterweb - (Electronics/Advanced Electronics/Programming/Machinery)
Having created the means by which we can now communicate over long distances with other Chapters and built radio towers tuned into our frequency, it is now time to start with the creation of a more advanced system of interlocking communication arrays that will automatically filter out the various "noises" coming from ruins, Machines, and Necropoli', while not losing any capability in the process. It is a long and challenging task, but one that will greatly benefit us in the long run.
(Chance: 66/33/00% for 1/2/3 Successes, Successes needed: 14
Reward: Further tie Out-Of-Region Chapters and Contacts into the Pilgrim Sphere of Influence, spread the Pilgrim Faith automatically around built Radio Towers.)
[ ] The Little Crystal That Could Pt.2
Okay, they work by liquid Jewel propelling shaped crystals alongside a path set by a plasma matrix acting as their brain. Now for the million crown question: what does any of that mean?!
(Chance: -80/-286/-693 for 1/2/3 Successes, Successes needed: 16
Reward: Unlock the next stage to study and examine the Living Crystals within the Machinery Caverns by figuring out how they can think. It will also massively improve your understanding of physics and plasma.)

[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD keeps cool 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 grasp on how such a thing works mechanically, it is now possible to examine what makes PD's coolant systems tick and see if there are any ways to improve it.
(Chance: -10/-90/-160 for 1/2/3 Successes, Successes needed: 13
Reward: +5 to all rolls made by PD.)
[ ] Know Thy Enemy - (Choose) - (All Biology+Medical/Mechanical+Machinery+Electronics Depending on Enemy)
With the increasing number of protective duties our adherents take upon themselves, we should study our foes' 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: 90/60/30 for 1/2/3 Successes, Successes Needed: 3
Reward: Increased Damage and Information for an Enemy)
Human - Corpse Information
Human - Mutated - Corpse Information
Spider-Drone - Wreck
Sentinel - 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, vastly advancing your capabilities. 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: 30/00/-60 for 1/2/3 Successes, Successes Needed: 25
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 how 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: 85/55/25% for 1/2/3 Successes, Successes needed: 2/5/18/???
Reward: Theory of chosen subject, improved chances for research.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the ancient ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims need more knowledge to bring back the Ancients' technology; for now, that is not true for their fashion. Use the clothes 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: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: Change the fashion around the Region, outraged moral guardians, and Tahmid styles on the Region.)

[ ] 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. It's time to hit the local libraries and linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 95/90/85% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

[ ] Detective Courses For Beginners - (What Topic/Item/Location?)
Well, we found something that interests us, or want to know more about. So, let's get to figuring things out by asking around and poking our noses into things ourselves!
(Automatic Success!
Reward: Information.)
[ ] Eureka! (Write-In)
(Write in something you want to research and how you came upon that idea. If you mark a relevant artifact for this research, the Action will have better chances of success.)

Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 1 Action, 2 Action Locked)
[ ] Prepare an Expedition - (Location) - (Turns) - (House Mirn support: Y/N)
Sometimes, you must dig into one location for months to fully exploit it.
(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 - (25% of the recovered artifacts are given over; there is no need for security or clearing places on your own.)
-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.
-SST-02: Est. Artifact-grade: Rare, Dice: 1d6+1 per turn, Max. Yield: 5 Turns
-SST-04: Est. Artifact-grade: Rare-, Dice: 3d3+3 per turn, Max. Yield: 7 Turns, Machines Present. Unknown Configuration/Make. Suspected Level: Uncommon.
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns.
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger?
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby?
-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?
-MC-01: Est. Artifact-grade: General Mundane to Lost Tech, Dice: 1d5 per turn, Max. Yield: 10 Turns. Living Crystals present? Non-Hostile(?)
-ETG-01: Est. Artifact-grade: Rare+ to Lost Tech, Dice: 1d2 per turn, Max. Yield: 6 Turns. Mutants Present.
-ETG-02: Est. Artifact-grade: Rare- to Lost Tech, Dice: 2d4 per turn, Max. Yield: 8 Turns. No Danger.
-ETG-03: Est. Artifact-grade: Rare++ to Lost Tech, Dice: 3d2 per turn, Max. Yield: 5 Turns. Machines Present.
-ETG-05: Est. Artifact-grade: Rare to Lost Tech, Dice: 2d5 per turn, Max. Yield: 2 Turns. Machines Present.
-VO-01: Est. Artifact-grade: Common, Dice: 2d3 per turn, Max. Yield: 8 Turns. No Danger.
-TP-01 - Est. Artifact-grade: Common, Dice: 3d2 per turn, Max. Yield: 5 Turns. No Danger
-TP-02 - Est. Artifact-grade: Rare-, Dice: 4d8 per turn, Max. Yield: 2 Turns. Machines Present.
-TP-03 - Est. Artifact-grade: Common-Rare, Dice: 1d2 per turn, Max. Yield: 3 Turns.
-TP-04 - Est. Artifact-grade: Rare++, Dice: 2d7 per turn, Max. Yield: 2 Turns. Machines Present. Dreadnought Present
-TP-05 - Est. Artifact-grade: Unique, Dice: 1d3 per turn, Max. Yield: 3 Turns. Machines Present. Dreadnought Present
-TL-01 - Est. Artifact-grade: ???, Dice: 1d2 per turn, Max. Yield: 1 Turn.
-TL-02 - Est. Artifact-grade: ???, Dice: 2d2 per turn, Max. Yield: 4 Turns.
-TL-03 - Est. Artifact-grade: ???, Dice: 3d2 per turn, Max. Yield: 5 Turns.
-TL-04 - Est. Artifact-grade: ???, Dice: 3d3 per turn, Max. Yield: 6 Turns.

[X] Expedition - (TL-01) - (1 Turn Remains) - (House Mirn support: N)
[X] Expedition - (VO-01) - (House Mirn support: N) - (3/4 Turns Complete)
[X] Expedition - (TL-02) - (House Mirn support: N) - (1/2 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, Suspendium, and luck to escape notice, and they will travel across the sky once more!
(Personal Cutter Cost: 5 Small Suspendium Shards
Line Vessel Cost: 1 Medium Suspendium Shard
Cargo Craft Cost: 1 Medium and 17 Small Suspendium Shards
Chance: 43%
Reward: 1 Intact Airship Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Rapid Reaction Forces Ready)
-[ ] Establish A Trade Route From (Location) To (Location)
(Reward: Anchorage (Tiny) in target Location, Increase Route prosperity.)
-[ ] Guard The Skies - (Location)
(Cost: Line Vessel
Reward: Aerial Dominance)
The Tree - Mirn
The Tree - Tessen
The Tree - Zulmni
The Tree - Ularn
Jokvi - Mirn
Jokvi - Tessen
Jokvi - Zulmni
Jokvi - Strul
Strul - Tessen
Strul - Jokvi
Mirn - Tessen
Mirn - Zulmni
Mirn - Jokvi
Ularn - Zulmni

[ ] Loot The Second Bunker Floor
Let's go!
Possible Rewards:
Military Artifacts?

Area Purpose:
Security?
Possible Rewards:
Corpses, Biological/Psychological/Machine Artifacts

Area Purpose:
Living Spaces
Possible Rewards:
Various Machine Artifacts, possible Learning Bonuses or Breakthroughs.

Area Purpose:
Machine Creation.
Possible Rewards:
Unknown

Area Purpose:
Unknown
Possible Rewards:
Biological Artifacts

Area Purpose:
Human Augmentation.
Possible Rewards:
Various Medicines

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Armors

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Fluid Machinery

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Dead Plants and Animal Corpses

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Forging Related Materials

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Dessicated Animal Corpses

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Life-Support Machinery

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Intact Animal Brains

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Cages Filled With Grey Mass

Area Purpose:
Hard to determine due to combat.
Locked.

[ ] 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. Thanks to your research, you managed to create better Suspendium harvesting methods!
(Chance: 40%
Reward: 3 Large Suspendium Shards.
Warning: If this Action fails, 3d30 Pilgrims will die. Boni, Traits, and Tenets apply.)
-[ ] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 4.00 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.

[ ] The Smokestack's Bowels
Deep within the massive belly of the Smokestack, an ancient factory still churning out and recycling vast amounts of goods lies, forgotten and discarded, information, technical blueprints, and all manner of things that are worth more than a dozen times their weight in pure Jewel. The sheer amount of technologies that could be recovered if one could go past the Machines here...
(Chance: -245%
Turns: 9
Reward: The Smokestack's Bowels are mapped.
Notice: Rolled each turn.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] Delve Deeper Into The Pit
Down, down, down it goes, winding into an eternal spiral beneath the boundary where the sun's light reaches, and darkness begins to take over, reigning like a king of old who had no fear or threat. Deeper yet, you must delve into hidden things where glimmering sights evoking pictures of treasures untouched by human hands in a thousand years within the minds of all who delve deeper yet, deep down, down, down...
(Chance: -15%
Reward: Plunge beyond The Pit's First Zone. No Harm Will Come To Those Who Seek Me Here.)

[ ] Search The Deep Oasis
-[ ] The Overgrown Hydroponics
-[ ] The Subsumed Machines
-[ ] The Bioplastic Factory
A fork in the path. Three choices, each leading deeper yet. Fingers reach to minds where sighs of leaves weave past the slumber of eons. Delve. A weapon must be found. A shield recovered. A Truth known.
(Chance: 10%
Turns: 3
Reward: A path is scouted, yet the others remain open. Curious.)

[ ] Search The Bloodless Thicket
The Bloodless Thicket is a dark and dense bramble of plants filled with thorns and vines, each step into them accompanied by the crunch of bones from animals and people that entered and were caught by the plants therein. Oddly enough, blood sacrifices are rumored to allow passage into the Thicket for a short while, with the plants receding their hungry thorns, if those who claim they entered it are to be believed.
(Chance: 10%
Turns: 4
Reward: The Bloodless Thicket is scouted.)

[ ] Search The Blooming Geysirs
The Blooming Geysirs are massive holes and caverns in the ground of the Verdant Oasis, filled with steam, waters, and flowers that beguile the senses and lure the inattentive. Extracts from these plants fetch a high price from the wealthy, as they can be turned into oils, scented soaps, and perfumes of potent subtlety and openness.
(Chance: 35%
Turns: 2
Reward: The Blooming Geysirs are scouted. You can delve deeper into the Verdant Oasis.)

[ ] 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. Your dreams now know the path...
(Chance: 45%
Reward: Find the Shelter of the Ancients.)

[ ] 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 Hall of Echoes - (Unit)
Are we not all echoes of one another?
(Chance: 71%
Turns: 4
Reward: Sites are located and mapped.
Warning! If the Action fails, there is an 80% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Hall of Minds - (Unit)
What could be here beyond what should have never been thought up? We should return and forget about this place.
(Chance: 14%
Turns: 3
Reward: Sites are located and mapped.
Warning! If the Action fails, there is a 90% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Hall of Sorrow - (Unit)
There is nothing here but the taste of bitter tears and forgotten tragedies.
(Chance: -100%
Turns: 2
Reward: Sites are located and mapped. You can delve deeper into the Tenebris Library.
Warning! If the Action fails, there is a 100% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Spine - (Airship Fleet)
With the recent upgrade to the Berth in the Tree of Knowledge, you have finally gained the ability to outfit a fleet of Airships with enough weapons, supplies, and tools to reach the Spine, that titanic tower sitting within the Rusting Forest, whose skeletal spire has been out of reach of humanity for a thousand years. What miracles will you find? What horrors do you need to slay to attain them? And what answers and questions shall be found here?
(Chance: ???%
Turns: ???
Reward: The Spire can be accessed.)

[ ] 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 built a small town in the Necropolis. 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. (2 Actions Locked)
[X] Berth - Large - (3/7 Turns Complete)
This is the point where it is almost insulting to call the Airship facilities of the Tree mere "Berths" instead of Anchorages or Ports. Expanding the available facilities by double will allow us to field fleets without crowding or scheduling errors and will be a critical part of creating an Empire-wide transport and logistics system for the Pilgrims and our people, goods, and services.
(Turns: 7
Reward: Without special projects, you can modify Nine Medium or Two Large Airships for exploration or trading. Will generate Prosperity once airships become more widespread, which rises with their availability, and can be upgraded into Berth - Gigantic.)

[ ] Laboratory Complex - Fundamental
Dig deeper, build farther, construct more elaborate machines, and turn unliving rock into marvels of science. We are born knowing nothing and shall not die knowing nothing; that is our oath.
(Cost: 20 General Scientists, 20 Common Engineers, 5 Specialists of Choice
Turns: 35
Reward: Massively improved success chances.)

[X] Medical Wing - Grand - (2/5 Turns Complete)
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.
(Turns: 5
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 10000 Pilgrims/People before it becomes useless.)

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

[ ] Library - (Expanded)
A library is a reservoir of knowledge and 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!
(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
Reward: Prosperity and increased Technological Proliferation.)

[ ] Armor The Daughter - (Armor Points)
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?
(Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)

[ ] Pilgrim Radio
Let long-forgotten power thrum through reactivated machinery, let ancient airwaves long lain dormant once more sing with the voices of our people, and let there be one more monument to human ingenuity and progress reclaimed among the Wastes. Let song take through electronic air and humm victory over nature once more.
(Turns: 5
Reward: +2d10% Piety, +4 Recruits per Turn)

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

Holdings: Norqod developed into a small town over the short time you founded it, with thousands now calling it home with glee and relief. Come what may, these people have had a better life thanks to your actions. (3 Actions Locked)
[ ] 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
Reward: Norqod gains a Commerce District, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and much 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.
(Reward: +1 Turn of Progress)

[X] House Dall Barracks - (4/7 Turns Complete)
As a Prevter house, house Dall will be required to outfit both troops in defense of the Empire and secure the resources 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
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. 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.
(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: 6 General Doctors/Upkeep: 2.75 Goodwill
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.
(Reward: +1 Turn of Progress)

[ ] Large 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.) Expanding your area to include safe places for caretakers to rest, relax between shifts, and get themselves checked via blood testing and breath analyzers bought from Forge-Clans should up your security by a few notches.
(Turns: 9
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.
(Reward: +1 Turn of Progress)

[ ] Land Crawler Factory
With the miniaturization of the current version of the Vuur-Engine accomplished, the creation of vehicles that take advantage of its unique benefits to ordinary people should be considered. The construction of "Land Crawler," armored or large vehicles propelled by the Vuur-Engine, will be somewhat costly. Still, buyers will rest easy knowing that they can bring far more things onto their journeys, be they luxury trade goods, scientific or scholarly equipment, or weapons and armor for those adventurers with a heavy coin pouch.
(Turns: 7
Reward: Land Crawler Factory, Unique Airship Module, Lower Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Large Sturdy Clothing Manufactury
Everybody requires clothing to survive, be decent, and avoid injuries, be it from day-to-day injuries avoided due to cloth preventing scrapes or cuts on the skin or a shield against the heat and sand should a storm happen. Manufacturing clothes for those who work and live not in the safety of their manors has always been an excellent way to earn money.
(Turns: 11
Reward: Large Sturdy Clothing Manufactury, Medium Class gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Fine Cloth Manufactury
Clothing made to impress, not to shield from the environment or danger. Thanks to higher standards and better materials, higher prices can be demanded, which in turn will benefit Norqod as trade steers in its direction for yet another reason.
(Turns: 5
Reward: Small Fine Cloth Manufactury, High-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Tiny Toy Manufactury
Whether large or small, every child loves to play with all manner of toys. Dolls of loved animals or figures, toy weapons, building blocks, replicas of famous Knights, puppets, and more. Not something that will bring in a lot of money, but it will generate a lot of smiles.
(Turns: 2
Reward: Tiny Toy Manufactury, Middle Class gains Prosperity.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[X] Large Tool Manufactury - (10/15 Turns Complete)
Everyone needs tools, no matter what profession or task is at hand. "Too many tools" is a sentence spoken only in jest because there can never be too many tools.
(Turns: 15
Reward: Large Tool Manufactury, Norqod gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Furniture Manufactury
Chairs, beds, cabinets, tables, trunks, chests, doors, flooring, fences, window frames, the list goes on. All that is needed to make a home a home is created here.
(Turns: 4
Reward: Small Furniture Manufactury, Middle-Class gains Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Chemical Goods Manufactury
From simple precursors to more complex chemicals to everyday cleaning products over customized solutions ordered by Adventurers or Scavengers. Chemicals are required by many, and many shall receive them!
(Turns: 4
Reward: Small Chemical Goods Manufactury, Middle-Class gains Prosperity, Low-Class loses Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Luxury Goods Warehouse Hub
Everything needed to store delicate or expensive trade goods away from sticky hands.
(Turns: 2
Reward: Luxury Goods Warehouse Hub.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Armor Factory
Only some things can be mass-produced with the most reliable modern methods available without running afoul of becoming unprofitable, but armor is one of those goods that can be.
(Turns: 8
Reward: Small Armor Factory, High and Middle-Class gain Prosperity, Low-Class loses Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Expanded Steel Mill
Steel is the lifeblood of the Empire; it is its skin warding away dangers, its blood thrumming with power, its arms and eyes bringing civilization to a chaotic world. More produced will always see the demand rise in turn.
(Turns: 9
Reward: Steel Mill, Middle-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Steel Foundry
Every machine that is required to shape steel into creations that will advance the Imperial Cause for the betterment of all peoples on Calynth can be found within, alongside the hammering of heavy tools, the sweltering heat of glowing metal, and the shouting of hundreds of workers turning base metal into proud products.
(Turns: 9
Reward: Steel Foundry, High-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits massively.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Expanded Cannery
Putting things into containers isn't anything new to anyone, but doing so on an industrial scale has some difficulty due to the money and connections required to attain the machinery and knowledge to create something more than cans that hold rotting food and spoiled drinks, alongside the need to be able to open the cans at all. With the recent discoveries on how to make milk last longer, the construction of a cannery was raised to produce canned dairy, with the proposal widened to can fruits and other foods to boot.
(Turns: 9
Reward: Expanded Cannery, Middle-Class gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(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 your homes and much less harvest what they have without heavy full-body sealing armor. However, their honey is delicious.
(Turns: 5
Reward: Honey and Wax, with a large area nobody and nothing goes through.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[X] Academy of the Fools - (11/14 Turns Complete)
A barely adequate academy to begin the training and education of further teachers and educators for the public, one that requires a large amount of costly equipment to attract enough educators of the required fields and depth of knowledge to be called an Academy without being said in derision.
(Turns: 14
Reward: Slowly reverse the loss of public knowledge within the local Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Tiny Scientific Complex
Hiring and retaining trained experts in the sciences will be a significant undertaking, not even talking about the sheer cost of the vast array of machines, equipment, and safety features you need to install to keep the experts occupied and helpful in your studies.
(Turns: 29
Cost: 6 Experts of your choice, 55 Goodwill.
Reward: +1 Auto-Success, which still advances your understanding of your research subjects.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] The Evergreen Gardens - Small
A vanity project, sure, but creating a hydroponics facility dedicated to growing and mixing rare plants for every purpose would aid in many things, from prestige to medicine and even food.
(Turns: 5
Reward: A small facility for dedicated gardens to raise plants for industrial, medical, and recreational purposes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Paper Mile - (Tone)
Large print shops 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
Reward: 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.
(Reward: +1 Turn of Progress)

[ ] Radio Station - (Focus)
Radio Stations require specialized equipment and trained personnel to staff and operate. That is if one commissions the machines from the Forge-Clans, which you no longer need to do. With Pilgrim-created radios slowly assembled within the workshop, you can create a Radio Station for your needs and wants. Expanding the station will also be in the cards later down the line!
(Turns: 3
Reward: Radio Station, allowing you to project your Influence across the Region to all that own radios and listen outside the Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(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 of the arts without running afoul of any toes, as most people see gardens as something all should enjoy.
(Turns: 4
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.
(Reward: +1 Turn of Progress)

[ ] Organized Airship Manufactory - 1 Line - (Design)
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
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.
(Reward: +1 Turn of Progress)
-[ ] Swap The Lines - (Same-Weight Category Design #1 to #2)
(Turns: Only 1
Reward: Swapped Lines)

[ ] 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)
-[ ] Buying Stuff
(Write in what you want to purchase.)
-[ ] Procure (Write-In)
(Gain various benefits, services, and insights, ranging from bonuses to Actions to Progress in technologies, and even help achieve initiatives like We Are One People. You can now purchase one Common Technology per Turn.)
-[ ] Words to the People - (Specify Pilgrim Chapter)
(Cost: 1 Goodwill = 10 Followers
Reward: Exchange Goodwill for Followers in Pilgrim Chapters. )
-[ ] Faith to the People - (Specify Pilgrim Chapter)
(Cost: 50 Goodwill
Reward: Elevate a Faithful to a Hero in a Sub-Turn.)
-[ ] Words Unlimited And Unchained - (Write-In Message and Recipient)
(Cost: 15 Goodwill
Reward: A message of your choosing will be received by a person of your choosing.)
-[ ] Meet a Gardener
(Cost: 100 Goodwill
Reward: Meet a Gardener.)

[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 1 Goodwill
Reward: Chosen targets' plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 2 Goodwill
Reward: Chosen targets' plans for the next two turns are revealed.)
-[ ] Suppliers Of Many Wares Of Medicine And Equipment (What do you need/want?)
(Cost: 4 Goodwill
Reward: "Things That Fell Off A Wagon.")

[X] The Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 1.50 Goodwill
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (3/7 Turns Complete)
(Cost: 1 Faithful for 7 (seven) Turns
Reward: 1 trained General Doctor)
-[ ] Anatomical Lectures
(Cost: 1 Faithful for 5 (five) Turns
Reward: 1 trained Surgeon)
-[ ] 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, and unlock more moves at certain control thresholds.)

[ ] Stupendously Scholastic Scholars of Science - (1 Action)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 2 Goodwill
Reward: +1 Progress for chosen Learning Action)
-[ ] In The Name Of Education - (Choose Learning Action)
(Cost: 3.50 Goodwill
Reward: +2 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 0.50 Goodwill
Reward: +15 to chosen Learning Action)
-[ ] In the name of SCIENCE! - (Choose Learning Action)
(Cost: 1 Goodwill
Reward: +35 to chosen Learning Action)
-[ ] Suffer Their Arrogance
(Cost: 1 Faithful for 4 (four) turns
Reward: 1 trained General Scientist)
-[ ] Suffer Their Droning
(Cost: 1 General Scientist for 6 (six) turns
Reward: 1 Trained Scientist)
[ ] The Imperial Family - (1 Action)
-[ ] Petition For (Topic)
(Turns: 10/1
Cost: 20 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: 0.25 Goodwill
Reward: +5 to the first two rolls in the next Combat.)

[ ] The Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 10 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors (Chosen Actions)
(Cost: 15 Goodwill
Reward: Roll with Advantage for 2 specified Actions.)
-[ ] Grease The Wheels - (Action)
(Can be taken multiple times.
Cost: 25 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)
-[ ] Donate [Write-In Amount] of Suspendium
(Cost: Variable Suspendium
Reward: ???)

[ ] 3-Point University - (1 Action)
-[ ] Rectorate Interventions - (Choose Learning Action)
(Cost: 35 Goodwill
Reward: You cannot roll below 65 for the chosen Action.)
-[ ] Guest Lectures - (Choose Learning Action)
(Cost: 15 Goodwill
Reward: Roll an additional 1d50 for the chosen Action.)
-[ ] Exchange Program - (Specialist)
(Cost: 10 Goodwill
Reward: Gain a chosen Specialist for this Turn. 10% Chance to gain a random Specialist for free.)
-[ ] Research Subsidies - (Choose Learning Action)
(Cost: 20 Goodwill
Reward: Remove 1d3 required Successes from one Learning Action. Cannot go lower than 3.)
[X] Forge Clan Vanar-Feer
-[ ] Made To Order
(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples.)
-[X] Unlimited Specialists Galore
--[X] (10x Common Engineers) - (1/6 Turns Complete)
--[X] (1x Trained Scientist) - (4/10 Turns Complete)
--[X] (2x Trained Engineers) - (4/10 Turns Complete)
--[X] (4x Captains) - (1/10 Turns Complete)
--[X] (2x Forge-Coders) - (10/15 Turns Complete)
--[X] (2x Forge-Smiths) - (4/15 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: X Faithfuls for 6/10/15 turns.
Reward: X Engineers/Scientists/Commanders, Trained Engineers/Trained Scientists/Captains, Forge-Coder/Forge-Smith.)
-[ ] Commission A Knight
--[ ] Malachial-Pattern
(Turns: 4, Cost: 36 Goodwill, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 68 Goodwill, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 105 Goodwill, Armor: 650/650, Structure: 80/80)
--[ ] Commission An Unique-Pattern
(Turns: 8, Cost: 20 Goodwill, Armor: 10 points for 0.10 Goodwill, Structure: 2 points for 0.05 Goodwill)

[ ] The Followers Of Light - (1 Action)
-[ ] For The Nation - (Action)
(Cost: 3.5 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) - (44/150)
(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: ??? Goodwill
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: ??? Goodwill
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)
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 4.25 Goodwill
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
(Goodwill)
-[ ] Investigate For Heresy
(25 Goodwill)
-[ ] 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 challenging and fantastic equipment. These range from vests hardening in response to physical trauma to spears capable of shooting lightning guided by plasma trails. It's too bad you need to cut your hair for such things to become a reality.
(Cost: Arias Hair
Turns: 4
Reward: Pathene Equipment)

[ ] Communion of Unsight - (Martyris) - (Write-In 2 Questions)
I have questions. You will answer.
(Reward: Answers.)

[ ] Shift Your Bureaucracy From (Category) To (Category)
Sometimes, the need arises when efforts must be reduced in one area and expanded in another when no additional resources are available otherwise. Today is one of those times when a shift in attention is required.
(Cost: 0.01 Goodwill
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 A Reason)
You knew something like this would happen. Somehow, somewhere, an organization or person would draw your full ire. Not in the sense that you disagree with something they did, but what they represent and how they act. Well, you are an official religion; you can 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 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 - (Goodwill Cost)
Not everything can always be sunshine and rainbows; sometimes, shit goes sideways, and people must be reminded that failure is not the world's end. With the Pilgrims growing as they do now, keeping everyone working together and on the same page becomes ever more difficult...
(Cost: 10/24/60 Goodwill
Reward: +1/2/3% Piety every 10/8/6 points above 0.)

[ ] 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 they would make a mistake if they did so.
(Reward: According to the available Followers, the maximum amount of Faithful is created.)

[ ] 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: I got Writer's Block hard for this update. :C

Let me know if you spot any mistakes or have questions so I can provide a better experience.

A moratorium will be until 19.04.24 at 17:00 CET.
Voting will be closed on 24.04.24 at 17:00 CET.
Omake Points can be applied until 20:00 CET.
I will roll on 25.04.24 at 17:00 CET if no one has rolled yet.
The update will be online on 02.05.24 at 17:00 CET.
 
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Rumor Mill Turn 94
Rumors:
Imperial Convention On The Use And Legal Status Of Airships Announced By Emperor Elianus of Slatnan - The Tessen Speaker
Chasing House Dall's recent announcement of their commissioning of two new airship hulls that will likely find themselves in development within the year, Emperor Elianus of Slatnan has announced his intention to pre-empt any harm to the economic might, societal cohesion, and security considerations by the improper use and mass-construction of airships. Though unintended to be a mark against the plans of House Dall to construct and offer military airships to the Houses of Tessen and the Regions beyond, it will likely severely affect their ability to reap the rewards of their close cooperation with the Pilgrims and Forge-Clan Vanar-Feer, as well as the recently anointed Alartfa-Seers.
(Read more on pages 1-5)

The Wrongness Rears Its Misshapen Head - The Truthful Observers
With news of the world seeming to grow bleaker by the week, new catastrophes reaching the citizens of Regions as yet unaffected by the misery and misfortunes gripping foreign nations and unfortunate citizens caught off-guard, The Wrongness seems to find it appropriate to join the chorus of bad news. The Necropolis situated to the far west of the Empire has always been a source of concern for those who merely learn about it, far more for those who have to live near it, and has always been a place where dead gods go to die according to those who delved into the ruins of the Ancients there. Already home to several unsettling abominations, machines, and constructions, The Wrongness has decided to allow another monster to join the various masses of monsters within. Called a "Solarian Judgement" by those who encountered it, this abomination of putrid flesh and leaking machinery seems to have taken a likeness to burning everything it deems a threat, interesting, tasty, harmless, or capable of being on fire. Though not dangerous enough to warrant serious concern, their appearance from nothing has spiked the interest of various organizations, with even a mission of Internal Security rumored to have been dispatched against these new threats.
(Read more on page 25)

Pilgrims Discover New Behemoth, 'The Weaver Of Carmine Sinew,' Within The Rusting Forest - Rags, Rumors, And Rants
They always seem to be able to do it, don't they? With yet another year passed, the Pilgrims have been hell-bent on ensuring that they stay the number one source of troubling news for Tessen, and quite a few people are starting to get very annoyed at the fact. After all, nothing makes getting horribly murdered by a Machine or Mutant worse than knowing they are coming. Jokes aside, the Pilgrims did uncover a new Titan within the Rusting Forest, calling the large Behemoth 'Weaver of Carmine Sinew' due to its arachnoid body using long red fibers to web its preferred hunting ground...or so they first assumed. Because those red fibers were, as it turns out, really long algae! Yes, that is right, there is a new Behemoth in town, and they are herbivorous!
(Read more on pages 2-10)

***

Region Report/s

Bone Valley

We have received the attaches of the Merchant Guild as advised and have already begun aiding them with the construction of the physical and bureaucratic structures for the Trade Fleet; the towers and warehouses are already done with breaking ground and with their foundations done, thanks to the Guilds local connections to skilled construction crews.

Regarding the Cargo Elevator and our scavenging operations, we have begun to delve into the new regions, using several already-charted routes to seek out targets that could hold potential Artifacts not guarded by too many Machines or Mutants. Our first expedition descended several weeks ago into the bowels of a factory complex, once used to construct some manner of weapon or artwork of unknown use and significance, with all reports pointing to a good portion of the factory's administrative sections remaining practically untouched by the ravages of time, aside from the skeletal corpses we had discovered there, which were either local workers held hostage during a criminal take-over or had been enslaved souls left to die when the Collapse reached the Necropolis.

Sunken Hollows

Hello, this is Akane.

With most displaced refugees aided to the best of our ability, the local Merchants Guild has happily accepted our aid in creating the anchorages for the coming Trade Fleets. However, construction is slow and will likely take far longer than anticipated. Apparently, local disputes and several ill-advised business practices and investing have turned the local branch of the Merchant Guild into a shadow of what it is within other Regions. Quite a bit shocking concerning that we hadn't noticed any sign of that, but that could also be that the locals simply replaced the Guild with an in-Region equivalent we have been unwittingly making deals with. I am still unsure about the specifics. To be truthful, the Guild is cagey regarding the topic, and our suppliers are not helpful in that regard; apparently, asking who they work for is seen as a business tactic to seek lowered prices here. Which makes gathering information on the entire affair frustrating, to say the least.

With steadily aggravated farewells,
Akane.

***

Spy-Network:

The Marquess of Tessen is staying very calm. Please accept their invitation to assist in drafting airship legislation. Now.

House Ulatarn is finishing its museum.

House Mirn is currently focused on aiding House Tessen in its legal efforts.

The Military has continued acting very strangely, which is saying something considering that the last two decades were filled with very strange things.

The Bureau For Imperial Civilian Logistics has concluded that the Imperial Navy should start with the construction of 150.000-ton airships and has delivered twenty-eight designs for the Emperor and Admirality's perusal.

The Followers of Light are mostly happy about the way things are going.

The Adventurer Guild is trying not to appear too interested in the news about the new Behemoth.

Dirty Daggers are continuing to lay low.

The Common People are either worried about the Behemoth, excited about the Imperial Convention, or interested in the House Mirn museum.

The Mutated are either worried about the Behemoth, excited about the Imperial Convention, or concerned about the museum of House Mirn.
 
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Turn 94; Year 23; Month 0; Panic And Dreams
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.
--5.) discrimination.
-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.) An Adjudicator is chosen for each Chapter as per the directive of the Chapter Council and the consent of the Chapter as a whole.

3.) A new Adjudicator is chosen should the current Adjudicator;
-a.) die.
-b.) voluntarily step down.
-c.) be removed by a two-thirds majority vote.
-d.) be recalled by the current High-Adjudicator.

4.) The responsibilities of the Adjudicator 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 Council Members or individual Pilgrims to vote.
-c.) ensure that all votes are cast in at most 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 the 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 daily working in a Pilgrim-run structure should they not be employed by the same.
--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 to the chosen Adjudicator.
-c.) Bring forth problematic aspects of the structure and tenets of the Pilgrims to the Adjudicator.
-d.) Vote or send an envoy with the Pilgrims HQ or Chapter 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 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 2 (two) warm meals 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 for turning in artifacts.
--1.) The rarity and importance of the Artifact determine the amount.
--2.) It does not apply to the Chapter's intentional archeologic excavations or scavenging operations.
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 following year.
-2.) An extended leave can be granted should the reasons suffice, such as;
--a.) Family matters (death/marriage).
--b.) Recuperation.
--c.) Doctoral/Engineer orders.

7.) Council Members 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 workers' ability.
-b.) minimize inter-council conflict.
-c.) bring any issues, optimizations, or opportunities to the Adjudicator.

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 can only re-enter up to 2(two) times with 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 that you 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, metal, oil, and circuitry; the truth remains: they deserve life and respect as any being. Who are we to judge and condemn a being, to declare them non-sapient and non-sentient, for the crime of not being born a human? Who are we to point at a Core that enjoys art, an Animal in the wild that 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 out to help. Every 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 a relationship bonus when engaged in Diplomacy; 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 with whom we once shared our misery? 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.)

Doctrine of the Lowest
There is a basic need in us all to believe in something greater than ourselves. Within the Pilgrims, many have found that Greater, finding, often for the first time in their lives, a place where they belong and are wanted. And from that acceptance of those willing to stand with us comes a hand held out to those still undecided or wavering between joining us on the Path to our futures and walking their own. But, ultimately, even the lowest are our people, and to leave them behind is nothing but a base betrayal of our most fundamental Tenets.
(+1 Diplomacy Action, Free Re-Rolls with a +20 Bonus should you fail Diplomacy Actions targeting a [Local] Faction.)

Doctrine of the Open Hand
Charity is the most essential thing one being can give to another when they have and another does not. Through the actions of the Council and guided by our Founder, we managed to accrue the means by which we can acquire the wealth needed to give and give plenty. Be it in the form of alms for the poor and destitute, healing for the sick and injured, or merely a warm and dry place to sleep and rest; we can provide them, and provide them we must. No evil is more despicable than denying another help when one has the means to ease their suffering, as minute that aid may be.
(Charity and Goodwill Missions/Actions have lowered costs and increased results. No Charity/Goodwill Buildings require Trained/Specialized/Faithful/Zealot personnel.)

Rite Of Mourning: A Journeys End
Losing someone and seeing their Journey cut short by age or force is terrible. Remember where they sat, sharing stories, laughter, love, food, and safety. Remember how they laughed and 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, and a life lived, changing the world, others, and themselves with 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 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.)

Forget Not Our Names
Many are the names and stories forgotten by the march of time; more are the Paths wiped out with the death of the last who remember their marks left upon the world. We know this intimately, our very Paths deeply intertwined by the graveyards of Ancient Humanity to those whose final works and lives we take to build a better world upon the ashes of theirs. Yet, we do not forget them entirely, nor do we discard what changes they have made in life merely because we can no longer perceive the roads they traveled or the aid they gave, as little as that may be. And just like the Ancients have died without any notice to us, so too do many others die today who will never be mourned, whose names shall be forgotten by time. Unless we ensure that the very stone we walk upon bears their names for eternity.
(Can construct Mausoleums of the Forgotten.)

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 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.
(Leaders 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 that drove them to do so, but the simple act of creating something better, even for a moment, so 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.)
Member/Resource Statistics
Members Total: 4.933
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 3.999
-Faithful: 40/146
--2/12 General Scientists - +12 (per) to assigned research
--1/2 Trained General Scientist - +18 (per) to assigned research
--6/7 General Doctors - +6 (per) against diseases and to Medical/Biological research
--2/2 Trained Surgeon - +12 (per) against diseases and to Medical/Biological research
--11/13 General Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research

-Followers: 3.853 (203 (8 Faithful) unoccupied)
--Recruitment: (+43 per Turn)
---(+13 Due to The Codex Mk.1)
---(+20 Due to Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))
---(+6 Due to Expanded Daycare)
---(+4 Due to Various Hospices)
---(+8 Due to Radio-Channel)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human - Male)
Members: 692
-Faithful: 12/21
--3/3 General Doctors

-Followers: 671
--Recruitment: (+22 per Turn)
---(+13 Due to The Codex Mk.1)
---(+14 Due to Fortified Position)
---(-5 Due to Cultural Pushbacks)

Projects:
-Construct a Scavenging Outpost (3/5)
-Establish A Permanent Necropolis Outpost - The Twisted Factory (0/5)
-Build The Airship Depot And Commerce Station (0/5)
Adjudicator: Akane (Mutated - Female)
Members: 242
-Faithful: 10/11
--1/1 General Engineer

-Followers: 231
--Recruitment: (+8 per Turn)
---(+13 Due to The Codex Mk.1)
---(-5 Due to Mutated Adjudicator)

Projects:
-Construct Soup Kitchens (0/2)
-Create A Scavenger Outpost (0/3)
-Build The Airship Depot And Commerce Station (0/5)
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
-Alas - Nonbinary - Combat - Bloodloss
-Mark - Male - Combat - Brain Trauma
-S'tary - Male - Combat - Bisection
-Mikabi - Female - Combat - Complete Organ Liquefaction
-Ettara - Female - Combat - Organ Ruptures
-Julus - N/A - Combat - Evaporation
-Hern - Male - Combat - Shock and Bloodloss

Goodwill: 111.68 (+6.98 per Turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+2.28 = Small Hospice Network, Expanded Network, Territorial Network (Mirn)
+1.30 = Improved Expanded Poor Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul)
+0.05 = School - (Big - Mirn)
+4.80 = Orphanages - (Big - Strul, Ularn, Zulmni, Tessen, Jokvi, Mirn)
+0.50 = Grand Kitchen - (Mirn)
+0.90 = Asylum - (Mirn/Zulmni/Tessen/Strul/Ularn/Jokvi)
+0.09 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni, Ularn, Strul)
-0.02 = Print Shop - Smut
-3.00 = Subversion (Cover of Eyes)

Piety: 78% (+25 to all rolls for Heroes with the Adjudicator Trait)
Rolls (-11):
-3 (Tenets: Rite Of Mourning: A Journeys End, Hidden Tenet: A Mythos Called Names)
-10 (Tree Buildings: Expanded Daycare, Beautification, Communal Festivals, Mausoleum of the Forgotten Pilgrims)
-69 (Pilgrim Buildings: Electric Lights, School - (Big - Mirn), Grand Kitchen - (Mirn), Orphanage - (Big - Ularn, Strul, Zulmni, Tessen, Jokvi, Mirn), Primitive Asylum/s, Expanded Hospice Network, Improved Expanded Poor Houses)
-26 (Pilgrim Chapters - Bone Valley, Sunken Hollow)
-1 (Hero Traits: Martyris: Poisoned By A Plague-Engine - Medicated Immunity)
+98 (Followers, +1 every 50)

Suspendium: 8 Large Suspendium Shards (1 Large needed in 2 (Two) Turns - Paid)
Income: +14 Medium
+14 Medium Shards (The Trail of Rust)
-4 Small Suspendium Shards (2x Caravaner Lines)
-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
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Drafting Airship Construction And Commerce Regulations
Boni: +15 on all Diplomatic rolls

Marquess of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Is staying very calm. Please accept their invitation to assist in drafting airship legislation. Now.

House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Is finishing its museum.
Boni: +15 on all Diplomatic rolls

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Information Network: Rank 1
Plans: Currently focused on aiding House Tessen in its legal efforts.
Boni: +15 on all Diplomatic rolls

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Alliance (3)
Plans: [BOAT]
Boni: +15 on all Diplomatic rolls

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Continued acting very strangely, which is saying something considering that the last two decades were filled with bizarre things.
Information Network: Rank 1.
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)
Information Network: Rank 1.
Local Plans: It has concluded that the Imperial Navy should start with constructing 150.000-ton airships and has delivered twenty-eight designs for the Emperor and Admirality's perusal.
National Plans: Weapons Development - Primitivize coilguns for non-artifice production. (3 Turns) - 200 + 1 Imperial Favor (1st), 150 (2nd), 100 (3rd) Goodwill as Reward.
Factions:
-3-Point University
Contact: Lector Bob
Opinion: Neutral (0)

The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Friends (2)
Information Network: Rank 1
Plans: Are mostly happy about the way things are going.

Miscellaneous Nobles
-Lady Maranica (Ally (3)|*Checked out of the Law Debate.*)
-Baron Esker (Friend (2)|*Eyeing the New Forest with a lot of very sharp axes.*)

General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen
Opinion: Friends (2)
Information Network: Rank 1
Estimated Pilgrim-Influenced: ~30%
Mood: Either worried about the Behemoth, excited about the Imperial Convention, or interested in the House Mirn museum.
Boni: +15 on all Diplomatic rolls (Special: Applies to All Local Factions.)

The Merchant Guild
Contact: Abraham Lin
Opinion: Allies (3)
Plans: Money. Money. Money!
Boni: +15 on all Diplomatic rolls

The Union of Herbalists
Opinion: Friendly (1)
Plans: Helping people out and making money.
Factions:
- Fundamentalists (Neutral (0)|20% Control|Quicker Doctors)
- Progressivists (Neutral (0)|30% Control|Cheaper Actions)
- Healers (Ally (3)|50% Control|Enables Surgical Training
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friends (2)
Plans: Testing a Suspendium Revelation.

The Adventurer Guild
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Trying not to appear too interested in the news about the new Behemoth.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/384 Members/Reliable Mercenary Company)
Plans: Hunt the Mutants
-The Bad Batch (Leader: Simone Simona/Friends (2)/63 Members/Infiltration Experts/Expert Violinists/Trained Exotic Dancers/Adept Flower Coders/Trained Actors/Trained Basket Weavers/Adept Carapace Decorators)
Plans: Hunt the Mutants
-The Scavenger Organizations (Leader: None Formally
--Crews: Old Eyes' Diggers/252 Members
---Plans: Licking Their Wounds After A Bad Expedition.)
-Tailors of the Burned Skies (Leader: Agatel Lh-a/Neutral (0)/3900 Infantry, 39 War Lizards, 45 Scout Lizards, 12 Knights/Combat+Garrison Company)
Plans: Recover from their losses within the Bunker.

Criminal Gangs
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Region Tessen
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: Continue to lay low.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood.

Terrorist Organizations
N/A

Cults
-Conclave of Faya

--Contact: Elder Spirit Songweaver Marta
--Opinion: Friend (2)
--Plans: Argue over creating an off-shoot in Norqod.
--Uncovered:
---Spirit Worship (Nature and Machine)
---Artistic Focused (Spiritual and Mosaic)
---Non-Violent (But Not Pacifist)
-Meira's Hidden
--Contact: Singe
--Opinion: Neutral (0)
--Plans: Complete miscellaneous projects.
--Uncovered:
---Forge-Clan Offshoot
---Pro-Mutated
---Isolationists

The Mutated
Opinion: Allied (3)
Boon: +20 to all Medicine/Biological Research, can boost selected Actions using Goodwill, +4 Mutated Recruits per Turn.
Bane: -12 Human Recruits per Turn.
Information Network: Rank 2
Mood: Either worried about the Behemoth, excited about the Imperial Convention, or concerned about the museum of House Mirn.

Sapients
Forgotten
Opinion: Friendly (1)
Plans: Sleep More.

General Opinion on Mutated: Growing Indifference (2)
Artefacts
Common
10x Miscellaneous Artifacts - 1.02 +5 to Everything
4x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
2x Workers - Scrap - 0.08 - +5 to Electronics/Metallurgy
2x Guardians - Trooper - Scrap - 0.15 - +5 to Electronics/Metallurgy
6x Omni-Gazers - Scrap - 2.25 - +5 to Electronics/Metallurgy
570x Bunker Electronic Artifacts - 1.74 - +5 to Electronics
102x Bunker Manufacturing Artifacts - 1.62 - +5 to Machinery/Hydraulics
810x Bunker Medicine Artifacts - 0.92 - +5 to Biology/Medicine/Machinery
5x Exotic Fruit Seeds - 5.00 - +5 to Biology
18x Unknown Seed Samples - 5.00 - +5 to Biology
Tasty Fruits - 2.50 - +5 to Biology
11x Spices - 3.81 - +5 to Biology/Medicine
Rare
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
Damaged Caretaker Remains – 7.04 - +20 to Advanced Machinery/Armor/Programming/Electronics
3x Destroyed Bright-Pistol - 7.23 - +20 to Advanced Weapons/Metallurgy/Physics
3x Foldable Electro Lance - 6.33 - +20 to Advanced Weapons
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
Code Scraps - 5.99 - +20 to Advanced Programming
"Holy Text of the Tiny Snake God" - 11.76 - +20 to Advanced Psychology
"The Turning Of Pages" - A Mythological Summary Of History - 9.13 - +20 to Psychology
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watch Systems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Automated Blood bag - 6.82 - +20 to Advanced Hydraulics/Medicine
Autonomous Preservative Injector - 6.44 - +20 to Advanced Hydraulics/Chemicals
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
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
5x Loading Tubes - 5.52 - +20 to Advanced Weapons/Mechanicals
3x Feeding Stations - 5.50 - +20 to Advanced Weapons/Chemicals
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
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
2x Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
7x Rusted Constructor Component - 5.91 - +20 to Advanced Electronics/Metallurgy
3x Retinal Implantation Guide - 5.46 - +20 to Advanced Biology
2x 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
2x Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
4x Auto-Adjusting Bodyarmor - 6.68 - +20 to Advanced Armor/Machinery
Coolant Feed System - 6.87 - +20 to Advanced Hydraulics
2x Overgrown And Shattered Micro-Lances - 7.08 - +20 to Advanced Weapons
Rudimentary VI - 5.49 - +20 to Advanced Machinery/Programming
2x Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
3x 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
2x Damaged Minor Bright-Lance Turrets - 5.88 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons
2x Damaged Medium Bright-Lance Turrets - 6.31 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Armor
5x Damaged Plasmathrowers - 7.06 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Hydraulics
2x - Rare Plant Samples - +20 to Advanced Biology
3x - Mechano-Fibrous Materials - +20 to Advanced Machinery/Biology/Medicine
100x Bunker Electronic Artifact - 6.53 - +20 to Advanced Electronics
237x Bunker Machinery Artifact - 5.03 - +20 to Advanced Machinery
142x Bunker Programming Artifact - 5.94 - +20 to Advanced Programming
375x Bunker Hospital Artifacts - 9.60 - +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery
231x Bunker Armor Artifacts - 8.84 - +20 to Advanced Armor/Metallurgy/Machinery/Hydraulics
205x Bunker Weapons Artifacts - 7.32 - +20 to Advanced Weapons/Machinery/Hydraulics/Chemical
"The Collected Legends And Mysteries Of The Sun Cults" - 7.49 - +20 Advanced Psychology/Metallurgy
5x Illustrated Genome Map of Artificial Invertebrates - 11.32 - +20 to Advanced Biology/Chemical
2x Rusted Contactless Power Cells - 6.79 - +20 to Advanced Machinery/Electronics
Toy Sword - 5.55 - +20 to Advanced Metallurgy
Children's Book - 7.11 - +20 to Advanced Psychology/Programming/Electronics
3x Mutated Skeleton - 6.11 - +20 to Advanced Electronics
Aetheric Conversion Engine - 6.33 - +20 to Advanced Mechanics/Hydraulics/Airship Technologies
2x Suspendium Diffusion Charts - 5.67 - +20 to Advanced Physics/Airships Technologies
Incomplete Command Node - 7.77 - +20 to Advanced Electronics/Programming
15x Workers - 5.08 - +20 to Advanced Electronics/Metallurgy/Programming
312x Guardians - Trooper - 7.15 - +20 to Advanced Electronics/Metallurgy/Programming
84x Caretaker Swarms - 5.11 - +20 to Advanced Programming/Electronics
2x Medium Bright-Lance Turret - +7.50 - +20 to Advanced Weapons/Metallurgy/Hydraulics/Armor/Electronics
69x Rare Bunker Manufacturing Artifacts - 6.23 - +20 to Advanced Machinery/Hydraulics
5x Burned Robotic Housekeepers - 5.53 - +20 to Advanced Electronics/Hydraulics/Machinery
Destroyed Peacekeeper - 7.92 - +20 to Advanced Armor/Hydraulics/Weaponry
105x Guardians - Sniper - 12.50 - +20 to Advanced Electronics/Metallurgy/Programming
119x Omni-Gazers - 6.82 - +20 to Advanced Electronics/Metallurgy/Programming
3x 3-Dimensional Machinery Model Kits - 7.21 - +20 to Advanced Machinery/Metallurgy/Armor
33x Guardians - Command - 14.75 - +20 to Advanced Electronics/Metallurgy/Programming
2x Thrashed Nano-Lathes - 14.75 - +20 to Advanced Machinery/Metallurgy
Omnidirectional Security Camera - 11.32 - +20 to Advanced Electronics/Programming
2x Undulating Oil Samples - 15.11 - +20 to Advanced Mechanics/Hydraulics
Strange Blood-Like Substance Sample - 12.20 - +20 to Advanced Biology/Hydraulics
2x Artificial Vascular System - 14.00 - +20 to Advanced Biology/Metallurgy/Medicine/Hydraulics
60x Advanced Bunker Weapon Artifacts - 14.48 - +20 to Advanced Weapons/Metallurgy/Hydraulics
2x Severed Hydro-Tendril Actuators - 15.09 - +20 to Advanced Hydraulics/Programming/Metallurgy/Mechanics
3x Corpse Feast Grenades - 11.70 - +20 to Advanced Weapons/Hydraulics
2x Salvaged Cognition Processors - 8.42 - +20 to Advanced Biology/Programming/Medicine
3x Undulating Scymri-Ocular - 9.99 - +20 to Advanced Biology/Hydraulics/Medicine
3x Machine Maggots - 11.73 - +20 to Advanced Machinery/Programming/Medicine/Biology
3x Tendon-Focused Medical Textbook - 8.04 - +20 to Advanced Biology/Medicine
3x Plasma-Conduits - 7.75 - +20 to Advanced Metallurgy/Physics
3x Plasma-Focusers - 9.25 - +20 to Advanced Metallurgy/Physics/Weapons
3x Serrated Memory-Metal Blades - 12.12 - +20 to Advanced Metallurgy/Weapons
3x Surgical Drones - 12.36 - +20 to advanced Programming/Machinery/Electronics/Medicine
Lost Tech
4x Gutted Cores - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
4x Tablets - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma Torch - 18.40- +50 to Advanced Physics
2x Unknown Discarded Medicines - 19.16 - +50 to Pioneer Medicine/Advanced Biology
2x Water Purifiers - 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
3x Hololithic Cubes - 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
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
3x "Chemical Alterations Of The Mindscape" - 31.44 - +50 to Pioneer Chemicals/Psychology
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
7x Self-Implanting Exo Skeleton - 15.04 - +50 to Pioneer Machinery/Medicine/Biology
"The Death Of A Moon" - 16.23 - +50 to Pioneer Physics
1x Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
10x "Eternium" - 18.60 - +50 to Pioneer Medicine/Chemicals/Biology/Psychology - [Library]
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
4x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
4x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
2x Memory-Transcriber - 16.00 - +50 to Pioneer Machinery/Electronics/Biology/Medicine
3x Perfectly Preserved Nerve-System- 16.18 - +50 to Pioneer Biology/Medicine/Machinery
2x Neural-Pathway Mapper - 15.88 - +50 to Pioneer Machinery/Biology
2x "Animu/as" Overwriter - 15.86 - +50 to Pioneer Psychology/Machinery/???
3x Neural-Pathway-Re-Builder Pills - 16.24 - +50 to Pioneer Medicine/Biology
2x Broken Neural Alteration Machines - 19.67 - +50 to Pioneer Machine/Medicine/Biology/Psychology
5x Sensory Reconstructors - 16.26 - +50 to Pioneer Machine/Medicine/Biology/Chemicals
5x Light Civilian Medic's Power-Armor - 17.09 - +50 to Pioneer Armor/Electronics/Medicine
5x Bunker Artifacts - 15.68 - +50 to Pioneer Programming
Automated Gravimetric Analyzer - 17.66 - +50 to Pioneer Machinery/Chemicals/Hydraulics
35x Bunker Hospital Artifacts - 20.23 - +50 to Pioneer Chemical/Medical/Psychology/Biology/Machinery
3x Nerve-Symbiotic Manipulation Theorems - 19.99 - +50 to Pioneer Biology
Sonorous Symphony of Harmonious Lament - 20.37- +50 to Pioneer Psychology/Programming
Etching of The Bell's Eternity - 22.37 - +50 to Pioneer Psychology
Recorded Droning of the Monks - 19.67 - +50 to Pioneer Psychology/Biology
Harmonious Chant of the Rising Sun - 24.68 - +50 to Pioneer Psychology/Metallurgy
Ubiquitous Orchestra of Harvest - 19.55 - +50 to Pioneer Psychology/Biology
Unbothered Song of Multitude - 24.57 - +50 to Pioneer Psychology/Medicine
Recording of their Slumbering Minds - 19.77 - +50 to Pioneer Psychology/Biology/Medicine
Doused Flame of Hatred - 23.98 - +50 to Pioneer Psychology/Programming
Elevated Syphon of Levitation - 24.14 - +50 to Pioneer Psychology/All Airship Technologies
Aetheric Shard of Contentment - 24.66 - +50 to Pioneer Psychology/All Airship Technologies
Gate of Respite - 22.43 - +50 to All Psychology/Machinery
Instrument of Sympathy - 21.76 - +50 to Pioneer Psychology/Hydraulics
Whispering Sword - 23.68 - +50 to All Psychology
Messenger of Soothing Shadows - 21.99 - +50 to Pioneer Psychology/Armor
Emissary's Delight - 23.16 - +50 to Pioneer Psychology/Biology/Medicine
Symphony of Sorrow - 21.99 - +50 to Pioneer Psychology/Biology
Blistering Chorus - 25.46 - +50 to Pioneer Psychology/Weapons
Sword of Eternity - 22.74 - +50 to Pioneer Psychology
Sword of Finality - 24.67 - +50 to Pioneer Psychology
Sword of Dusk - 21.46 - +50 to Pioneer Psychology
Sword of Dawn - 23.64 - +50 to Pioneer Psychology
Book of the Foretold Birth - 22.98 - +50 to Pioneer Psychology/Biology/Medicine
Unsworn Oath of Protection - 22.18 - +50 to Pioneer Psychology/Armor
Rune of Severance - 23.13 - +50 to Pioneer Psychology
A Tale of Mice and Men - 24.27 - +50 to Pioneer Psychology
2x Pristine Power Armors - 25.14 - +50 to Pioneer Armor/Weaponry/Metallurgy/Hydraulics/Programming/Medicine
Weaponized Core "Θοθ" - 23.25 - +50 to Pioneer Armor/Weapons
Intact Autonomous Adaptive Distributed Hunter-Killer Swarm Intelligence - 22.73 - +50 to Pioneer Programming/Weapons
Temporal Storage Container - ??? - +50 to...what the hell is this thing?
2x Good-Tasting MREs - 25.54 - +50 to Pioneer Chemicals/Biology
"Quantum Teleportation and Quantum Communication, The One-Catch-All on these Liminal Bridges!" - 25.05 - +50 to Pioneer Physics?
Intact Micro-Bright Lance - 24.97 - +50 to Pioneer Weapons/Physics/Metallurgy/Engineering/Electronics
"Augur" Shield - 23.82 - +50 to Pioneer Armor/Electronics/Physics
Bisected Cybernetic Skull - 25.64 - +50 to Pioneer Electronics/Armor/Biology
Crimson Banner - 24.31 - +50 to Pioneer Armor
5x Targeting Beacon - 22.20 - +50 to Pioneer Electronics/Physics/Weapons
A Drop of Enlightenment - 30.00 - +50 to Pioneer Psychology
Soft Pattern Of Rain Upon Grass - 24.13 - +50 to Pioneer Psychology
Cool Nourishment Of Water - 25.44 - +50 to Pioneer Psychology
Skin Thread - 25.44 - +50 to Pioneer Armor
Mutilated Serenade - 26.64 - +50 to Pioneer Psychology
Aerosolic Blood-Coagulant - 30.00 - +50 to Pioneer Weapon/Biology/Chemicals/Medicine
Liquid Fire - 22.32 - +50 to Advanced Weapons
2x The Mind Chasm - 29.11 - +50 to Pioneer Psychology
Strain G37bn9= Seed (Hardy Sandwheat) - 50.00 - +50 to Pioneer Biology
Strain UL44b/!fr Seed (Nega-Wheat) - 50.00 - +50 to Pioneer Biology
A Noise In The Air - 23.32 - +50 to Pioneer Psychology
12x Minor Bright-Lance Turrets - 28.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
6x Medium Bright-Lance Turrets - 45.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
2x Large Bright-Lance Turrets - 80.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
3x Plasma-Lance - 38.67 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
4x Plasmathrowers - 31.46 - +50 to Pioneer Electronics/Metallurgy/Programming/Hydraulics/Weapons
8x Caretaker-Swarm - 21.32 - +50 to Pioneer Electronics/Programming
Banished Cognitions - 35.12 - +50 to Pioneer Psychology
Sentence 14 - 43.21 - +50 to Pioneer Psychology
2x Nanoweave Skinplates - 34.56 - +50 to Pioneer Weapons/Medicine
10x Gravitic Celestial Maps - 50.00 - +50 to Pioneer Physics
9x Satellite Codes - 100.00 - +50 to Pioneer All
Irkanite Lance Component - 22.22 - +50 to Pioneer Weapons/Biology
Irkanite Thought Component - 22.22 - +50 to Pioneer Psychology/Biology
Irkanite Blade Component - 22.22 - +50 to Pioneer Weapons/Biology
Irkanite Heart Component - 22.22 - +50 to Pioneer Psychology/Biology
4x Automated Molecural Statuettes - 25.13 - +50 to Pioneer Metallurgy/Machinery
2x Written Testimonies of the Collapse - 35.00 - +50 to Pioneer Psychology/???
Sacrosanct Idol - 20.00 - +50 to Pioneer Psychology
2x Crystallized Flames - 25.25 - +50 to Pioneer Weaponry/???
4x Tenebris Library Books (Untranslated) - ??.?? - +50 to Pioneer ???
2x A Flask Of Cool Water - 50.00 - +50 to Pioneer Psychology
2x Unknown Chemical Pulver - 19.46 - +50 to Pioneer Weaponry/???
The Burned Remains Of God (Untranslated) - ??.?? - +50 to Pioneer ???
The Planted Wisdom Of Age (Untranslated) - ??.?? - +50 to Pioneer ???
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 reduce 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: Combat Stimms research unlocked.)

Scientific Theory
There is more to this world than one life could ever grasp. There are more mysteries, 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.)

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)

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.)

A Dream Underneath A Tree's Boughs
A Revelation Waiting To Be Used, But One That Will Corrupt Those Who Seek To Aid With It—Auto-Completes 1 [1] Learning Project...but will alter it if it is intended to aid people.

2x NOVA MACHINA - (Equip to Hero)
Two 10x10x10cm translucent boxes with a swirling spot of black and white in the middle. They cannot be opened, smashed, or taken apart. All Humans that touch the boxes 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. We should lock them in the back of our Vault so that no one can injure themselves or others by touching them. Even after several years of study, the cubes remain mysterious and a possible cognitohazard.
Snooore... Snooore...
(+1 to (3\²]SN@'+ßz_ )
Military
Units (10/18)
Rust 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
Melee Damage: 1d6 (+2 damage ignores Armor and 2 AP.)
Ranged Damage: 1d4-1 (+1 Lingering Fire Damage), 1d12 (+1 AP, Inflicts Paralysis/ Light Overcharge, 3 Damage Ignores Armor)
Training: Soldiers (4/6) (+5 to Initiative)
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 after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked 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.
--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
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).

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), Inheritors (+1 to all Morale Checks), War Lessons (+5 to the first two rolls in the next Combat).



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)
Melee Damage: 1d12+4/-0+1d2 (Melee) (against Biologicals/Mechanoids) (3 AP) (Dread-Ghillie)
Ranged Damage : 1d4-1 (+1 Lingering Fire Damage), 1d12 (+1 AP, Inflicts Paralysis/ Light Overcharge, 3 Ignores Armor)
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).
-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 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.
--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
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).

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), War Lessons (+5 to the first two rolls in the next Combat).



The Wall
Description: A group of twelve 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: 12/12 (Size 12)
Armor: 72/72
Melee Damage: 2d6+2d4 (+6 against Machines, 4 AP)
Ranged Damage: 1d4-1 (+1 Lingering Fire Damage)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: 10/12 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.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked 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 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.
--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
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).

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), Overstrength (Double Unit count), War Lessons (+5 to the first two rolls in the next 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. Notably, 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)
Melee Damage: 1d8+5 (3 Acid Damage, +1 Acid Damage for (one) Turn after attacking, tripled Damage against Armor and Internal Structure)
Training: Soldiers (4/6) (+5 to Initiative)
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 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.
--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
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.)

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), 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.
-(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.
-Bloodletter (Special Melee): 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.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores Armor.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores Armor.
-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).
-Standard Coilgun: Coilgun (15d20), Overpenetration (Cannot target more than one Unit per shot), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Armor Penetration (50% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns)
-Primitive Lance Coilgun: Coilgun (15d20), Overpenetration (Cannot target more than one Unit per shot), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Armor Penetration (75% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns), Extended Range (Will act first in combat unless ambushed.)
-Primitive Scattershot Coilgun: Coilgun (60d2), Delete That Grid (Targets All Units In A Battle. Cannot fire if friendly Units are engaged in Melee), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Low Armor Penetration (25% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns).
-Primitive Repeater Coilgun: Coilgun (20d10), Dakka (Damage Dice that roll a 1 are re-rolled once), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Weak Armor Penetration (50% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns).
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls.
-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).
-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.
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals).
-Obstacle: Power Armor (Primitive): +60 Armor, -45 on stealth rolls, +1d4 in Melee.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size.
-Gas-Mask "Mk.13a - Nephilim": -2 Damage from Biological/Chemical Sources.
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.
-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.
-Wyvernsack (Lingering): It is used as a free action before melee is joined, with 1d2+2 Acid damage and +2 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-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.
--1x stored and equipable
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Medi-Aid Chemicals: "Miracle Cure" - Treat all negative Health above (-TotalUnitHealth/2) as if the Unit still has 1 Health. (Warning: 09% Chance to replace Lost Health with Hostile (1 Health/2 Armor) Mutant Units with a total Unit Count equal to Lost Health.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Berserk: Increase all Damage by two damage dice. (Warning! This drug has a (projected) 14% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Last Stand: Reduce all Damage by half, triple all Health. (Warning! This drug has a (projected) 91% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Adrenaline: Increase all Damage by three damage dice. (Warning! This drug has a (projected) 05% chance of killing the user.) 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.
Upgrades
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores Armor
-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), (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), (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), (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), (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), (2/2) Shells
-Mortar Upgrade: Seeker Shells (Ammunition): +8 Fire Damage, Born To Die (+50% Accuracy), (1/1) Shells
-Mortar Upgrade: Flaming Ordnance (Ammunition): 2d12, Burning Comets (Hits every Unit present on the battlefield, cannot be used indoors) (5/5) Shells
-Armor Upgrade: Heavy Wyvern Scale Patches (+2 Armor per 2 Sizes)
-Armor Upgrade: Light Wyvern Scale Patches (+1 Initiative per Size, -1 Armor per 2 Sizes)
-Weapon Upgrade: Wyvern Bones Replacement (+1 Initiative per Size)
-Ranged Upgrade: Wyvern Toot Bolt/Arrowheads (+1 Bleeding Damage per Turn per Size)
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.
-Radio-Beacon: Special Rule: Grants a Coordination bonus of +1 per Unit equipped with a Radio-Beacon and Improves said bonus by +1 for every Unit that already possesses that bonus instead. Requires an operator, nullifying one damage dice.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Ranged Unit (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Generic Melee Spider: An autonomous drone for military applications. Special Rule: Independent Melee Unit (Gains 9/9 Armor and 1/1 Internal Structure, has a Melee attack of 2d2 per Unit size.).
-Generic Ranged Quadruped: An autonomous drone for military applications. Special Rule: Independent Ranged Quadrupedal Unit (Gains 2/2 Armor and 2/2 Internal Structure, has a Ranged attack of 1d2 per Unit size.), Quick Feet (+5 to Initiative).
-Generic Melee Quadruped: An autonomous drone for military applications. Special Rule: Independent Melee Quadrupedal Unit (Gains 5/5 Armor and 2/2 Internal Structure, has a Melee attack of 2d2 per Unit size.), Quick Feet (+5 to Initiative).
-Scout Scutter: A small, cat-sized drone carrying nothing more than itself, a camera, and a way to transmit the feedback to a tablet included in the drone! Special Rules: Independent Unit (Gains 1/1 Armor and 1/1 Internal Structure.), Scout Drone (Boosts Pre-Combat rolls for initiating combat by +5 (cumulative.)).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).
-Rough Rider Scutter: A large robotic drone designed to maneuver in 3D spaces like canyons, caverns, Necropolis, and forests, capable of carrying up to three riders or 350kg of weight. Four automatic crossbows provide security alongside four front-spaced manipulator arms fitted with tools/weaponry. Special Rules: Independent Unit (Gains 20/20 Armor and 6/6 Internal Structure.), Four Crossbows (4d10 Ranged Damage), Specialised Melee Limbs (4d8 Melee damage), Mechanical Mount (Shelters up to 3 (three) Sizes of a Unit from Damage until destroyed/disabled), 3D Climber (Unaffected by Terrain).
-Artillery Scutter: A large-sized drone, as large as a War-Lizard, equipped with a Standard Coilgun turret to rip apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Standard Coilgun (15d20 Ranged Damage), see Weapon Entry for Rules.
-Combat-Trained Common Animal: An animal trained for use in combat, though their usage can become a hindrance if their masters are not careful while handling them.
Notable Assets/Buildings
General:
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions)
1x Elemental Feline Juvenile- Fractal - (???)
1x Personal Cutter
1x Lineship
10x Caravaners

Mirn:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Upgraded) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
3x Food Kitchens - (1x Normal, 3x Bulk) - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guards! Guards!, Guardians For Hire)
1x Grand Kitchen - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Inn - (Eye of the Beholder) - (Guards! Guards!)
1x Local Headquarters - (Security Improvements, Guards! Guards!)
1x Rudimentary Territorial Hospices
1x School - (Big) - (Security Improvements, Guards! Guards!)

Ularn:
1x Asylum - (Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guards! Guards!, Guardians For Hire)
1x Rudimentary Territorial Hospices - (Security Improvements)

Tessen:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
2x Brothel 'Consensual's - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guardians For Hire, Guards! Guards!)

Zulmni:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Orphanage - (Big) - (Guards! Guards!, Guardians For Hire)

Jokvi:
1x Humane Asylum - (Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Orphanage - (Big) - (Guardians For Hire, Guards! Guards!)

Strul:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Guards! Guards!)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Fixed the Mess

Outlying Territories:
1x Aluminum Mine - (Steam Engine Improved) - (Guardians For Hire, Guards! Guards!)
1x Central Region Expanded Pilgrim Security - (Private Security) - (Security Improvements, Guards! Guards!)
3x Expanded Hospices - (Security Improvements, Guards! Guards!)
1x Expanded Hospice Network - (Security Improvements, Guards! Guards!)
1x Iron Mine - (Security Improvements, Guards! Guards!)
1x Jewel Mine - (Steam Engine Improved) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Permanent Scavenging Base - (Floating Monastery/Doomed Fortress) - (Guards! Guards!)
1x Silver Mine - (Steam Engine Improved) - (Security Improvements, Guards! Guards!)

Pilgrim Holdings:
1x Administration Center - (Grand) - (Security Improvements, Guards! Guards!)
1x Anchorage - (Tiny) - (Security Improvements, Guards! Guards!)
1x Artifact Vault - (Guards! Guards!)
1x Artisinal Robotics Creation - (Guards! Guards!)
1x Black Box - (Gutted Core) - (Security Improvements, Guards! Guards!)
1x Black Root Field
1x Berth - (Medium) - (Security Improvements)
1x Bloodbark Field
1x Codex Printing
1x Communal Festivals
4x Computers
1x Desalination Basins - (Deep Pumps)
1x Electronics Manufacture - (Security Improvements, Guards! Guards!)
1x Expanded Daycare - (Security Improvements, Guards! Guards!)
1x Extremely Fertile Ashleaf-Nursery - (Security Improvements, Guards! Guards!)
1x Laboratory Complex - (Rudimentary) - (Security Improvements, Guards! Guards!)
1x Living Quarters - (Continuous Expansion) - (Security Improvements)
1x The Hidden Workshop - (Legendary) - (Security Improvements)
1x Mausoleum of the Forgotten Pilgrims
1x Medical Wing - (Expanded) - (Security Improvements)
1x Menagerie - (Basic)
1x Print Shop - (Smut) - (Security Improvements)
1x Scutter Makers - Medical Scutters - (Guards! Guards!)
1x Shadow Sanctums - (Needle's Den)
1x Storerooms - (Continuous Expansion) - (Security Improvements, Guards! Guards!)
1x Tiny Drone-Manufacture - (Guards! Guards!)
1x Training Field - (Expanded) - (Security Improvements)

Norqod:
1x Academy of the Fools
1x Airship Component Factory - (Guards! Guards!)
2x Airship Lines (Caravaner) - (Guards! Guards!)
1x Artist Alley
1x Brewers Run
1x Bulk Goods Warehouse Hub - (Guards! Guards!)
2x Caravansery
1x Cat Alley
1x Contractual Expansion - (Adequate Housing) - (Security Improvements)
1x Distributed Clinics
1x Engine Assembly - (Security Improvements)
1x Expanded Clinics
1x Expanded Public Libraries
1x Goat Pens
1x House Dall Barracks
1x Large Tool Manufactury
1x Map of Norqod - Holo Emitter
1x Mausoleum of the Forgotten
1x Medium Quarantine Area - (Security Improvements, Guards! Guards!)
1x Medium Sturdy Clothing Manufactury
1x Mercenary Quarters
1x Miniscule Scientific Complex - (Guards! Guards!)
1x Norqod Fashion Street - (Tahmid's Embroidery)
1x Norqod Radio Station - (Entertainment and News) - (Guards! Guards!)
1x Expanded Hospitals - (Security Improvements)
1x Sin Run
1x Small Cannery
1x Steel Mill - (Guards! Guards!)
1x The Evergreen Gardens - Tiny - (Guards! Guards!)
1x The Trail of Rust - (Security Improvements, Guards! Guards!)
1x Workshop of the Alartfa-Seers

Waking Machine-Minds:
-INDOMITABLE BASTION
1x Common Suspendium Theory
1x Common Chemicals 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 Common Physics Theory
1x Common Machinery Theory
1x Common Mechanics Theory
1x Common Programming Theory
1x Advanced Electronics Theory
2x Advanced Biology Theory
1x Advanced Armor Theory
1x Pioneer Weaponry Theory
1x Pioneer Electronics Theory
The Tree - Jokvi
The Tree - Strul
Strul - Mirn
Strul - Zulmni
Jokvi - Ularn
Ularn - Tessen
Mirn - Ularn
Strul - Ularn
Holdings
Temple Holding: Tree Of Knowledge
Pros: Material cost is halved, Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, and unique building options are 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.

Administration Center - Grand + 6 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +8 Actions.

Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supporting 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.

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 for all Learning Actions, along with unlocking 1/2/3 success thresholds.

Knight-Hangar
Houses 1(one) Knight, allowing you to enact repairs and modifications.

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

Electronics Manufacture - Improved
+150 to all Electronics Research.

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 - Medium
A medium berth allows for repairs and refueling of Twelve Light or Three Medium Airships, allowing the crew to leave comfortably, modify the ship, dismantle it, and do whatever one can think.
(We can now modify Medium Airships for trade and exploration.)

Tiny Drone-Manufacture
A small workshop where trained personnel turn raw materials and pre-made components into drones for Military and Civilian Applications.
(Can create Combat Drone (Generic Ranged Spider) for Units/Heroes.)

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!
(Increased Security, Unlocked Auxilliary Equipment: Scout Scutter, Combat Scutter, Rough Rider Scutter, Artillery Scutter)

Mausoleum of the Forgotten Pilgrims
The last resting place of those who no longer have any that remember them, and the final site of their remains we manage to recover from wherever they died. Let their souls walk without the chains of disturbed slumber or defiled quiet.
(Final resting place for the forgotten and discarded, -4 to Piety Rolls.)
Town Holding: Norqod
Overall Prosperity: Wealthy (Slowly Growing)
High-Class Prosperity: Very Wealthy (Slowly Growing)
Middle-Class Prosperity: Moderately Wealthy (Slowly Growing)
Lower Class Prosperity: Relatively Wealthy (Stagnant)

Mood: Satisfied (Slow Decline)

Permanent Inhabitants: ~4.400
-Tendency: Rising.

Security: Yes.
-Daughter of Dawn (Airship)
-Forge-Clan Elders (12)
-Forge-Clan Security Forces
-Royal Regiment 'Rabbitaurs'
-Tailors of the Burned Skies (Mercenary Company)

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.
-Academic District: Improved osmosis of researched topics and existing knowledge.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims, Soil of Hope, Seed of Change
Health:
17/19 (-2 permanent) (+1 Due to Auroran Cylinder) (+12 Due to Soil of Hope, Seed of Change)
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 Power-Armor (Primitive): Power Armor: +60 Armor, +1d4 in Meele, -45 on stealth rolls.
-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 survival roll to heal wounds. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Auroran Cylinder
(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. After studying and gathering evidence, you have determined that this cylinder is an ancient and incredibly potent all-heal-medikit primarily carried by high-ranking people. If the notes and rumors are correct, this little thing may even be able to resurrect a person from death itself!
(+1 Health if equipped, +20% Chance of resurrection if carried on a person. Can be used to guarantee results.))
-NOVA MACHINA
(Two 10x10x10cm translucent boxes with a swirling spot of black and white in the middle. They cannot be opened, smashed, or taken apart. All Humans that touch the boxes 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. We should lock them in the back of our Vault so that no one can injure themselves or others by touching them. Even after several years of study, the cubes remain mysterious and a possible cognitohazard.)

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. Though there may be more, your medicine's side effects and the lasting damage seem to be a much-increased tolerance against any poison.
(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 toward those who 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 who grasp it and those unable to hold onto themselves.
(+20 to all rolls involving: The Lost)

Prevter By Marriage
You have yet to learn 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 "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 appointment of a governor, so when she asked the Pilgrims Council, all agreed to govern in exchange for a 50% 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 must 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 much, 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 dealing with the unexpected fame gained through her newest romance comedy, hiding under your bed with Silvia Jr.

Child: Lady Silvia Dall - Mutated Girl - 15-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 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 Swedish 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 sharper versions, 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 can 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; 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. She is having her "rebel" phase. You do not know if her asking you for advice on how to rebel better is a sign of being a good parent or utterly failing at ensuring she can rebel on her own.

Protegé: Lord Markus Ulatarn - 16-Year-Old
A child of nobility, he was given to be raised and educated while laying the foundation of a relationship between the two Houses. He has since fully grown accustomed to being here and has made fast friends with Silvia Jr., several of her friends, and others. He likes Crinkle. He recently took up painting after watching the various artists in Norqod decorate and carve into the rock. He has made a portrait of Silvia Jr. You are watching him.
(You have a Protegé!)

Founder And First Arbitrator
You founded the Pilgrims and were appointed Arbitrator, the final voice in any argument, a watcher for those who would turn them 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.)

Soil of Hope, Seed of Change
With our growth in life, we nurture change, causing a beginning of Future's Ending. At daybreak, we see ahead yet shy from death and its cycle of rebirth as bodies are born anew as hosts of a thousand beginnings, small and large of children beyond our sight.
(Enables the Action: Communion of Unsight, +12 Health, +2d6 Melee Damage.)
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.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).

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 need help 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 (25/25):
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 radio, allowing her to receive and transmit radio waves when trained. 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 radio waves is well known.
(+60 to all rolls made with PD.)

Bloodied Knight-Pilot:
You have joined the illustrious Elite of the world, 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 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 delight of marriage with all of its wonders and happiness.

Daughter - Lillia
The first of what will assuredly be many, Lillia, has been adopted by Aria and Chiedi with the understanding that they will know nothing about parenting and will assuredly be overwhelmed by the many challenges and tasks in front of them. Little Lillia has become a nerve-wracking, curious bundle of exploratory babbling and grasping. And she can move on her own! And she is now speaking some words!

Object of Veneration - Indistinct- Guardian - (101/250)
Actions wreak changes, not of this person, yet for this one, as the world reveals itself to be more than it had been before, changed and yet static as it has been. Something seeks shelter within her shadow, behind her shield, and with her wrath, and so, the world moves to accommodate.
(+20 to all Diplomacy/Norqod Actions, Become More.)
Turi
Turi, Head Scholar of the Experimental Wing
Health:
1/1
Armor: 1/1 Armor
Training: Green (1/6) (-25 to Initiative)
Breakpoint: 6/7

Equipment:
-Dagger: 1 Damage per size (1 total)
-Armored Civilian Clothing: 1/1 Armor

Traits:
Interest In Experimental Oddities (3/5):

Ever since Turi was able to research the world and tinker, she has harbored an intense interest in things that most people dismiss or consider Blue Skies projects.
(+2d3 Successes per assignment to a Breakthrough Technology. Can be upgraded.)

Head Scholar of the Experimental Wing:
"Science is not the effort of a single person; it is the accumulated passion and experience of thousands coming together into a single project for a single purpose, again and again. I am but one more chain in the link from the dawn of time, and I shall ensure it endures until the end of mine at the worst."
(+50 to assigned Research Actions.)

Zest For Life:
"Why should I welcome death and drudgery, when there is so much left to do, so much left to experience?"
(Turi can be assigned to a Single Project twice per Turn but will require a Turn of downtime afterward.)

Mother Of Electronic Life:
"Who's a good murder machine? Who's a good murder machine? You are! Yes, You Are! Now. Unscrew their kneecaps."
(Machines under Turi's command act in her stead, gaining 50% rounded-up Damage.)
A letter came from House Tessen, penned by the Marquess herself and read over by an increasingly frantic Selene. Within was basically a demand to cease all production of any Militant or Caravaner Mark 2 in possible production and all attempts to bring them into production. The sale of the same two types of airships was now subject to approval by the Marquess, with her herself the final voice in whether those already produced get bought by anyone but herself.

Now, legally, technically, morally, and politically, the Marquess cannot demand control over the production of the Militants and Caravaners Mark 2, nor of who gets to buy them, nor even the right to assign herself the right of first refusal in their construction, sale, or distribution. Such things interfere with the affairs of a Prevter House dedicated to keeping a resource deemed of Strategic Importance to the entire Empire.

Practically, however, as explained within the sub-text of the letter, the Pilgrims and House Dall are, on paper, legally and politically distinct entities. With the latter in control of both native airship construction outside of the Capital and the harvesting of Suspendium, the first is of no concern to the entire matter. If one now does away with that flimsy fiction, they will see that the House and the Pilgrimage are basically one and the same, or so intertwined that the difference does not matter. Meaning that if one wanted to force the House into doing something, they merely needed to point out that 'Lord' Martyris, a pillar of the Pilgrimage, only married into House Dall and thus lacks several of the legal protections that 'Lady' Selene and Lady Silvia Jr. naturally have, the first by appointment of the Emperor, and the latter by birth.

So, technically speaking, if one pointed out several crimes committed by 'Lord' Martyris or the Pilgrims if a particular summon wasn't answered, the Marquess could take legal action against him to protect her people. Or if one pointed out that, legally speaking, the only legal and dynastic value Silvia Jr. held was the fact that she had (presumably) functioning ovaries capable of reproduction and giving birth to a non-Mutated heir of the House, with all other matters pertaining to her well-being utterly secondary or tertiary to the whole matter.

At this point, Martyris grew convinced that something was going on because that was not any message, as hidden as it may be, that any House would send out due to the threats within and the rambling nature thereof. After some time, when Selene calmed down, she admitted that her version was probably the most negative and hostile version of the message she could have translated. The reason why soon became apparent, as Selene had realized something her husband had not; that they would be required to participate in the coming debates as more than experts asked some questions before being sidelined again but as temporary peers to the most influential Houses within the Empire, as well as talking to the Emperor Himself. At this point, Martyris realized the same as she and felt his blood pressure spike dramatically when the implications dawned on him.

After some more time with both processing the absolute mind-melting realization that they would swiftly find themselves in front of the elite of the elite of the Empire, both resolved to push it out of their minds and simply not think about it at all. Because that was healthy, realistic, and possible. Yes. A cunning plan of action that would have no negative consequences.

With that resolved, the actual letter (and the likely intended message) dealt more with the potential dangers the Militant and Caravaner Mark 2 represented to both the economy and the military balance of power if improperly distributed, inviting House Dall to come and discuss how to best ensure their proliferation within the Empire without stepping on any toes or creating enemies. Especially those of the Emperor or Imperial Family, particularly during the Imperial Convention.

Like all Imperial Politics, it was an example of one open hand offering honest cooperation and mutual benefits for the good of all while the other dripped poison unto daggers hidden behind backs.

And Selene was very confident that the open hand was the genuine part here, and the daggers merely the perfunctory warning of those staring at an imminent threat capable of resulting in rivers of blood being spilled decades down the line that could be avoided.

The main difficulty in creating a Coilgun Repeater was not getting the required power to the weapon or ensuring that it did not break under the strain of firing so many shots within a short period, but in timing the entire process. Even a difference of half a second would have catastrophic consequences, as the destroyed remains of the Coilgun Repeaters disassembled, again and again, could attest to, alongside the now much-abused testing range that had just been repaired after the testing for the previous Coilgun experiments.

However, the first major hurdle was dealt with once somebody figured out how to properly time the required firing sequences. After all, with the sequence figured out, one would now be able to improve the firing rate by simply decreasing the intervals as they simultaneously increased or decreased tolerances, resiliences, and capabilities of the parts, metals, alloys, and machines involved. You do not need to produce wonders of artifice once the first hurdle is overcome; merely design new versions of the entire weapon according to tightly linked specifications that will destroy the Repeater if improperly used or attended to. If one did not go the extra mile of trying to proof a Repeater for multiple firing sequences and fire rates, which Turi had decided she would make her team do in a fit of overconfidence and giddiness for progress.

A thing basically done almost casually by her team... with the aid of a lot of math, spreadsheets, tea, headache medicines, and testing to ensure that there were no hidden variables that scaled differently in reality than they did in simulations. But after that, the weapon could be called finished, produced by those instructed in their construction, and mounted on anything one desired, even if they merely wished to have it as a decorative piece instead of an actual weapon for as long as the money was still paid.

"Fuck this; I am not staying here," Ollistu hissed, shimmying back with all due haste, his eyes flickering from his path back to the sight before him, nervousness rising with every moment he failed to put "sufficient" ground between him and the creature happily sitting there, being an affront to nature, good sense, and all that was holy.

"Fuck this, no, nope, nu-uh," he continued to mutter once he had managed to free himself from the grasping claws of the observation post Natia had spied and sent him to set up. With brisk steps and swift feet, he climbed up the three flights of crumbling stairs before he reached the sky bridge he had taken to reach this gods-forsaken area.

"We are leaving; I am not taking any chances," he hyped himself up as he shifted from swift steps to a stealthy run, hopping from level to level of crumbling buildings into overgrown rooms toward destroyed offices into a factory floor littered with the bones of rusting Machinery telling of a better age.

"There is a giant spider stringing up massive guts; we need to go, now," he announced the second he crossed the threshold into their shelter, having just barely taken the time to announce his arrival to spare himself the five crossbow bolts he'd had otherwise now within his body from spooked scouts shooting first, asking questions never. Of the five, two of them now looked at him in confusion before they stared at each other in concern, seemingly not getting that they needed to move! At least the other three had begun to pack their stuff rapidly.

"Olli, what are you talking about? If there had been a fight between two Titans, the entire area would be swarming with scavengers," Jakin tried to argue, revealing why Ollistu disliked working with new blood. You didn't ask questions when another Scavenger or Scout told you to bug out; you bugged out instantly.

"And there is still a massive spide stringing up the guts of some beast across the buildings. Pack your shit; we are leaving!" He said again. Then he tensed as the hairs on the back of his neck stood up, something entering the hallways behind him on the path toward this saferoom.

He barely had time to relax when the signal for someone from their group about to enter came. Then, Trist appeared at the door with some sort of red vine in her hands.

"Hey guys, I found a Behemoth drying some weird algae...why are you looking at me like that?"

Though it may seem odd for those who have never had to consider the possibility of meeting with one of, if not the, most powerful person on a planet, but choosing to ignore all the implications of such a meeting, especially one where you may be forced to treat people with vastly more power, figurately, politically, societally, culturally, literally, and militarily included, as somewhat equal in a discussion regarding a matter of nation-wide policy and legislation going forward, that all that would make someone choose to delve into strange and esoteric dreams and conversations, hoping to escape the horrible realizations of one's sudden position made distinctly clear and non-ignorable.

So, to avoid the nightmares of no doubt massive proportions regarding what could go wrong when meeting with the Emperor himself, Martyris chose to commune with the Cubes once more, wishing to ask two questions, both regarding some unusual phenomenon and the recent strange behavior of one of the returned Scouts sent into the Rusting Forest, as well as some of the more...disturbing things that had been brought back.

Yet, though the answers hadn't been evident the last few times, they had at least been communicated with words, unlike now, where the Cubes seemed more...tired. Sleeping, if one such word could be applied to them. And, subsequently, their answers were...dreamlike in constitution.

"One of the scouts encountered a corpse within the Tenebris Library, with a skull none recognize. Once they lit a candle within a lantern on a staff in honor of the fallen, the corpse stood once more. Why? How? What, or who, were, or are they?"

Screams answered. Begging people. The rustle of papers upon ancient halls never walked by human feet before. Worlds in flames. Stellar constellations move by the will of a hand and the whims of infants. The End of the Beginning. The Beginning of the End. A Rotting Moon rises. Souls blaze in the eyes of those dedicated to keeping the extinction of all that has been wrought at bay. Candles flicker in the hearts of all who hold true to the path of free will. Things beyond description. Not unknowable, but unable to be seen by him just yet. But they are not hostile to humanity. They seek to give back what had been lost through folly, through an innocent desire to tie disparate peoples back together. Five sought to bring all who had been born into one, and a Forest was ripped apart.

It told him little, but that was not new. Dwelling on the feelings and pictures no longer than needed to memorize them for the morning, when he would write them down, Martyris asked his second question instead.

"What is the poem written by a Scout that had been entered as an Artifact, despite being new?"

Silence. Knowledge. The feeling of a hundred burning eyes. The touch of feathers upon scraped bones. Redemption turned into poison. Malignant joy at the wounds brought by healing. Seeking to harm and subvert, a poem shall not fetch aid. Words shall kill when intended to heal. Medicine will take limbs. Prosthetics will wither and die in the flesh. Code turns malignant and suffocating. Kill. Maim. Burn. Seek harm, and harm you will gain upon your terms. Seek aid, and tragedy is all you will reap.

Available Bonuses:
185 Distributable Points from Omakes.
1 Free Turn Progress for Buildings for 10 Intact Robotic Artifacts. Indicate by adding [Helpers] to the Action. No limit.

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 1 Action, 1 Action Locked)
[ ] 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: 4 Goodwill
Turns: 2
Chance: 53%
Reward: +7% Piety)
-[] 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 who already lived within.
(Cost: 10 Goodwill
Turns: 4
Chance: 27%
Reward: +5% Piety, +1 Mutated Opinion (Once), Slightly Improved 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 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: 23 Goodwill
Reward: +6% 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!
One voice cannot be heard if they are unwilling to speak to another to their face. A hundred voices are more silent than whispers if they refrain from touching the hearts of those they seek to aid. Our preachers must do more than merely offer word; they must lend ears, hands, and minds alike.
(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.
(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.
(Turns: 1
Chance: 60%
Reward: +4% Piety, +3d6 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 must 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.
(Turns: 2
Chance: 35%
Reward: +12% Piety, +5d6 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 8.00 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, 5-30% Piety loss, -8 to -26 to Piety Rolls
Reward: A New Chapter Interlude Turns)
[X] Feed The Masses - (Tessen) - (3/6 Turns Complete)
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: 6
Reward: Grand Kitchen, -8 to Piety rolls, +0.6 Goodwill per Turn, 4d20 recruits, 5d6 Goodwill, 3d8 Piety.)

[ ] Establish Soup-Kitchens Within Outlying Towns
While being careful and methodical has helped, you can now afford to perform these projects in a scattershot approach with your expanding numbers. With the major cities now being adequately covered, with few people going through their day without encountering a Pilgrim Sponsored food kitchen, we can branch out into the smaller outlying towns, with populations of ten thousand people and less.
(Turns: 9
Reward: 60d20+80 Recruits, +1.00 Goodwill per Turn, unlocks further actions.)

[ ] 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: 43%
Reward: +0.20 Goodwill per Turn, 2d4 Goodwill, unlocks further actions.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Rudimentary Territorial Hospices - (City Territory)
Your treatments of the sick and injured within the Cities have enjoyed great popularity among 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 outside the central trade lane and establish themselves for future expansions.
(Turns: 2
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.
(Reward: Local Base improving logistics and coordination.)

[ ] Localized Headquarters
Creating a shelter and 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)
Reward: Local Headquarters.)

[ ] Administrative Center - (Mirn)
Organizing hundreds of workers is challenging, 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 to perform their duties with the necessary resources and hands.
(Required: Localized Headquarters
Turns: 6
Reward: Administrative Center.)

[ ] Build A School - (Small/Medium/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
Chance: 50%
Reward: 0.2/0.5/0.9 Goodwill, -2/5/9 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)

[ ] Improve An Orphanage - (Location)
Much time has passed since you laid the first stone and struck the first wall of rock within a city to carve out and build a shelter for all those souls who have lost nearly or entirely all that they once had, from mere material possessions to the much more important family ties and blood. Yet, though these halls, which were once cold waiting stones, now ring with the laughter and screams of children given a future, and those orphans without anything can quickly find a place here to grow into their personage, the Path is still a long one for these structures. We gave these children a home and a chance at a future. Now, it is time that we turn that chance into a certainty.
(Turns: 5
Reward: -2 to Piety rolls, +1 Follower per Turn.)

[ ] Build Outlying Fortified Orphanages
Now that every major City in Tessen is host to a grand edifice for the raising and sheltering of the most vulnerable of society, where the little ones can grow in peace and with enough meals to avoid going hungry (if not always by a tasty meal), alongside the chance to enter an apprenticeship should they not be adopted by couples before they grow too old and begin to age out of the system. The last part alone is far more than many can provide, as it takes time and money to train the next generation, and not many who shelter children from the horrors that took their families have the kind of money such would require. But we can, and with the cities covered, it is time to go over the towns outside the Green Zone, though they need to be far more armored and armed than those in the Cities.
(Turns: 15
Chance: 01% [-38]
Reward: 0.01 Goodwill, -5 to Piety rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.05 Goodwill)

[ ] Build A Humane 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 to care 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, and hopefully, recovered patients will walk out of the Asylum. With ever-more knowledge of how the human mind functions come ever more means to treat those afflicted with mental diseases.
(Turns: 2
Cost: 6.90 Goodwill
Reward: Humane Asylum, +0.15 Goodwill per Turn.)
-[ ] Expand One Instead - (Location)
(Turns: 1
Cost: 7.00 Goodwill
Reward: Expanded Humane Asylum, +0.20 Goodwill per Turn.)

[ ] 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, it is less suitable for those with 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
Reward: Upgraded 'Consensual,' +0.04 Goodwill.)

[ ] Cleaning Up The Mess - (Location)
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: 40 Goodwill
Reward: Lessened Suffering of the Mutated
Notice: Goodwill costs will be reduced by 15 per use, down to 10. Strul has been "Cleaned.")

[ ] Mausoleum of the Forgotten - (City)
The last resting place of those who no longer have any that remember them, and the final site of their remains we manage to recover from wherever they died. Let their souls walk without the chains of disturbed slumber or defiled quiet.
(Turns: 4
Reward: Final resting place for the forgotten and discarded, -1 Piety.)
[ ] Healing For All! (Write-In Artifacts)
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.
(Chance: 70%
Reward: Healers gain Influence, 5d3 Goodwill.)

[ ] A Helping Hand
Now that you can create rugged high-grade prosthetics, more than merely creating and selling them is required. Unfortunately, too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So, create a few thousand in bulk and ship them to where they are needed, where local Pilgrims may gift them as required.
(Chance: 99/50/25%
Reward: Gain 4/7/15d5 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.
(Turns: 1
Chance: 50%
Reward: +2d8 Goodwill, +3d20 Recruits, +35 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 does the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) that 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 Goodwill
Turns: 1
Chance: 75%
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. (2 Actions Locked)
[ ] The Great Debate
You have been called. Not answering would be a grave mistake. To not do so because you trust others to do what is the best for the Imperium would mark you a fool bar none.
(Cost: 1 Hero
Turns: 4
Reward: Allowed Input into the Legal Debate concerning the commercial use and sale of armed Airships.)


[ ] The Great Trade Fleets (Choose Region)
With the proliferation of airships, the abundance of goods within Tessen, and the dearth of forces that could threaten either once within the air, convincing the Merchant Guild to construct and maintain an airship depot and trading station within another Region will not be as impossible as before, but will require us to grease hands and argue fervently for the profits that could be made. No merchant likes a risk they do not believe will not pay off, so we should make them believe this one will.
(Cost: 10 Goodwill
Chance: 25% (+70 if you add a pre-Collapse cargo airship to the deal.)
Turns: 3
Reward: Closer connection and rapid exchange of people, goods, and information with a chosen Region.)

[ ] We Are One People! - (Elites/Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, unite the people, and start on the road to reconciliation.
(Chance: 20%/-80% for Elites/Locals (rolled each turn.)
Successes Needed: 4/8
Reward: +1 Relationship for the Mutated with the chosen faction, +20% Piety, 4d20 Recruits, +2d12 Goodwill)

[X] School The Diplomat-Corp - (Specialized) - (Marquess of Tessen) - (1/2 Turns Complete)
[X] School The Diplomat-Corp - (Specialized) - (Military) - (1/2 Turns Complete)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. However, you need institutional knowledge or an in-depth look into one faction to help you more.
(Turns: 2
Chance: 70%
Reward: +15 to all rolls involving said faction.)

[ ] Create A Dossier On (Groups/Topics (Max 3))
Collate all known information, history, and rumors about a group or topic of interest to ensure the Pilgrims' future actions are as well-informed as possible.
(Chance: 70%
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?)

Subversion: Sometimes, you must convince people they need help with means other than an open hand and a friendly face. A dagger to the back of those who chain them would be a good start. (1 Action Locked)
[ ] Home of Night
A structure is needed to store, train, and keep things you'd rather not have out in the open, be they machines, people, or items. Several places have been considered, though only one, shielded in a small valley smothering everything within in an ever-present half-shadow, has proven suitable. Setting aside funds to create a keep there would prove trivial to your agents.
(Cost: 31 Goodwill, Upkeep: 7.5 Goodwill
Turns: 7
Reward: Home of Night allows you to train specialized Subversion Agents and unlocks Destabilization Actions.)

[ ] A Path Of Shadows
Training can only bring one so far, and tools will only pave over so many cracks and failures in learning and ability. It is time that those willing to hide in the shadows of the world for the benefit of the Pilgrims learn the difference between seeking to adapt to the blind seeking their traces and those seeing that perceive their wanderings.
(Cost: 25 Goodwill, Upkeep: 4 Goodwill
Turns: 7
Reward: Reduce the chance of your agents being caught and considerably reduce the impact of failures.)

[ ] Cover Of Mind
The mind of humankind is ever so fragile; even the slightest imbalance of its chemicals can lead to devastating changes in perception, memory, and motor function. A little nick here, a slight pierce there, some drops over yonder, and a minor waft of smoke...and bodies slump or minds see what is not there.
(Cost: 34 Goodwill, Upkeep: 11 Goodwill
Turns: 5
Reward: Improve all Assassination Actions, which allows you to send the same to other Chapters to help.)

[X] Cover Of Body - (3/8 Turns Complete)
No matter what one says to keep their subordinates in line, no matter the defenses of the building or the protocols that secure the darkest secrets, a pretty face and a sultry smile, a wicked grin and a scarred visage, a sneer and a bland countenance...they all can be wielded like surgical knives through any defense. Some do think with their second brain, and we can take advantage of that impulse...and find ways to shield ourselves.
(Cost: 4 Goodwill, Upkeep: 0.5 Goodwill
Turns: 8
Reward: Improve all Infiltration Actions and improve your defenses against infiltration.)

[ ] Holding Chambers
Torture is inefficient, sloppy, and gives nothing but information spouted to stop the pain. Isolation and removal of all but the basest things, however...they can be good tools to use to ply weak minds to our advantage. It will also be an excellent place to store those you cannot kill but need to...dispose of.
(Cost: 21 Goodwill, Upkeep: 1.24 Goodwill
Turns: 2
Reward: Holding Chambers, increasing gathered information from caught spies and subversives.)

[ ] The Good Gardeners
Every farmer and gardener will tell you plants need pruning. There needs to be someone going around, cutting off unwanted and unneeded parts of those plants, be they trees or bushes, to allow the rest to grow more healthily. Some plants need to be ripped out roots and stems so that they do not kill other plants that are good for the soil. Some may have fallen prey to blight and need to be removed for the good of all others. Those are valuable lessons to learn and good things to do. Find some people willing to become gardeners for the Pilgrims.
(Cost: 42 Goodwill, Upkeep: 6.48 Goodwill
Turns: 8
Reward: Gardeners.)

[ ] Audit Everything
Yes, we did make an audit of all our networks and holdings...but what about a second one? You know, to ensure we got everyone that may try to fuck us over?
(Cost: 10 Goodwill
Turns: 1
Chance: ???
Reward: Ensured that your Networks still work entirely for your ends.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.90 Goodwill)

[ ] Train Your Infiltrators - (Greater)
To work within the shadows of society is more than melding into the masses; it means being able to sink below even the mud and muck of a city and emerge within gilded halls and palaces without arousing suspicion.
(Turns: 4
Chance: 22%
Reward: Higher chances for infiltration, reduces the possibility of having your Information Networks discovered and subverted.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Infiltrate Part 1 - (Choose Three Factions)
It is time to ensure your spies 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 little more than paying some people to pass on rumors, which is standard practice within Slatnan and will raise only a few eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Turns: 2
Chance: 90%
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 Three 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
Turns: 2
Chance: 70%
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 Three Factions)
Your secrets are ours; nothing can be hidden from us. No lock, gate, or barrier stands in our way; nobody will shield you from our grasp. Because we already own them, from the lowest maid to the highest Guard you trust.
(Needed: Information Network: Rank 2
Turns: 4
Chance: 20%
Reward: Spies are planted, displays more information in the rumor mill, almost guarantees 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: 80%
Reward: Chance for Secrets)
-[] Seek Mutated Help - (XXX Goodwill)
(+5 to roll = 2.00 Goodwill)

[ ] Illuminate - (Target)
Burn their homes, raze their sanctuaries to the bedrock, let nothing stand but ruins, and leave nothing behind but ash and the taste of defeat. They will not be allowed to meddle in our Paths any longer.
(Chance: 60/10/-40%
Reward: Target has their operations/structures halted/incapacitated/terminated.)
-[] Seek Mutated Help - (XXX Goodwill)
(+10 to roll = 3.00 Goodwill)
-[] Hit The Family As Told By Internal Security
(+50 to Success Chance. Gain Favors with InSec.)

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action, 1 Action Locked)
[X] Menagerie - (Common) - (3/8 Turns Complete)
More exotic war beasts are required for the Pilgrims' armed forces and faithful to ensure they succeed in securing our Paths from hostile influence.
(Turns: 8
Reward: Can add [Rare] Animals to Units.)

[ ] Scout Out - (Location) - (Units)
While you know that enemies exist in one location, you must 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.)

[ ] Guards! Guards! - (Specify up to 5 Buildings)
While the Tree of Knowledge has some security, it needs 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.
(Turns: 1
Reward: Pilgrim Guards are assigned to the Tree, 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.)

[ ] 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: 0.5 Goodwill
Reward: 1 New Unit (Size 6/6) at Trained (3/6) or Re-Trained Unit with Upgrades below.
6 Unit-Points - Overstrength (Double Unit count)
4 Unit Points - Artillery Specialization (Allows Crew Served Weapons to be used at Half the Size requirements)
4 Unit-Points - Elite Training (+1 Training Level)
3 Unit-Points - Guardians (+2 Health per Unit member each time another Unit takes damage.)
2 Unit-Points - Stealth Training (+20 to all stealth rolls)
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.))
2 Unit-Points - Harsh Workouts (+1 Health per 3 Unit members.)
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.)
1 Unit-Points - Pride (+1 to Breakpoint)
1 Unit-Points - Reaction Training (+5 to Initiative.)
None, though time will change this...

[ ] 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 1 Action, 2 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], -[DoD], and -[MSC] will add 1(one), and adding [VF] will add 2 Success/es to 1(one) active research.)
[ ] Aerodynamics 102 - (All Physics)
Speed is of the essence when you are moving anywhere, as the faster you arrive, the less chances there are for enemies to catch, attack, disembowel, and eat you. Improving upon the equipment we have right now will be the key to ensuring that no one will catch us!
(Chance: 70/50/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Improve current propulsion methods, Follow-Up Project.)

[ ] Aerodynamics 201 - (All Physics)
Speed is of the essence when you are moving anywhere, as the faster you arrive, the fewer chances enemies will catch, attack, disembowel, and eat you. So developing new and novel equipment will be the key to ensuring that no one will catch us!
(Chance: 50/45/40% for 1/2/3 Successes, Successes Needed: 3
Reward: Better Airship Propulsion, Follow-Up Project.)

[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad flaws, restrictions, and troubles plaguing 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. Therefore, determining how to negate or minimize those forces will prove a godsend for future attempts.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 3
Reward: Structural Integrity +1/2/3 for all modules in Light/Medium/Heavy Airships.)

[ ] 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 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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 1
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 7.500 Kg Lift)

[ ] Pressurized Suspendium Part 4a - (Pioneer Suspendium Theory)
"It is imperative to the continued progress of native Airship construction and research that funds and attention are allocated toward projects like this to allow our constructed vessels to bear far more weight at far less risk and trade-offs than ever before. Even if the hard, grueling work of years this path entails does not have the same sexy or alluring appearance as other avenues of research in matters of lift, it will pay off in the long run, as evidenced by the small amounts of suspendium required to lift vessels of far larger size into the air found within the Forest of Rust."
(Needed: Suspendium Shard - Gigantic
Chance: 99/99/90 for 1/2/3 Successes, Successes needed: 10
Reward: One more step forward. One step closer to understanding Suspendium +25% Lift for all Lift Modules.)

[ ] Pressurized Suspendium Part 3b - (Advanced Suspendium Theory/Pioneer Suspendium Theory)
We know that Suspendium can be pressurized. However, in our testing, we realized that if we arranged the pressure chambers to redirect the charged particles in a singular direction, we could potentially weaponize their nature to shoot anything we want at a target.
(Needed: Suspendium Shard - Large
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 1
Reward: Prototype Suspendium Weaponry.)

[ ] Screw This Air - (Pioneer Machinery)
Airscrews are durable, reliable, continuous and do not require much upkeep or maintenance. However, they are relatively slow. Fix that.
(Chance: 90/60/20 for 1/2/3 Successes, Successes needed: 4
Reward: Advanced Airscrew.)

[ ] Propulse Me Outta Here - (Pioneer Machinery)
Propellers are fast, but the ones we have created are too quickly overloaded with the inertia and mass of an airship. Let's see what we can do about that.
(Chance: 95/70/45 for 1/2/3 Successes, Successes needed: 2
Reward: Standard Propellers.)

[ ] Catalogue Everything 2: Airship Boogaloo - (Choose Category) - (Damage Level) - (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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 8/3/1/1
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): 7 Intact (<80%), 2 Damaged (<60%)
Line Vessels (Armed 200 ton): 12 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unarmed 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.)

[X] Prototype Unique Designs - (Caravaner Mark 2) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics) - (3/5 Successes)
Once you have developed standardized modules, building a specific airship around or with those components would be safe.
(Cost: (Design Costs)
Chance:
Light (0-20.000 Kg Lift): 99/99/99 for 1/2/3 Successes, Successes Needed: 2
Medium (20.001-2.000.000 Kg Lift): 99/99/90 for 1/2/3 Successes, Successes Needed: 5
Heavy (2.000.001+ Kg Lift): 80/30/-10 for 1/2/3 Successes, Successes Needed: 16
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: Airships incur Material and Suspendium costs in their production.
[ ] To Print In Three Dimensions (Pioneer Mechanics/Metallurgy/Hydraulics/Physics/Programming/Machinery/Electronics)
The 3D Metal Printer is, at the same time, simple yet complicated. The idea itself is deceptively straightforward: a machine that pours liquid material to create an item as if it were made of clay. The problem lies in its programming; it needs advanced models to build even the most basic bolt. This will require some thought.
(Cost: 3D Metal Printer
Chance: 99/99/90 for 1/2/3 Successes, Successes needed: 17
Reward: Norqod Action Unlocked)

[ ] Tiantemu Alloying - (Advanced Mechanics/Metallurgy/Hydraulics)
The creation of steel is vital for many things, most notably all armaments of the Empire, but also all its defensive installation. However, beyond that, the search for ever-better alloys and alloying processes consumes many an industrialist and metallurgist, with the next step in material science ruthlessly chased. In our case, that would be the process by which we can create Tiantemu Alloys, used predominantly in the building of fortifications, as they are mixed with Neuotinium, the ancient alloys found in every Necropolis and supremely light and resistant to wear and tear.
(Chance: 55/15/-20% for 1/2/3 Successes, Successes Needed: 6
Reward: You can upgrade your Steel Foundry.)

[ ] MORE STEAM! - (Advanced Hydraulic/Mechanics/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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Improved Steam Engine.)
[ ] Lances So Bright And Deadly - (Pioneer Weaponry/Electronics/Physics)
Bright-Lances are a known foe for any who delve into a Necropolis, and the Pilgrims are no exception. Over the years, we have gathered multiple examples of Bright-Lances, from components to damaged pieces and even an intact model or two. Many believe it is possible to uncover their secrets with this variety and number of samples.
(Cost: 10x Bright-Lance Artefacts
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Prototype Energy Weapon)

[ ] 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. 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
Chance: 99/99/50 for 1/2/3 Successes, Successes needed: 3
Reward: +1 Damage for all bladed weapons per 3 Size of a Unit)

[ ] Coilguns In Miniature - (Pioneer Electronics/Weaponry)
The creation of coilguns has been somewhat ingrained into your engineers and drafted into blueprints that can be copied and distributed. Yet, though you can create these massive machines, utilizing them as the Forge-Clans do requires efforts to miniaturize every component without a loss of effectiveness that isn't justified by gained ease of handling.
(Chance: 40/10/-20 for 1/2/3 Successes, Successes needed: 20
Reward: Miniaturize and Improve your Coilguns.)

[ ] Coilguns Serviced By Non-Artifice Crews - (Pioneer Electronics/Weaponry/Machinery)
With the basics of Coilgun operations now firmly within your hands and minds, creating ways to simply their designs and how they can be produced faster, cheaper, and with less dedicated specialists is not merely required but a necessity to bring them up from the abyss of history where they had previously resided.
(Chance: -80/-100/-130 for 1/2/3 Successes, Successes needed: 45
Reward: Coilguns can be produced beyond specialized specialists within dedicated workshops, building singular instances over months of work instead of years.
Breakthrough Research: +2d3-2 Successes per 10 Successes!)

[ ] Coilgun Lance Extended - (Advanced Electronics/Weaponry)
Range is king in all engagements. If one side can harm the other, but they cannot be harmed back? Then, a winner is all but decided.
(Chance: 10/05/00 for 1/2/3 Successes, Successes needed: 20
Reward: Standard Lance Coilgun.)

[ ] Coilgun Scattershot Extended- (Pioneer Electronics/Weaponry)
However, if an enemy is already nearby, killing as many as possible at once will confer many advantages.
(Chance: 00/-46/-108 for 1/2/3 Successes, Successes needed: 38
Reward: Standard Scattershot Coilgun.)

[ ] Coilgun Repeater Repeated Repeatedly - (Pioneer Electronics/Weaponry)
On the other hand, throwing as much metal in as little time as possible will do the same without suffering the setback of killing potential due to loss of accuracy over long ranges.
(Chance: 70/50/30 for 1/2/3 Successes, Successes needed: 10
Reward: Standard Repeater Coilgun.)

[ ] Gasses Long Forgotten - (Advanced Weaponry/Chemicals)
These tiny capsules promise to end a fight before it even begins, saving valuable lives. But, of course, building your own can only help you in the long run.
(Cost: Sleep-Gas Bombs
Chance: 99/90/50 for 1/2/3 Successes, Successes needed: 10
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. Such chemicals and ancient mentions of how we could create those must exist.
(Chance: 90/60/30 for 1/2/3 Successes, Successes needed: 3
Reward: Primitive Fire Grenade)

[ ] Fuck That Guy And Everything Around Him - Part 2 - (Physics/All Chemicals/Advanced Weaponry)
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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 10
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 Weaponry)
Recently, your expedition acquired a surprisingly intact flamethrower from the Necropolis. Admittedly, 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: 99/99/99 for 1/2/3 Successes, Successes needed: 1
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)

[ ] Repair The Hammer - (Weaponry/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 to glimpse 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 regarding materials, but it could provide a leg up in armor.
(Chance: 99/99/99% for 1/2/3 Successes, Successes Needed: 2
Reward: Spiked Pavise.)

[ ] Power Armor - Standard - (Pioneer Electronics/Hydraulics/Armor)
With the first step taken, it is time to ensure that what you can produce is the best that can be made by the industry you have already available. Armor is no use if it can only be worn by one person at any one time.
(Chance: 30/-05/-100 % for 1/2/3 Successes, Successes needed: 15
Reward: Power Armor - Standard, 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 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.)

[ ] Everyday Protection Available - (Choose Grade: Civilian/Light/Medium) - (Choose Purpose) - (All Metallurgy/Armor)
People do not like being exposed, be it to environments or weaponry. Creating something to shield our people from specific circumstances without relying on others will be a boon to our logistics.
(Chance: 99/99/99% for 1/2/3 Successes, Successes Needed: 1/2/3
Reward: Chosen Armor.)

[ ] Heavy Metal - (Choose Grade: Heavy/Super-Heavy) - (Choose Purpose) - (All Metallurgy/Armor)
Good armor is always needed, especially for those going into circumstances that make combat all but inevitable.
(Chance: 99/95/90% for 1/2/3 Successes, Successes Needed: 2/4
Reward: Chosen 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 are still determining 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: 70/30/-10% for 1/2/3 Successes, Successes Needed: 13
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.
(Chance: 75/35/-05% for 1/2/3 Successes, Successes Needed: 8
Reward: Boost to your ability to help those who have psychological disorders. Unlocks Pharmaceutical Industry in Norqod.)

[ ] Seizing The Means Of Reproduction - (Pioneer Chemicals/Medicine/Biology)
Having spent considerable time researching the topic has yielded far-reaching insights into all contraceptives, allowing you to state that you have the best everyone can create outside of the Forge-Clans. Not an answer you wanted but the response you got. Therefore, the next step will be to determine what is needed to produce and alter the contraceptives you know are viable.
(Chance: 80/65/40 for 1/2/3 Successes, Successes Needed: 40
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 3 - (Pioneer Mechanics/Electronics)
Far more than mere replacements designed to mimic their human counterparts, the new prosthetics haunting the dreams and slumber of your scholars and engineers will be capable of standing their equals in motion and superior in durability.
(Chance: 99/95/90% for 1/2/3 Successes, Successes Needed: 10
Reward: Advanced Prosthetics are now crafted and sold, +25% Piety)

[ ] Combat Stimms Round 3 - (Pioneer Medicine/Biology/Chemicals)
Where natural talent fails, chemical talent can step in, but only sometimes 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? It's something worth investigating.
(Chance: 50/40/30% for 1/2/3 Successes, Successes Needed: 10
Reward: Advanced Combat Drugs, Unlocks Round 4)

[ ] Pain-B-Gone Part 2 - (Advanced Medicine/Chemicals)
The creation of Medi-Aid Chemicals is an excellent step in the right direction, yet one that requires close oversight and studious application without deviation from standard patterns and with severe costs if the solutions are improperly or falsely applied. Studying how and why such things happen and how to reduce the failure states will take a lot of time but should yield enough data to create a follow-up project to eliminate flaws and improve the product further.
(Chance: 95/75/55% for 1/2/3 Successes, Successes Needed: 10
Reward: Pain-B-Gone Part 3)
[ ] 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, an excellent first step would be to search for mentionings of those techniques and compare what they say. After that, experimentation is in order.
(Chance: 99/99/99% for 1/2/3 Successes, Successes Needed: 5
Reward: Improved yields of all fields.)
[ ] Blue Sky Psychology - (Pioneer Psychology)
With most of the problems you have been able to identify at least tangentially understood and categorized, there is nothing more to do than seek out other disorders and diseases of the mind, and means to cure them. However, such an endeaveor is a long-weary thing and offers little concrete results in the short term.
(Chance: -100/-300/-900% for 1/2/3 Successes, Successes Needed: 120
Breakthrough Research: +50 Chance of Success per 10 Successes!
Reward: Deeper Understanding of the Human Psyche, +1% Piety per Turn.)
[ ] A Buddy And Pal In Code - (Pioneer Machinery/Mechanics/Metallurgy/Programming/Electronics/Hydraulics)
There are still so many things to learn in the creation of autonomous weapon systems, with a hundred questions arising from the process to provide an answer to a previously stated one. More research will be required to uncover more and more of the principles and what can work and what won't.
(Chance: 80/40/00% for 1/2/3 Successes, Successes needed: 10
Reward: Unlock Improved Ranged Spider, Unlocks further Learning Actions.)

[ ] Vision Beyond the Sight Part 1 - (Electronics/Advanced Electronics)
Both Daughter of Dawn and Indomitable Bastion possess technology that allows them to detect objects and people at a great distance and then present those to the crew. Such a technology could be of great use to us. Of course, replicating DoD and IB sensors is way beyond our current abilities, but creating the most basic of such devices should be manageable.
(Chance: 99/99/95% for 1/2/3 Successes, Successes needed: 3
Reward: Unlock Prototype Radar Tower, Unlocks Further Actions)

[ ] 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: 30/-200/-400% for 1/2/3 Successes, Successes needed: 35
Reward: ???)

[ ] Secret Of The Circuit Pt.5 - (Pioneer Electronics)
There is always another step to be taken. Another path to be taken. This is no different. The road is long but worth it. For at the end of this one awaits the ability to produce the electronics of the ancients in artisanal batches, rather than as mere toys to show that we can. One is something that will never be used, and the other is a strategic resource.
(Chance: -150/-400/-850% for 1/2/3 Successes, Successes needed: 150
Reward: Basically auto-succeed low-level Electronics Research, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Notice: Breakthrough Research! Every 10 Successes, the chances are raised by 20%!)

[ ] Automation - (Pioneer Programming)
Automation is a broad term that can cover many areas of technology where human input is minimized. For example, one can use it to describe the highly sophisticated robotics used by the Forge-Clans in their steel mill and heavy-duty industries or the various simple but effective machines installed in the widespread manufactories within the Empire. Wherever a machine can do the job instead of a person, automation offers many enticing and dangerous possibilities. However, even the most ardent advocate for the idea has to recognize that, without considering how to implement such programs, they remain useless or detrimental due to the high costs such things often incur.
(Chance: 15/10/05% for 1/2/3 Successes, Successes needed: 9
Reward: Unlocks Base/Learning Action.)

[X] Radio-Chatterweb - (Electronics/Advanced Electronics/Programming/Machinery) - (9/14 Successes)
Having created the means by which we can now communicate over long distances with other Chapters and built radio towers tuned into our frequency, it is now time to start creating a more advanced system of interlocking communication arrays that will automatically filter out the various "noises" coming from ruins, Machines, and Necropoli while not losing any capability in the process. It is a long and challenging task, but one that will greatly benefit us in the long run.
(Chance: 99/80/75% for 1/2/3 Successes, Successes needed: 14
Reward: Further tie Out-Of-Region Chapters and Contacts into the Pilgrim Sphere of Influence, spread the Pilgrim Faith automatically around built Radio Towers.)
[ ] The Little Crystal That Could Pt.2
Okay, they work by liquid Jewel propelling shaped crystals alongside a path set by a plasma matrix acting as their brain. Now for the million crown question: what does any of that mean?!
(Chance: -80/-286/-693 for 1/2/3 Successes, Successes needed: 16
Reward: Unlock the next stage to study and examine the Living Crystals within the Machinery Caverns by figuring out how they can think. It will also massively improve your understanding of physics and plasma.)

[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD keeps cool 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 grasp on how such a thing works mechanically, it is now possible to examine what makes PD's coolant systems tick and see if there are any ways to improve it.
(Chance: -10/-90/-160 for 1/2/3 Successes, Successes needed: 13
Reward: +5 to all rolls made by PD.)
[ ] Know Thy Enemy - (Choose) - (All Biology+Medical/Mechanical+Machinery+Electronics Depending on Enemy)
With the increasing number of protective duties our adherents take upon themselves, we should study our foes' 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: 90/60/30 for 1/2/3 Successes, Successes Needed: 3
Reward: Increased Damage and Information for an Enemy)
Human - Corpse Information
Human - Mutated - Corpse Information
Spider-Drone - Wreck
Sentinel - 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, vastly advancing your capabilities. 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: 30/00/-60 for 1/2/3 Successes, Successes Needed: 25
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 how 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: 85/55/25% for 1/2/3 Successes, Successes needed: 2/5/18/???
Reward: Theory of chosen subject, improved chances for research.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the ancient ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims need more knowledge to bring back the Ancients' technology; for now, that is not true for their fashion. Use the clothes 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: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: Change the fashion around the Region, outraged moral guardians, and Tahmid styles on the Region.)

[ ] 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. It's time to hit the local libraries and linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 95/90/85% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

[ ] Detective Courses For Beginners - (What Topic/Item/Location?)
Well, we found something that interests us, or want to know more about. So, let's get to figuring things out by asking around and poking our noses into things ourselves!
(Automatic Success!
Reward: Information.)
[ ] Eureka! (Write-In)
(Write in something you want to research and how you came upon that idea. If you mark a relevant artifact for this research, the Action will have better chances of success.)

Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 2 Actions, 1 Action Locked)
[ ] Prepare an Expedition - (Location) - (Turns) - (House Mirn support: Y/N)
Sometimes, you must dig into one location for months to fully exploit it.
(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 - (25% of the recovered artifacts are given over; there is no need for security or clearing places on your own.)
-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.
-SST-02: Est. Artifact-grade: Rare, Dice: 1d6+1 per turn, Max. Yield: 5 Turns
-SST-04: Est. Artifact-grade: Rare-, Dice: 3d3+3 per turn, Max. Yield: 7 Turns, Machines Present. Unknown Configuration/Make. Suspected Level: Uncommon.
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns.
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger?
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby?
-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?
-MC-01: Est. Artifact-grade: General Mundane to Lost Tech, Dice: 1d5 per turn, Max. Yield: 10 Turns. Living Crystals present? Non-Hostile(?)
-ETG-01: Est. Artifact-grade: Rare+ to Lost Tech, Dice: 1d2 per turn, Max. Yield: 6 Turns. Mutants Present.
-ETG-02: Est. Artifact-grade: Rare- to Lost Tech, Dice: 2d4 per turn, Max. Yield: 8 Turns. No Danger.
-ETG-03: Est. Artifact-grade: Rare++ to Lost Tech, Dice: 3d2 per turn, Max. Yield: 5 Turns. Machines Present.
-ETG-05: Est. Artifact-grade: Rare to Lost Tech, Dice: 2d5 per turn, Max. Yield: 2 Turns. Machines Present.
-VO-01: Est. Artifact-grade: Common, Dice: 2d3 per turn, Max. Yield: 8 Turns. No Danger.
-TP-01 - Est. Artifact-grade: Common, Dice: 3d2 per turn, Max. Yield: 5 Turns. No Danger
-TP-02 - Est. Artifact-grade: Rare-, Dice: 4d8 per turn, Max. Yield: 2 Turns. Machines Present.
-TP-03 - Est. Artifact-grade: Common-Rare, Dice: 1d2 per turn, Max. Yield: 3 Turns.
-TP-04 - Est. Artifact-grade: Rare++, Dice: 2d7 per turn, Max. Yield: 2 Turns. Machines Present. Dreadnought Present
-TP-05 - Est. Artifact-grade: Unique, Dice: 1d3 per turn, Max. Yield: 3 Turns. Behemoth 'Weaver of Carmine Sinew' Present.
-TL-02 - Est. Artifact-grade: ???, Dice: 2d2 per turn, Max. Yield: 4 Turns.
-TL-03 - Est. Artifact-grade: ???, Dice: 3d2 per turn, Max. Yield: 5 Turns.
-TL-04 - Est. Artifact-grade: ???, Dice: 3d3 per turn, Max. Yield: 6 Turns.

[X] Expedition - (VO-01) - (8 Turns Remain) - (House Mirn support: N)
[X] Expedition - (TL-02) - (4 Turns Remain) - (House Mirn support: N)

[ ] 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: 5 Small Suspendium Shards
Line Vessel Cost: 1 Medium Suspendium Shard
Cargo Craft Cost: 1 Medium and 17 Small Suspendium Shards
Chance: 43%
Reward: 1 Intact Airship Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Rapid Reaction Forces Ready)
-[ ] Establish A Trade Route From (Location) To (Location)
(Reward: Anchorage (Tiny) in target Location, Increase Route prosperity.)
-[ ] Guard The Skies - (Location)
(Cost: Line Vessel
Reward: Aerial Dominance)
The Tree - Mirn
The Tree - Tessen
The Tree - Zulmni
The Tree - Ularn
Jokvi - Mirn
Jokvi - Tessen
Jokvi - Zulmni
Jokvi - Strul
Strul - Tessen
Strul - Jokvi
Mirn - Tessen
Mirn - Zulmni
Mirn - Jokvi
Ularn - Zulmni

[ ] Loot The Second Bunker Floor
Let's go!
Possible Rewards:
Military Artifacts?

Area Purpose:
Security?
Possible Rewards:
Corpses, Biological/Psychological/Machine Artifacts

Area Purpose:
Living Spaces
Possible Rewards:
Various Machine Artifacts, possible Learning Bonuses or Breakthroughs.

Area Purpose:
Machine Creation.
Possible Rewards:
Unknown

Area Purpose:
Unknown
Possible Rewards:
Biological Artifacts

Area Purpose:
Human Augmentation.
Possible Rewards:
Various Medicines

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Armors

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Fluid Machinery

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Dead Plants and Animal Corpses

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Forging Related Materials

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Desiccated Animal Corpses

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Life-Support Machinery

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Intact Animal Brains

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Cages Filled With Grey Mass

Area Purpose:
Hard to determine due to combat.
Locked.

[ ] 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. Thanks to your research, you managed to create better Suspendium harvesting methods!
(Chance: 40%
Reward: 3 Large Suspendium Shards.
Warning: If this Action fails, 3d30 Pilgrims will die. Boni, Traits, and Tenets apply.)
-[ ] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 4.00 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.

[ ] The Smokestack's Bowels
Deep within the massive belly of the Smokestack, an ancient factory still churning out and recycling vast amounts of goods lies, forgotten and discarded, information, technical blueprints, and all manner of things that are worth more than a dozen times their weight in pure Jewel. The sheer amount of technologies that could be recovered if one could go past the Machines here...
(Chance: -245%
Turns: 9
Reward: The Smokestack's Bowels are mapped.
Notice: Rolled each turn.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] Delve Deeper Into The Pit
Down, down, down it goes, winding into an eternal spiral beneath the boundary where the sun's light reaches, and darkness begins to take over, reigning like a king of old who had no fear or threat. Deeper yet, you must delve into hidden things where glimmering sights evoking pictures of treasures untouched by human hands in a thousand years within the minds of all who delve deeper yet, deep down, down, down...
(Chance: -15%
Reward: Plunge beyond The Pit's First Zone. No Harm Will Come To Those Who Seek Me Here.)

[X] Search The Deep Oasis - (1/3 Turns Complete)
-[X] The Overgrown Hydroponics
-[ ] The Subsumed Machines
-[ ] The Bioplastic Factory
A fork in the path. Three choices, each leading deeper yet. Fingers reach to minds where sighs of leaves weave past the slumber of eons. Delve. A weapon must be found. A shield recovered. A Truth known.
(Chance: 10%
Turns: 3
Reward: A path is scouted, yet the others remain open. Curious.)

[ ] Search The Bloodless Thicket
The Bloodless Thicket is a dark and dense bramble of plants filled with thorns and vines. Each step into it is accompanied by the crunch of bones from animals and people who entered and were caught by the plants therein. Oddly enough, blood sacrifices are rumored to allow passage into the Thicket for a short while, with the plants receding their hungry thorns, if those who claim they entered it are to be believed.
(Chance: 10%
Turns: 4
Reward: The Bloodless Thicket is scouted.)

[ ] Search The Blooming Geysirs
The Blooming Geysirs are massive holes and caverns in the ground of the Verdant Oasis, filled with steam, waters, and flowers that beguile the senses and lure the inattentive. Extracts from these plants fetch a high price from the wealthy, as they can be turned into oils, scented soaps, and perfumes of potent subtlety and openness.
(Chance: 35%
Turns: 2
Reward: The Blooming Geysirs are scouted. You can delve deeper into the Verdant Oasis.)

[ ] Search For Shelter Lost
The Stranger said things, gave assurances and evidence, and was taken away to prevent what he 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. Your dreams now know the path...
(Chance: 45%
Reward: Find the Shelter of the Ancients.)

[ ] 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 Hall of Echoes - (Unit)
Are we not all echoes of one another?
(Chance: 71%
Turns: 4
Reward: Sites are located and mapped.
Warning! If the Action fails, there is an 80% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Hall of Minds - (Unit)
What could be here beyond what should have never been thought up? We should return and forget about this place.
(Chance: 14%
Turns: 3
Reward: Sites are located and mapped.
Warning! If the Action fails, there is a 90% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Hall of Sorrow - (Unit)
There is nothing here but the taste of bitter tears and forgotten tragedies.
(Chance: -100%
Turns: 2
Reward: Sites are located and mapped. You can delve deeper into the Tenebris Library.
Warning! If the Action fails, there is a 100% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Spine - (Airship Fleet)
With the recent upgrade to the Berth in the Tree of Knowledge, you have finally gained the ability to outfit a fleet of Airships with enough weapons, supplies, and tools to reach the Spine, that titanic tower sitting within the Rusting Forest, whose skeletal spire has been out of reach of humanity for a thousand years. What miracles will you find? What horrors do you need to slay to attain them? And what answers and questions shall be found here?
(Chance: ???%
Turns: ???
Reward: The Spire can be accessed.)

[ ] 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 built a small town in the Necropolis. 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. (2 Actions Locked)
[ ] Electronic Manufacture - Ancient Circuits
What was will be once again. Thus is was written.
(Turns: 30
Reward: Electronics Manufacture - Ancient Circuits is built.)

[X] Berth - Large - (4/7 Turns Complete)
This is the point where it is almost insulting to call the Airship facilities of the Tree mere "Berths" instead of Anchorages or Ports. Expanding the available facilities by double will allow us to field fleets without crowding or scheduling errors and will be a critical part of creating an Empire-wide transport and logistics system for the Pilgrims and our people, goods, and services.
(Turns: 7
Reward: Without special projects, you can modify Nine Medium or Two Large Airships for exploration or trading. Will generate Prosperity once airships become more widespread, which rises with their availability, and can be upgraded into Berth - Gigantic.)

[ ] Laboratory Complex - Fundamental
Dig deeper, build farther, construct more elaborate machines, and turn unliving rock into marvels of science. We are born knowing nothing and shall not die knowing nothing; that is our oath.
(Cost: 20 General Scientists, 20 Common Engineers, 5 Specialists of Choice
Turns: 35
Reward: Massively improved success chances.)

[X] Medical Wing - Grand - (3/5 Turns Complete)
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.
(Turns: 5
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 10000 Pilgrims/People before it becomes useless.)

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

[ ] Library - (Expanded)
A library is a reservoir of knowledge and 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!
(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
Reward: Prosperity and increased Technological Proliferation.)

[ ] Armor The Daughter - (Armor Points)
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?
(Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)

[ ] Pilgrim Radio
Let long-forgotten power thrum through reactivated machinery, let ancient airwaves long lain dormant once more sing with the voices of our people, and let there be one more monument to human ingenuity and progress reclaimed among the Wastes. Let song take through electronic air and humm victory over nature once more.
(Turns: 5
Reward: +2d10% Piety, +4 Recruits per Turn)

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

Holdings: Norqod developed into a small town over the short time you founded it, with thousands now calling it home with glee and relief. Come what may, these people have had a better life thanks to your actions. (Choose 3 Actions)
[ ] 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
Reward: Norqod gains a Commerce District, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and much 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.
(Reward: +1 Turn of Progress)
[] Training Fields - Small
Soldiers need somewhere to train and hone their skills, and what better place than in the harsh sun, with a screaming sergeant and a lot of implements meant to induce pain but not break anything important?
(Turns: 5
Reward: House Dall gains a small House Retinue.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[] Watchtower Network - Weak
To watch for trouble is to be prepared when it arrives. To be prepared is to survive, simple as that.
(Turns: 10
Reward: Norqod's outskirts are better patrolled and watched.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[] Bastion - Tiny
Let nothing pass, for here are all the people sheltered we have been charged to protect.
(Turns: 10
Reward: Norqod Civilian Population can bunker down for a week under siege without suffering catastrophic casualties.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[] Knight Retinue - The Hangar And Mechanics
This is where it begins...
(Turns: 12
Reward: The beginning of a Knight Retinue for House Dall.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[] Clear The Paths, Break The Walls, Grind The Bars
The paths to the Suspendium Harvesting Fields are well-beaten by now and, with the aid of serious money, can be improved upon to take less time, be safer, and increase the likelihood of more people coming back with Suspendium than before.
(Turns: 10
Reward: +10 Medium Suspendium Shards.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(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: 6 General Doctors/Upkeep: 2.75 Goodwill
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.
(Reward: +1 Turn of Progress)

[ ] Large 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.) Expanding your area to include safe places for caretakers to rest, relax between shifts, and get themselves checked via blood testing and breath analyzers bought from Forge-Clans should up your security by a few notches.
(Turns: 9
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.
(Reward: +1 Turn of Progress)

[ ] Land Crawler Factory
With the miniaturization of the current version of the Vuur-Engine accomplished, the creation of vehicles that take advantage of its unique benefits to ordinary people should be considered. The construction of "Land Crawler," armored or large vehicles propelled by the Vuur-Engine, will be somewhat costly. Still, buyers will rest easy knowing that they can bring far more things onto their journeys, be they luxury trade goods, scientific or scholarly equipment, or weapons and armor for those adventurers with a heavy coin pouch.
(Turns: 7
Reward: Land Crawler Factory, Unique Airship Module, Lower Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Hydroponics - Tiny
A small series of rooms dedicated to growing a variety of crops commonly used to add spice and flavor to Sandwheat, with some other assorted plants added at the discretion of this facility's owners for either personal use or commercial gain.
(Cost: 20 Goodwill
Turns: 7
Reward: Hydroponics - Tiny.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Large Sturdy Clothing Manufactury
Everybody requires clothing to survive, be decent, and avoid injuries, be it from day-to-day injuries avoided due to cloth preventing scrapes or cuts on the skin or a shield against the heat and sand should a storm happen. Manufacturing clothes for those who work and live not in the safety of their manors has always been an excellent way to earn money.
(Turns: 11
Reward: Large Sturdy Clothing Manufactury, Medium Class gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Fine Cloth Manufactury
Clothing made to impress, not to shield from the environment or danger. Thanks to higher standards and better materials, higher prices can be demanded, which in turn will benefit Norqod as trade steers in its direction for yet another reason.
(Turns: 5
Reward: Small Fine Cloth Manufactury, High-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Tiny Toy Manufactury
Whether large or small, every child loves to play with all manner of toys. Dolls of loved animals or figures, toy weapons, building blocks, replicas of famous Knights, puppets, and more. Not something that will bring in a lot of money, but it will generate a lot of smiles.
(Turns: 2
Reward: Tiny Toy Manufactury, Middle Class gains Prosperity.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Furniture Manufactury
Chairs, beds, cabinets, tables, trunks, chests, doors, flooring, fences, window frames, the list goes on. All that is needed to make a home a home is created here.
(Turns: 4
Reward: Small Furniture Manufactury, Middle-Class gains Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Chemical Goods Manufactury
From simple precursors to more complex chemicals to everyday cleaning products over customized solutions ordered by Adventurers or Scavengers. Chemicals are required by many, and many shall receive them!
(Turns: 4
Reward: Small Chemical Goods Manufactury, Middle-Class gains Prosperity, Low-Class loses Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Luxury Goods Warehouse Hub
Everything needed to store delicate or expensive trade goods away from sticky hands.
(Turns: 2
Reward: Luxury Goods Warehouse Hub.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Armor Factory
Only some things can be mass-produced with the most reliable modern methods available without running afoul of becoming unprofitable, but armor is one of those goods that can be.
(Turns: 8
Reward: Small Armor Factory, High and Middle-Class gain Prosperity, Low-Class loses Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Expanded Steel Mill
Steel is the lifeblood of the Empire; it is its skin warding away dangers, its blood thrumming with power, its arms and eyes bringing civilization to a chaotic world. More produced will always see the demand rise in turn.
(Turns: 9
Reward: Steel Mill, Middle-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Steel Foundry
Every machine that is required to shape steel into creations that will advance the Imperial Cause for the betterment of all peoples on Calynth can be found within, alongside the hammering of heavy tools, the sweltering heat of glowing metal, and the shouting of hundreds of workers turning base metal into proud products.
(Turns: 9
Reward: Steel Foundry, High-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits massively.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Expanded Cannery
Putting things into containers isn't anything new to anyone, but doing so on an industrial scale has some difficulty due to the money and connections required to attain the machinery and knowledge to create something more than cans that hold rotting food and spoiled drinks, alongside the need to be able to open the cans at all. With the recent discoveries on how to make milk last longer, the construction of a cannery was raised to produce canned dairy, with the proposal widened to can fruits and other foods to boot.
(Turns: 9
Reward: Expanded Cannery, Middle-Class gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(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 your homes and much less harvest what they have without heavy full-body sealing armor. However, their honey is delicious.
(Turns: 5
Reward: Honey and Wax, with a large area nobody and nothing goes through.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Tiny Scientific Complex
Hiring and retaining trained experts in the sciences will be a significant undertaking, not even talking about the sheer cost of the vast array of machines, equipment, and safety features you need to install to keep the experts occupied and helpful in your studies.
(Turns: 29
Cost: 6 Experts of your choice, 55 Goodwill.
Reward: +1 Auto-Success, which still advances your understanding of your research subjects.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] The Evergreen Gardens - Small
A vanity project, sure, but creating a hydroponics facility dedicated to growing and mixing rare plants for every purpose would aid in many things, from prestige to medicine and even food.
(Turns: 5
Reward: A small facility for dedicated gardens to raise plants for industrial, medical, and recreational purposes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Paper Mile - (Tone)
Large print shops 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
Reward: 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.
(Reward: +1 Turn of Progress)

[ ] Radio Station - (Focus)
Radio Stations require specialized equipment and trained personnel to staff and operate. That is if one commissions the machines from the Forge-Clans, which you no longer need to do. With Pilgrim-created radios slowly assembled within the workshop, you can create a Radio Station for your needs and wants. Expanding the station will also be in the cards later down the line!
(Turns: 3
Reward: Radio Station, allowing you to project your Influence across the Region to all that own radios and listen outside the Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(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 of the arts without running afoul of any toes, as most people see gardens as something all should enjoy.
(Turns: 4
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.
(Reward: +1 Turn of Progress)

[ ] Organized Airship Manufactory - 1 Line - (Design)
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
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.
(Reward: +1 Turn of Progress)
-[ ] Swap The Lines - (Same-Weight Category Design #1 to #2)
(Turns: Only 1
Reward: Swapped Lines)

[ ] 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)
-[ ] Buying Stuff
(Write in what you want to purchase.)
-[ ] Procure (Write-In)
(Gain various benefits, services, and insights, ranging from bonuses to Actions to Progress in technologies, and even help achieve initiatives like We Are One People. You can now purchase one Common Technology per Turn.)
-[ ] Words to the People - (Specify Pilgrim Chapter)
(Cost: 1 Goodwill = 10 Followers
Reward: Exchange Goodwill for Followers in Pilgrim Chapters. )
-[ ] Faith to the People - (Specify Pilgrim Chapter)
(Cost: 50 Goodwill
Reward: Elevate a Faithful to a Hero in a Sub-Turn.)
-[ ] Words Unlimited And Unchained - (Write-In Message and Recipient)
(Cost: 15 Goodwill
Reward: A message of your choosing will be received by a person of your choosing.)
-[ ] Meet a Gardener
(Cost: 100 Goodwill
Reward: Meet a Gardener.)

[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 1 Goodwill
Reward: Chosen targets' plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 2 Goodwill
Reward: Chosen targets' plans for the next two turns are revealed.)
-[ ] Suppliers Of Many Wares Of Medicine And Equipment (What do you need/want?)
(Cost: 4 Goodwill
Reward: "Things That Fell Off A Wagon.")

[X] The Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 1.50 Goodwill
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (4/7 Turns Complete)
(Cost: 1 Faithful for 7 (seven) Turns
Reward: 1 trained General Doctor)
-[ ] Anatomical Lectures
(Cost: 1 Faithful for 5 (five) Turns
Reward: 1 trained Surgeon)
-[ ] 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, and unlock more moves at certain control thresholds.)

[ ] Stupendously Scholastic Scholars of Science - (1 Action)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 2 Goodwill
Reward: +1 Progress for chosen Learning Action)
-[ ] In The Name Of Education - (Choose Learning Action)
(Cost: 3.50 Goodwill
Reward: +2 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 0.50 Goodwill
Reward: +15 to chosen Learning Action)
-[ ] In the name of SCIENCE! - (Choose Learning Action)
(Cost: 1 Goodwill
Reward: +35 to chosen Learning Action)
-[ ] Suffer Their Arrogance
(Cost: 1 Faithful for 4 (four) turns
Reward: 1 trained General Scientist)
-[ ] Suffer Their Droning
(Cost: 1 General Scientist for 6 (six) turns
Reward: 1 Trained Scientist)
[ ] The Imperial Family - (1 Action)
-[ ] Petition For (Topic)
(Turns: 10/1
Cost: 20 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: 0.25 Goodwill
Reward: +5 to the first two rolls in the next Combat.)

[ ] The Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 10 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors (Chosen Actions)
(Cost: 15 Goodwill
Reward: Roll with Advantage for 2 specified Actions.)
-[ ] Grease The Wheels - (Action)
(Can be taken multiple times.
Cost: 25 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)
-[ ] Donate [Write-In Amount] of Suspendium
(Cost: Variable Suspendium
Reward: ???)

[ ] 3-Point University - (1 Action)
-[ ] Rectorate Interventions - (Choose Learning Action)
(Cost: 35 Goodwill
Reward: You cannot roll below 65 for the chosen Action.)
-[ ] Guest Lectures - (Choose Learning Action)
(Cost: 15 Goodwill
Reward: Roll an additional 1d50 for the chosen Action.)
-[ ] Exchange Program - (Specialist)
(Cost: 10 Goodwill
Reward: Gain a chosen Specialist for this Turn. 10% Chance to gain a random Specialist for free.)
-[ ] Research Subsidies - (Choose Learning Action)
(Cost: 20 Goodwill
Reward: Remove 1d3 required Successes from one Learning Action. Cannot go lower than 3.)
[X] Forge Clan Vanar-Feer
-[ ] Made To Order
(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples.)
-[X] Unlimited Specialists Galore
--[X] (10x Common Engineers) - (2/6 Turns Complete)
--[X] (1x Trained Scientist) - (5/10 Turns Complete)
--[X] (2x Trained Engineers) - (5/10 Turns Complete)
--[X] (4x Captains) - (2/10 Turns Complete)
--[X] (2x Forge-Coders) - (11/15 Turns Complete)
--[X] (2x Forge-Smiths) - (5/15 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: X Faithfuls for 6/10/15 turns.
Reward: X Engineers/Scientists/Commanders, Trained Engineers/Trained Scientists/Captains, Forge-Coder/Forge-Smith.)
-[ ] Commission A Knight
--[ ] Malachial-Pattern
(Turns: 4, Cost: 36 Goodwill, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 68 Goodwill, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 105 Goodwill, Armor: 650/650, Structure: 80/80)
--[ ] Commission An Unique-Pattern
(Turns: 8, Cost: 20 Goodwill, Armor: 10 points for 0.10 Goodwill, Structure: 2 points for 0.05 Goodwill)

[ ] The Followers Of Light - (1 Action)
-[ ] For The Nation - (Action)
(Cost: 3.5 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) - (45/159)
(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: ??? Goodwill
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: ??? Goodwill
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)
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 4.25 Goodwill
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
(Goodwill)
-[ ] Investigate For Heresy
(25 Goodwill)
-[ ] 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, Turi: 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 challenging and fantastic equipment. These range from vests hardening in response to physical trauma to spears capable of shooting lightning guided by plasma trails. It's too bad you need to cut your hair for such things to become a reality.
(Cost: Arias Hair
Turns: 4
Reward: Pathene Equipment)

[ ] Communion of Unsight - (Martyris) - (Write-In 2 Questions)
I have questions. You will answer.
(Reward: Answers.)

[ ] Shift Your Bureaucracy From (Category) To (Category)
Sometimes, the need arises when efforts must be reduced in one area and expanded in another when no additional resources are available otherwise. Today is one of those times when a shift in attention is required.
(Cost: 0.01 Goodwill
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 A Reason)
You knew something like this would happen. Somehow, somewhere, an organization or person would draw your full ire. Not in the sense that you disagree with something they did, but what they represent and how they act. Well, you are an official religion; you can 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 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 - (Goodwill Cost)
Not everything can always be sunshine and rainbows; sometimes, shit goes sideways, and people must be reminded that failure is not the world's end. With the Pilgrims growing as they do now, keeping everyone working together and on the same page becomes ever more difficult...
(Cost: 10/24/60 Goodwill
Reward: +1/2/3% Piety every 10/8/6 points above 0.)

[ ] 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 they would make a mistake if they did so.
(Reward: According to the available Followers, the maximum amount of Faithful is created.)

[ ] 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

Let me know if you spot any mistakes or have questions so I can provide a better experience.

A moratorium will be until 07.05.24 at 17:00 CET.
Voting will be closed on 11.05.24 at 17:00 CET.
Omake Points can be applied until 20:00 CET.
I will roll on 12.05.24 at 17:00 CET if no one has rolled yet.
The update will be online on 18.05.24 at 17:00 CET.
 
Last edited:
Rumor Mill Turn 95
Rumors:

The Imperial Convention Has Begun - The Tessen Speaker
With the Imperial Convention officially begun, news surrounding concrete progress made regarding airship regulations and laws is expected to be disseminated to the broader public within the next six months. In the meantime, only speculations and unsubstantiated rumors can guess or hint at what will happen behind closed doors and guarded words.
(Read more on pages 1-3)

Curious Stop On New Airship Design Production- The Truthful Observers
Though the Airship Yards in Norqod have always worked around the week for all their existence, with new constructions taking to the air nearly every month after month, the newly designed Carvaner Mark 2 and Militant Airships have not yet had any indication of being put into production, much less if there is any will to start the construction of their yards. Though this is likely in response to the Imperial Convention, some investors look nervously onto the future and what restrictions it may hold as they tightly clutch their shares and ownership deeds of the near hundreds of airships flying around Tessen already.
(Read more on page 11)

Doctors, Soldiers, and Gardeners - Rags, Rumors, And Rants
Are you looking for a new start to your life? Are you tired of being paid not enough despite having a medical education ready to be used? Do you want to walk technological farms seeking gardeners who will bring about the best they could possibly be? Or are you tired of being a mere adventurer when you could be a soldier for a Noble House? Then you should seek the new opportunities in Norqod that have opened up as House Dall has seen fit to expand its medical educational capacity, has begun construction of their own hydroponic facilities, and is finally creating a retinue of soldiers all their own! The latter is not restricted to pure humans but is open to Mutated, too! And the late start to such a vital part of a House's ability to impose order and stability has likely to do with the several Knights with Awakened Machine-Minds, the Royal Rabbitaur Regiment, the Daughter of Dawn, and the Forge-Clan Elders that have settled in Norqod to service the latter.
(Read more on pages 2-10)

***

Region Report/s

Bone Valley

Our work continues to establish the Airship Depot and the Scavenging Outposts, with our attention primarily focused there. Nothing noteworthy happened besides some births and marriages within and without the faith.

Sunken Hollows

Hello, this is Akane.

The Merchant Guild is still cagey about why people don't like them here, and I am getting frustrated at running against walls because of that. Luckily, the work for our Soup Kitchens is far more enjoyable, and the people we can help with them are generally more happy about us being there than not.

With steadily aggravated farewells,
Akane.

***

Spy-Network:

The Marquess of Tessen is busy in the Capital.

House Ulatarn is busy in the Capital.

House Mirn is busy in the Capital.

The Military is busy protecting the Region.

The Bureau For Imperial Civilian Logistics is starting an Inquiry into several manufacturers for military-related logistics.

The Followers of Light are mostly happy about the way things are going.

The Adventurer Guild is bored.

Dirty Daggers are continuing on with their life.

The Common People are talking about the Imperial Convention.

The Mutated are talking about the Imperial Convention.
 
Turn 95; Year 23; Month 3; Into The Maw
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.
--5.) discrimination.
-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.) An Adjudicator is chosen for each Chapter as per the directive of the Chapter Council and the consent of the Chapter as a whole.

3.) A new Adjudicator is chosen should the current Adjudicator;
-a.) die.
-b.) voluntarily step down.
-c.) be removed by a two-thirds majority vote.
-d.) be recalled by the current High-Adjudicator.

4.) The responsibilities of the Adjudicator 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 Council Members or individual Pilgrims to vote.
-c.) ensure that all votes are cast in at most 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 the 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 daily working in a Pilgrim-run structure should they not be employed by the same.
--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 to the chosen Adjudicator.
-c.) Bring forth problematic aspects of the structure and tenets of the Pilgrims to the Adjudicator.
-d.) Vote or send an envoy with the Pilgrims HQ or Chapter 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 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 2 (two) warm meals 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 for turning in artifacts.
--1.) The rarity and importance of the Artifact determine the amount.
--2.) It does not apply to the Chapter's intentional archeologic excavations or scavenging operations.
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 following year.
-2.) An extended leave can be granted should the reasons suffice, such as;
--a.) Family matters (death/marriage).
--b.) Recuperation.
--c.) Doctoral/Engineer orders.

7.) Council Members 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 workers' ability.
-b.) minimize inter-council conflict.
-c.) bring any issues, optimizations, or opportunities to the Adjudicator.

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 can only re-enter up to 2(two) times with 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 that you 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, metal, oil, and circuitry; the truth remains: they deserve life and respect as any being. Who are we to judge and condemn a being, to declare them non-sapient and non-sentient, for the crime of not being born a human? Who are we to point at a Core that enjoys art, an Animal in the wild that 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 out to help. Every 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 a relationship bonus when engaged in Diplomacy; 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 with whom we once shared our misery? 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.)

Doctrine of the Lowest
There is a basic need in us all to believe in something greater than ourselves. Within the Pilgrims, many have found that Greater, finding, often for the first time in their lives, a place where they belong and are wanted. And from that acceptance of those willing to stand with us comes a hand held out to those still undecided or wavering between joining us on the Path to our futures and walking their own. But, ultimately, even the lowest are our people, and to leave them behind is nothing but a base betrayal of our most fundamental Tenets.
(+1 Diplomacy Action, Free Re-Rolls with a +20 Bonus should you fail Diplomacy Actions targeting a [Local] Faction.)

Doctrine of the Open Hand
Charity is the most essential thing one being can give to another when they have and another does not. Through the actions of the Council and guided by our Founder, we managed to accrue the means by which we can acquire the wealth needed to give and give plenty. Be it in the form of alms for the poor and destitute, healing for the sick and injured, or merely a warm and dry place to sleep and rest; we can provide them, and provide them we must. No evil is more despicable than denying another help when one has the means to ease their suffering, as minute that aid may be.
(Charity and Goodwill Missions/Actions have lowered costs and increased results. No Charity/Goodwill Buildings require Trained/Specialized/Faithful/Zealot personnel.)

Rite Of Mourning: A Journeys End
Losing someone and seeing their Journey cut short by age or force is terrible. Remember where they sat, sharing stories, laughter, love, food, and safety. Remember how they laughed and 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, and a life lived, changing the world, others, and themselves with 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 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.)

Forget Not Our Names
Many are the names and stories forgotten by the march of time; more are the Paths wiped out with the death of the last who remember their marks left upon the world. We know this intimately, our very Paths deeply intertwined by the graveyards of Ancient Humanity to those whose final works and lives we take to build a better world upon the ashes of theirs. Yet, we do not forget them entirely, nor do we discard what changes they have made in life merely because we can no longer perceive the roads they traveled or the aid they gave, as little as that may be. And just like the Ancients have died without any notice to us, so too do many others die today who will never be mourned, whose names shall be forgotten by time. Unless we ensure that the very stone we walk upon bears their names for eternity.
(Can construct Mausoleums of the Forgotten.)

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 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.
(Leaders 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 that drove them to do so, but the simple act of creating something better, even for a moment, so 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.)
Member/Resource Statistics
Members Total: 5.006
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 4.042
-Faithful: 38/148
--2/12 General Scientists - +12 (per) to assigned research
--1/2 Trained General Scientist - +18 (per) to assigned research
--1/8 General Doctors - +6 (per) against diseases and to Medical/Biological research
--2/2 Trained Surgeon - +12 (per) against diseases and to Medical/Biological research
--11/13 General Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research

-Followers: 3.894 (194 (7 Faithful) unoccupied)
--Recruitment: (+43 per Turn)
---(+13 Due to The Codex Mk.1)
---(+20 Due to Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))
---(+6 Due to Expanded Daycare)
---(+4 Due to Various Hospices)
---(+8 Due to Radio-Channel)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human - Male)
Members: 714
-Faithful: 6/22
--3/3 General Doctors

-Followers: 692
--Recruitment: (+22 per Turn)
---(+13 Due to The Codex Mk.1)
---(+14 Due to Fortified Position)
---(-5 Due to Cultural Pushbacks)

Projects:
-Construct a Scavenging Outpost (4/5)
-Establish A Permanent Necropolis Outpost - The Twisted Factory (1/5)
-Build The Airship Depot And Commerce Station (1/5)
Adjudicator: Akane (Mutated - Female)
Members: 250
-Faithful: 10/11
--1/1 General Engineer

-Followers: 239
--Recruitment: (+8 per Turn)
---(+13 Due to The Codex Mk.1)
---(-5 Due to Mutated Adjudicator)

Projects:
-Construct Soup Kitchens (1/2)
-Create A Scavenger Outpost (1/3)
-Build The Airship Depot And Commerce Station (1/5)
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
-Alas - Nonbinary - Combat - Bloodloss
-Mark - Male - Combat - Brain Trauma
-S'tary - Male - Combat - Bisection
-Mikabi - Female - Combat - Complete Organ Liquefaction
-Ettara - Female - Combat - Organ Ruptures
-Julus - N/A - Combat - Evaporation
-Hern - Male - Combat - Shock and Bloodloss

Goodwill: 128.41 (+6.98 per Turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+2.28 = Small Hospice Network, Expanded Network, Territorial Network (Mirn)
+1.30 = Improved Expanded Poor Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul)
+0.05 = School - (Big - Mirn)
+4.80 = Orphanages - (Big - Strul, Ularn, Zulmni, Tessen, Jokvi, Mirn)
+0.50 = Grand Kitchen - (Mirn)
+0.90 = Asylum - (Mirn/Zulmni/Tessen/Strul/Ularn/Jokvi)
+0.09 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni, Ularn, Strul)
-0.02 = Print Shop - Smut
-3.00 = Subversion (Cover of Eyes)

Piety: 78% (+25 to all rolls for Heroes with the Adjudicator Trait)
Rolls (-9):
-3 (Tenets: Rite Of Mourning: A Journeys End, Hidden Tenet: A Mythos Called Names)
-10 (Tree Buildings: Expanded Daycare, Beautification, Communal Festivals, Mausoleum of the Forgotten Pilgrims)
-69 (Pilgrim Buildings: Electric Lights, School - (Big - Mirn), Grand Kitchen - (Mirn), Orphanage - (Big - Ularn, Strul, Zulmni, Tessen, Jokvi, Mirn), Primitive Asylum/s, Expanded Hospice Network, Improved Expanded Poor Houses)
-26 (Pilgrim Chapters - Bone Valley, Sunken Hollow)
-1 (Hero Traits: Martyris: Poisoned By A Plague-Engine - Medicated Immunity)
+100 (Followers, +1 every 50)

Suspendium: 8 Large and 14 Medium Suspendium Shards (1 Large needed in 1 (One) Turn - Paid)
Income: +14 Medium
+14 Medium Shards (The Trail of Rust)
-4 Small Suspendium Shards (2x Caravaner Lines)
-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
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Drafting Airship Construction And Commerce Regulations
Boni: +15 on all Diplomatic rolls

Marquess of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Busy in the Capital.
Boni: +15 on all Diplomatic rolls

House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Busy in the Capital.
Boni: +15 on all Diplomatic rolls

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Information Network: Rank 1
Plans: Busy in the Capital.
Boni: +15 on all Diplomatic rolls

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Alliance (3)
Plans: [BOAT]
Boni: +15 on all Diplomatic rolls

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Busy protecting the Region.
Boni: +15 on all Diplomatic rolls
Information Network: Rank 1.
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)
Information Network: Rank 1.
Local Plans: Starting an inquiry into several manufacturers for military-related logistics.
National Plans: Weapons Development - Primitivize coilguns for non-artifice production. (3 Turns) - 200 + 1 Imperial Favor (1st), 150 (2nd), 100 (3rd) Goodwill as Reward.
Factions:
-3-Point University
Contact: Lector Bob
Opinion: Neutral (0)

The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Friends (2)
Information Network: Rank 1
Plans: Are mostly happy about the way things are going.

Miscellaneous Nobles
-Lady Maranica (Ally (3)|*Checked out of the Law Debate.*)
-Baron Esker (Friend (2)|*Eyeing the New Forest with a lot of very sharp axes handled by a lot of loggers.*)

General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen
Opinion: Friends (2)
Information Network: Rank 1
Estimated Pilgrim-Influenced: ~34%
Mood: Talking about the Imperial Convention.
Boni: +15 on all Diplomatic rolls (Special: Applies to All Local Factions.)

The Merchant Guild
Contact: Abraham Lin
Opinion: Allies (3)
Plans: DON'T FUCK THIS UP FOR US!
Boni: +15 on all Diplomatic rolls

The Union of Herbalists
Opinion: Friendly (1)
Plans: Helping people out and making money.
Factions:
- Fundamentalists (Neutral (0)|10% Control|Quicker Doctors)
- Progressivists (Neutral (0)|20% Control|Cheaper Actions)
- Healers (Ally (3)|70% Control|Enables Surgical Training
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friends (2)
Plans: Testing a Suspendium Revelation.

The Adventurer Guild
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Are Bored.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/384 Members/Reliable Mercenary Company)
Plans: Hunt the Mutants
-The Bad Batch (Leader: Simone Simona/Friends (2)/63 Members/Infiltration Experts/Expert Violinists/Trained Exotic Dancers/Adept Flower Coders/Trained Actors/Trained Basket Weavers/Adept Carapace Decorators)
Plans: Hunt the Mutants
-The Scavenger Organizations (Leader: None Formally
--Crews: Old Eyes' Diggers/294 Members
---Plans: Licking Their Wounds After A Bad Expedition.)
-Tailors of the Burned Skies (Leader: Agatel Lh-a/Neutral (0)/3950 Infantry, 40 War Lizards, 45 Scout Lizards, 12 Knights/Combat+Garrison Company)
Plans: Await New Instructions.

Criminal Gangs
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Region Tessen
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: Continue with their life.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood.

Terrorist Organizations
N/A

Cults
-Conclave of Faya

--Contact: Elder Spirit Songweaver Marta
--Opinion: Friend (2)
--Plans: Argue over creating an off-shoot in Norqod.
--Uncovered:
---Spirit Worship (Nature and Machine)
---Artistic Focused (Spiritual and Mosaic)
---Non-Violent (But Not Pacifist)
-Meira's Hidden
--Contact: Singe
--Opinion: Neutral (0)
--Plans: Complete miscellaneous projects.
--Uncovered:
---Forge-Clan Offshoot
---Pro-Mutated
---Isolationists

The Mutated
Opinion: Allied (3)
Boon: +20 to all Medicine/Biological Research, can boost selected Actions using Goodwill, +4 Mutated Recruits per Turn.
Bane: -12 Human Recruits per Turn.
Information Network: Rank 2
Mood: Talking about the Imperial Convention.

Sapients
Forgotten
Opinion: Friendly (1)
Plans: Dream More.

General Opinion on Mutated: Growing Indifference (2)
Artefacts
Common
10x Miscellaneous Artifacts - 1.02 +5 to Everything
4x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
2x Workers - Scrap - 0.08 - +5 to Electronics/Metallurgy
2x Guardians - Trooper - Scrap - 0.15 - +5 to Electronics/Metallurgy
6x Omni-Gazers - Scrap - 2.25 - +5 to Electronics/Metallurgy
570x Bunker Electronic Artifacts - 1.74 - +5 to Electronics
102x Bunker Manufacturing Artifacts - 1.62 - +5 to Machinery/Hydraulics
810x Bunker Medicine Artifacts - 0.92 - +5 to Biology/Medicine/Machinery
5x Exotic Fruit Seeds - 5.00 - +5 to Biology
18x Unknown Seed Samples - 5.00 - +5 to Biology
Tasty Fruits - 2.50 - +5 to Biology
11x Spices - 3.81 - +5 to Biology/Medicine
3x Sticky Branches - 1.02 - +5 to Biology/Chemicals
2x Ever-Green Leaves - 2.02 - +5 to Biology
Rare
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
Damaged Caretaker Remains – 7.04 - +20 to Advanced Machinery/Armor/Programming/Electronics
3x Destroyed Bright-Pistol - 7.23 - +20 to Advanced Weapons/Metallurgy/Physics
3x Foldable Electro Lance - 6.33 - +20 to Advanced Weapons
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
Code Scraps - 5.99 - +20 to Advanced Programming
"Holy Text of the Tiny Snake God" - 11.76 - +20 to Advanced Psychology
"The Turning Of Pages" - A Mythological Summary Of History - 9.13 - +20 to Psychology
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watch Systems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Automated Blood bag - 6.82 - +20 to Advanced Hydraulics/Medicine
Autonomous Preservative Injector - 6.44 - +20 to Advanced Hydraulics/Chemicals
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
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
5x Loading Tubes - 5.52 - +20 to Advanced Weapons/Mechanicals
3x Feeding Stations - 5.50 - +20 to Advanced Weapons/Chemicals
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
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
2x Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
7x Rusted Constructor Component - 5.91 - +20 to Advanced Electronics/Metallurgy
3x Retinal Implantation Guide - 5.46 - +20 to Advanced Biology
2x 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
2x Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
4x Auto-Adjusting Bodyarmor - 6.68 - +20 to Advanced Armor/Machinery
Coolant Feed System - 6.87 - +20 to Advanced Hydraulics
2x Overgrown And Shattered Micro-Lances - 7.08 - +20 to Advanced Weapons
Rudimentary VI - 5.49 - +20 to Advanced Machinery/Programming
2x Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
3x 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
2x Damaged Minor Bright-Lance Turrets - 5.88 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons
2x Damaged Medium Bright-Lance Turrets - 6.31 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Armor
5x Damaged Plasmathrowers - 7.06 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Hydraulics
2x - Rare Plant Samples - +20 to Advanced Biology
3x - Mechano-Fibrous Materials - +20 to Advanced Machinery/Biology/Medicine
100x Bunker Electronic Artifact - 6.53 - +20 to Advanced Electronics
237x Bunker Machinery Artifact - 5.03 - +20 to Advanced Machinery
142x Bunker Programming Artifact - 5.94 - +20 to Advanced Programming
375x Bunker Hospital Artifacts - 9.60 - +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery
231x Bunker Armor Artifacts - 8.84 - +20 to Advanced Armor/Metallurgy/Machinery/Hydraulics
321x Bunker Weapons Artifacts - 7.32 - +20 to Advanced Weapons/Machinery/Hydraulics/Chemical
"The Collected Legends And Mysteries Of The Sun Cults" - 7.49 - +20 Advanced Psychology/Metallurgy
5x Illustrated Genome Map of Artificial Invertebrates - 11.32 - +20 to Advanced Biology/Chemical
2x Rusted Contactless Power Cells - 6.79 - +20 to Advanced Machinery/Electronics
Toy Sword - 5.55 - +20 to Advanced Metallurgy
Children's Book - 7.11 - +20 to Advanced Psychology/Programming/Electronics
3x Mutated Skeleton - 6.11 - +20 to Advanced Electronics
Aetheric Conversion Engine - 6.33 - +20 to Advanced Mechanics/Hydraulics/Airship Technologies
2x Suspendium Diffusion Charts - 5.67 - +20 to Advanced Physics/Airships Technologies
Incomplete Command Node - 7.77 - +20 to Advanced Electronics/Programming
15x Workers - 5.08 - +20 to Advanced Electronics/Metallurgy/Programming
312x Guardians - Trooper - 7.15 - +20 to Advanced Electronics/Metallurgy/Programming
84x Caretaker Swarms - 5.11 - +20 to Advanced Programming/Electronics
2x Medium Bright-Lance Turret - +7.50 - +20 to Advanced Weapons/Metallurgy/Hydraulics/Armor/Electronics
69x Rare Bunker Manufacturing Artifacts - 6.23 - +20 to Advanced Machinery/Hydraulics
5x Burned Robotic Housekeepers - 5.53 - +20 to Advanced Electronics/Hydraulics/Machinery
Destroyed Peacekeeper - 7.92 - +20 to Advanced Armor/Hydraulics/Weaponry
105x Guardians - Sniper - 12.50 - +20 to Advanced Electronics/Metallurgy/Programming
119x Omni-Gazers - 6.82 - +20 to Advanced Electronics/Metallurgy/Programming
3x 3-Dimensional Machinery Model Kits - 7.21 - +20 to Advanced Machinery/Metallurgy/Armor
33x Guardians - Command - 14.75 - +20 to Advanced Electronics/Metallurgy/Programming
2x Thrashed Nano-Lathes - 14.75 - +20 to Advanced Machinery/Metallurgy
Omnidirectional Security Camera - 11.32 - +20 to Advanced Electronics/Programming
2x Undulating Oil Samples - 15.11 - +20 to Advanced Mechanics/Hydraulics
Strange Blood-Like Substance Sample - 12.20 - +20 to Advanced Biology/Hydraulics
2x Artificial Vascular System - 14.00 - +20 to Advanced Biology/Metallurgy/Medicine/Hydraulics
60x Advanced Bunker Weapon Artifacts - 14.48 - +20 to Advanced Weapons/Metallurgy/Hydraulics
2x Severed Hydro-Tendril Actuators - 15.09 - +20 to Advanced Hydraulics/Programming/Metallurgy/Mechanics
3x Corpse Feast Grenades - 11.70 - +20 to Advanced Weapons/Hydraulics
2x Salvaged Cognition Processors - 8.42 - +20 to Advanced Biology/Programming/Medicine
3x Undulating Scymri-Ocular - 9.99 - +20 to Advanced Biology/Hydraulics/Medicine
3x Machine Maggots - 11.73 - +20 to Advanced Machinery/Programming/Medicine/Biology
3x Tendon-Focused Medical Textbook - 8.04 - +20 to Advanced Biology/Medicine
3x Plasma-Conduits - 7.75 - +20 to Advanced Metallurgy/Physics
3x Plasma-Focusers - 9.25 - +20 to Advanced Metallurgy/Physics/Weapons
3x Serrated Memory-Metal Blades - 12.12 - +20 to Advanced Metallurgy/Weapons
3x Surgical Drones - 12.36 - +20 to advanced Programming/Machinery/Electronics/Medicine
Lost Tech
4x Gutted Cores - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
4x Tablets - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma Torch - 18.40- +50 to Advanced Physics
2x Unknown Discarded Medicines - 19.16 - +50 to Pioneer Medicine/Advanced Biology
2x Water Purifiers - 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
3x Hololithic Cubes - 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
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
3x "Chemical Alterations Of The Mindscape" - 31.44 - +50 to Pioneer Chemicals/Psychology
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
7x Self-Implanting Exo Skeleton - 15.04 - +50 to Pioneer Machinery/Medicine/Biology
"The Death Of A Moon" - 16.23 - +50 to Pioneer Physics
1x Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
10x "Eternium" - 18.60 - +50 to Pioneer Medicine/Chemicals/Biology/Psychology - [Library]
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
4x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
4x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
2x Memory-Transcriber - 16.00 - +50 to Pioneer Machinery/Electronics/Biology/Medicine
3x Perfectly Preserved Nerve-System- 16.18 - +50 to Pioneer Biology/Medicine/Machinery
2x Neural-Pathway Mapper - 15.88 - +50 to Pioneer Machinery/Biology
2x "Animu/as" Overwriter - 15.86 - +50 to Pioneer Psychology/Machinery/???
3x Neural-Pathway-Re-Builder Pills - 16.24 - +50 to Pioneer Medicine/Biology
2x Broken Neural Alteration Machines - 19.67 - +50 to Pioneer Machine/Medicine/Biology/Psychology
5x Sensory Reconstructors - 16.26 - +50 to Pioneer Machine/Medicine/Biology/Chemicals
5x Light Civilian Medic's Power-Armor - 17.09 - +50 to Pioneer Armor/Electronics/Medicine
5x Bunker Artifacts - 15.68 - +50 to Pioneer Programming
Automated Gravimetric Analyzer - 17.66 - +50 to Pioneer Machinery/Chemicals/Hydraulics
35x Bunker Hospital Artifacts - 20.23 - +50 to Pioneer Chemical/Medical/Psychology/Biology/Machinery
3x Nerve-Symbiotic Manipulation Theorems - 19.99 - +50 to Pioneer Biology
Sonorous Symphony of Harmonious Lament - 20.37- +50 to Pioneer Psychology/Programming
Etching of The Bell's Eternity - 22.37 - +50 to Pioneer Psychology
Recorded Droning of the Monks - 19.67 - +50 to Pioneer Psychology/Biology
Harmonious Chant of the Rising Sun - 24.68 - +50 to Pioneer Psychology/Metallurgy
Ubiquitous Orchestra of Harvest - 19.55 - +50 to Pioneer Psychology/Biology
Unbothered Song of Multitude - 24.57 - +50 to Pioneer Psychology/Medicine
Recording of their Slumbering Minds - 19.77 - +50 to Pioneer Psychology/Biology/Medicine
Doused Flame of Hatred - 23.98 - +50 to Pioneer Psychology/Programming
Elevated Syphon of Levitation - 24.14 - +50 to Pioneer Psychology/All Airship Technologies
3x Aetheric Shard of Contentment - 24.66 - +50 to Pioneer Psychology/All Airship Technologies
Gate of Respite - 22.43 - +50 to All Psychology/Machinery
Instrument of Sympathy - 21.76 - +50 to Pioneer Psychology/Hydraulics
Whispering Sword - 23.68 - +50 to All Psychology
Messenger of Soothing Shadows - 21.99 - +50 to Pioneer Psychology/Armor
Emissary's Delight - 23.16 - +50 to Pioneer Psychology/Biology/Medicine
Symphony of Sorrow - 21.99 - +50 to Pioneer Psychology/Biology
Blistering Chorus - 25.46 - +50 to Pioneer Psychology/Weapons
Sword of Eternity - 22.74 - +50 to Pioneer Psychology
Sword of Finality - 24.67 - +50 to Pioneer Psychology
Sword of Dusk - 21.46 - +50 to Pioneer Psychology
Sword of Dawn - 23.64 - +50 to Pioneer Psychology
Book of the Foretold Birth - 22.98 - +50 to Pioneer Psychology/Biology/Medicine
Unsworn Oath of Protection - 22.18 - +50 to Pioneer Psychology/Armor
Rune of Severance - 23.13 - +50 to Pioneer Psychology
A Tale of Mice and Men - 24.27 - +50 to Pioneer Psychology
2x Pristine Power Armors - 25.14 - +50 to Pioneer Armor/Weaponry/Metallurgy/Hydraulics/Programming/Medicine
Weaponized Core "Θοθ" - 23.25 - +50 to Pioneer Armor/Weapons
Intact Autonomous Adaptive Distributed Hunter-Killer Swarm Intelligence - 22.73 - +50 to Pioneer Programming/Weapons
Temporal Storage Container - ??? - +50 to...what the hell is this thing?
2x Good-Tasting MREs - 25.54 - +50 to Pioneer Chemicals/Biology
"Quantum Teleportation and Quantum Communication, The One-Catch-All on these Liminal Bridges!" - 25.05 - +50 to Pioneer Physics?
Intact Micro-Bright Lance - 24.97 - +50 to Pioneer Weapons/Physics/Metallurgy/Engineering/Electronics
"Augur" Shield - 23.82 - +50 to Pioneer Armor/Electronics/Physics
Bisected Cybernetic Skull - 25.64 - +50 to Pioneer Electronics/Armor/Biology
Crimson Banner - 24.31 - +50 to Pioneer Armor
5x Targeting Beacon - 22.20 - +50 to Pioneer Electronics/Physics/Weapons
A Drop of Enlightenment - 30.00 - +50 to Pioneer Psychology
Soft Pattern Of Rain Upon Grass - 24.13 - +50 to Pioneer Psychology
Cool Nourishment Of Water - 25.44 - +50 to Pioneer Psychology
Skin Thread - 25.44 - +50 to Pioneer Armor
Mutilated Serenade - 26.64 - +50 to Pioneer Psychology
Aerosolic Blood-Coagulant - 30.00 - +50 to Pioneer Weapon/Biology/Chemicals/Medicine
Liquid Fire - 22.32 - +50 to Advanced Weapons
2x The Mind Chasm - 29.11 - +50 to Pioneer Psychology
Strain G37bn9= Seed (Hardy Sandwheat) - 50.00 - +50 to Pioneer Biology
Strain UL44b/!fr Seed (Nega-Wheat) - 50.00 - +50 to Pioneer Biology
A Noise In The Air - 23.32 - +50 to Pioneer Psychology
12x Minor Bright-Lance Turrets - 28.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
6x Medium Bright-Lance Turrets - 45.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
2x Large Bright-Lance Turrets - 80.00 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
3x Plasma-Lance - 38.67 - +50 to Pioneer Electronics/Metallurgy/Programming/Machinery/Weapons
4x Plasmathrowers - 31.46 - +50 to Pioneer Electronics/Metallurgy/Programming/Hydraulics/Weapons
8x Caretaker-Swarm - 21.32 - +50 to Pioneer Electronics/Programming
Banished Cognitions - 35.12 - +50 to Pioneer Psychology
Sentence 14 - 43.21 - +50 to Pioneer Psychology
2x Nanoweave Skinplates - 34.56 - +50 to Pioneer Weapons/Medicine
10x Gravitic Celestial Maps - 50.00 - +50 to Pioneer Physics
9x Satellite Codes - 100.00 - +50 to Pioneer All
Irkanite Lance Component - 22.22 - +50 to Pioneer Weapons/Biology
Irkanite Thought Component - 22.22 - +50 to Pioneer Psychology/Biology
Irkanite Blade Component - 22.22 - +50 to Pioneer Weapons/Biology
Irkanite Heart Component - 22.22 - +50 to Pioneer Psychology/Biology
4x Automated Molecural Statuettes - 25.13 - +50 to Pioneer Metallurgy/Machinery
2x Written Testimonies of the Collapse - 35.00 - +50 to Pioneer Psychology/???
Sacrosanct Idol - 20.00 - +50 to Pioneer Psychology
3x Crystallized Flames - 25.25 - +50 to Pioneer Weaponry/???
3x Tenebris Library Book (Untranslated) - ??.?? - +50 to Pioneer ???
'Children of the Sunset Sea' - 50.00 - +50 to Pioneer Airship Technologies
2x A Flask Of Cool Water - 50.00 - +50 to Pioneer Psychology
2x Unknown Chemical Pulver - 19.46 - +50 to Pioneer Weaponry/???
The Burned Remains Of God - 50.00 - +50 to Pioneer Psychology/Weaponry/Airship Technologies
The Planted Wisdom Of Age (Untranslated) - ??.?? - +50 to Pioneer ???
1x The Ashes Of Our Pyre - ??.?? - +50 to Pioneer Psychology
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 reduce 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: Combat Stimms research unlocked.)

Scientific Theory
There is more to this world than one life could ever grasp. There are more mysteries, 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.)

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)

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.)

A Dream Underneath A Tree's Boughs
A Revelation Waiting To Be Used, But One That Will Corrupt Those Who Seek To Aid With It—Auto-Completes 1 [1] Learning Project...but will alter it if it is intended to aid people.

2x NOVA MACHINA - (Equip to Hero)
Two 10x10x10cm translucent boxes with a swirling spot of black and white in the middle. They cannot be opened, smashed, or taken apart. All Humans that touch the boxes 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. We should lock them in the back of our Vault so that no one can injure themselves or others by touching them. Even after several years of study, the cubes remain mysterious and a possible cognitohazard.
Snrk-he, wa-was? Wie lange waren wir weg? Snoo-hng, sei doch leise...warte. Haben wir geschlafen? Haben wir! Scheiße, wie lange? Absolut keine Ahnung. Schauen wir uns mal um. Gute Idee.
(+1 to (3\²]SN@'+ßz_ )
Military
Units (10/18)
Rust 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
Melee Damage: 1d6 (+2 damage ignores Armor and 2 AP.)
Ranged Damage: 1d4-1 (+1 Lingering Fire Damage), 1d12 (+1 AP, Inflicts Paralysis/ Light Overcharge, 3 Damage Ignores Armor)
Training: Soldiers (4/6) (+5 to Initiative)
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 after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked 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.
--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
-Improved Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 5/5 Armor and 2/2 Internal Structure, has a Ranged attack of 1d3 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).

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), Inheritors (+1 to all Morale Checks), War Lessons (+5 to the first two rolls in the next Combat).



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)
Melee Damage: 1d12+4/-0+1d2 (Melee) (against Biologicals/Mechanoids) (3 AP) (Dread-Ghillie)
Ranged Damage : 1d4-1 (+1 Lingering Fire Damage), 1d12 (+1 AP, Inflicts Paralysis/ Light Overcharge, 3 Ignores Armor)
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).
-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 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.
--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
-Improved Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 5/5 Armor and 2/2 Internal Structure, has a Ranged attack of 1d3 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).

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), War Lessons (+5 to the first two rolls in the next Combat).



The Wall
Description: A group of twelve 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: 12/12 (Size 12)
Armor: 72/72
Melee Damage: 2d6+2d4 (+6 against Machines, 4 AP)
Ranged Damage: 1d4-1 (+1 Lingering Fire Damage)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: 10/12 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.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked 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 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.
--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
-Improved Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 5/5 Armor and 2/2 Internal Structure, has a Ranged attack of 1d3 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).

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), Overstrength (Double Unit count), War Lessons (+5 to the first two rolls in the next 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. Notably, 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)
Melee Damage: 1d8+5 (3 Acid Damage, +1 Acid Damage for (one) Turn after attacking, tripled Damage against Armor and Internal Structure)
Training: Soldiers (4/6) (+5 to Initiative)
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 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.
--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
-Improved Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 5/5 Armor and 2/2 Internal Structure, has a Ranged attack of 1d3 per Unit size.).

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), 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.
-(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.
-Bloodletter (Special Melee): 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.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores Armor.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores Armor.
-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).
-Standard Coilgun: Coilgun (15d20), Overpenetration (Cannot target more than one Unit per shot), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Armor Penetration (50% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns)
-Primitive Lance Coilgun: Coilgun (15d20), Overpenetration (Cannot target more than one Unit per shot), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Armor Penetration (75% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns), Extended Range (Will act first in combat unless ambushed.)
-Primitive Scattershot Coilgun: Coilgun (60d2), Delete That Grid (Targets All Units In A Battle. Cannot fire if friendly Units are engaged in Melee), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Low Armor Penetration (25% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns).
-Primitive Repeater Coilgun: Coilgun (20d10), Dakka (Damage Dice that roll a 1 are re-rolled once), Unwieldy (-25 to Initiative), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Crew Weapon (Requires 6 crew to fire), Weak Armor Penetration (50% of Damage ignores Armor). Special Rule: Improved Power-Supply (Can only fire every 3 Turns).
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls.
-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).
-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.
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals).
-Obstacle: Power Armor (Primitive): +60 Armor, -45 on stealth rolls, +1d4 in Melee.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size.
-Gas-Mask "Mk.13a - Nephilim": -2 Damage from Biological/Chemical Sources.
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.
-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.
-Wyvernsack (Lingering): It is used as a free action before melee is joined, with 1d2+2 Acid damage and +2 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-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.
--1x stored and equipable
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Medi-Aid Chemicals: "Miracle Cure" - Treat all negative Health above (-TotalUnitHealth/2) as if the Unit still has 1 Health. (Warning: 09% Chance to replace Lost Health with Hostile (1 Health/2 Armor) Mutant Units with a total Unit Count equal to Lost Health.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Berserk: Increase all Damage by two damage dice. (Warning! This drug has a (projected) 14% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Last Stand: Reduce all Damage by half, triple all Health. (Warning! This drug has a (projected) 91% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Adrenaline: Increase all Damage by three damage dice. (Warning! This drug has a (projected) 05% chance of killing the user.) 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.
Upgrades
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores Armor
-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), (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), (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), (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), (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), (2/2) Shells
-Mortar Upgrade: Seeker Shells (Ammunition): +8 Fire Damage, Born To Die (+50% Accuracy), (1/1) Shells
-Mortar Upgrade: Flaming Ordnance (Ammunition): 2d12, Burning Comets (Hits every Unit present on the battlefield, cannot be used indoors) (5/5) Shells
-Armor Upgrade: Heavy Wyvern Scale Patches (+2 Armor per 2 Sizes)
-Armor Upgrade: Light Wyvern Scale Patches (+1 Initiative per Size, -1 Armor per 2 Sizes)
-Weapon Upgrade: Wyvern Bones Replacement (+1 Initiative per Size)
-Ranged Upgrade: Wyvern Toot Bolt/Arrowheads (+1 Bleeding Damage per Turn per Size)
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.
-Radio-Beacon: Special Rule: Grants a Coordination bonus of +1 per Unit equipped with a Radio-Beacon and Improves said bonus by +1 for every Unit that already possesses that bonus instead. Requires an operator, nullifying one damage dice.
-Improved Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 5/5 Armor and 2/2 Internal Structure, has a Ranged attack of 1d3 per Unit size.).
-Generic Melee Spider: An autonomous drone for military applications. Special Rule: Independent Melee Unit (Gains 9/9 Armor and 1/1 Internal Structure, has a Melee attack of 2d2 per Unit size.).
-Generic Ranged Quadruped: An autonomous drone for military applications. Special Rule: Independent Ranged Quadrupedal Unit (Gains 2/2 Armor and 2/2 Internal Structure, has a Ranged attack of 1d2 per Unit size.), Quick Feet (+5 to Initiative).
-Generic Melee Quadruped: An autonomous drone for military applications. Special Rule: Independent Melee Quadrupedal Unit (Gains 5/5 Armor and 2/2 Internal Structure, has a Melee attack of 2d2 per Unit size.), Quick Feet (+5 to Initiative).
-Scout Scutter: A small, cat-sized drone carrying nothing more than itself, a camera, and a way to transmit the feedback to a tablet included in the drone! Special Rules: Independent Unit (Gains 1/1 Armor and 1/1 Internal Structure.), Scout Drone (Boosts Pre-Combat rolls for initiating combat by +5 (cumulative.)).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged Damage), Melee Limbs (2d3 Melee damage).
-Rough Rider Scutter: A large robotic drone designed to maneuver in 3D spaces like canyons, caverns, Necropolis, and forests, capable of carrying up to three riders or 350kg of weight. Four automatic crossbows provide security alongside four front-spaced manipulator arms fitted with tools/weaponry. Special Rules: Independent Unit (Gains 20/20 Armor and 6/6 Internal Structure.), Four Crossbows (4d10 Ranged Damage), Specialised Melee Limbs (4d8 Melee damage), Mechanical Mount (Shelters up to 3 (three) Sizes of a Unit from Damage until destroyed/disabled), 3D Climber (Unaffected by Terrain).
-Artillery Scutter: A large-sized drone, as large as a War-Lizard, equipped with a Standard Coilgun turret to rip apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Standard Coilgun (15d20 Ranged Damage), see Weapon Entry for Rules.
-Combat-Trained Common Animal: An animal trained for use in combat, though their usage can become a hindrance if their masters are not careful while handling them.
Notable Assets/Buildings
General:
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions)
1x Elemental Feline Juvenile- Fractal - (???)
1x Personal Cutter
1x Lineship
10x Caravaners

Mirn:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Upgraded) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
3x Food Kitchens - (1x Normal, 3x Bulk) - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guards! Guards!, Guardians For Hire)
1x Grand Kitchen - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Inn - (Eye of the Beholder) - (Guards! Guards!)
1x Local Headquarters - (Security Improvements, Guards! Guards!)
1x Rudimentary Territorial Hospices - (Guardians For Hire)
1x School - (Big) - (Security Improvements, Guards! Guards!)

Ularn:
1x Asylum - (Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guards! Guards!, Guardians For Hire)
1x Rudimentary Territorial Hospices - (Security Improvements)

Tessen:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
2x Brothel 'Consensual's - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guardians For Hire, Guards! Guards!)

Zulmni:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Orphanage - (Big) - (Guards! Guards!, Guardians For Hire)

Jokvi:
1x Humane Asylum - (Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Orphanage - (Big) - (Guardians For Hire, Guards! Guards!)

Strul:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Guards! Guards!)
1x Expanded Hospice Network - (Guards! Guards!)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Fixed the Mess

Outlying Territories:
1x Aluminum Mine - (Steam Engine Improved) - (Guardians For Hire, Guards! Guards!)
1x Central Region Expanded Pilgrim Security - (Private Security) - (Security Improvements, Guards! Guards!)
3x Expanded Hospices - (Security Improvements, Guards! Guards!)
1x Expanded Hospice Network - (Security Improvements, Guards! Guards!)
1x Iron Mine - (Security Improvements, Guards! Guards!)
1x Jewel Mine - (Steam Engine Improved) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Permanent Scavenging Base - (Floating Monastery/Doomed Fortress) - (Guards! Guards!)
1x Silver Mine - (Steam Engine Improved) - (Security Improvements, Guards! Guards!)

Pilgrim Holdings:
1x Administration Center - (Grand) - (Security Improvements, Guards! Guards!)
1x Anchorage - (Tiny) - (Security Improvements, Guards! Guards!)
1x Artifact Vault - (Guards! Guards!)
1x Artisinal Robotics Creation - (Guards! Guards!)
1x Black Box - (Gutted Core) - (Security Improvements, Guards! Guards!)
1x Black Root Field
1x Berth - (Medium) - (Security Improvements)
1x Bloodbark Field
1x Codex Printing
1x Communal Festivals
4x Computers
1x Desalination Basins - (Deep Pumps)
1x Electronics Manufacture - (Security Improvements, Guards! Guards!)
1x Expanded Daycare - (Security Improvements, Guards! Guards!)
1x Extremely Fertile Ashleaf-Nursery - (Security Improvements, Guards! Guards!)
1x Laboratory Complex - (Rudimentary) - (Security Improvements, Guards! Guards!)
1x Living Quarters - (Continuous Expansion) - (Security Improvements)
1x The Hidden Workshop - (Legendary) - (Security Improvements)
1x Mausoleum of the Forgotten Pilgrims
1x Medical Wing - (Expanded) - (Security Improvements)
1x Menagerie - (Basic)
1x Print Shop - (Smut) - (Security Improvements)
1x Scutter Makers - Medical Scutters - (Guards! Guards!)
1x Shadow Sanctums - (Needle's Den)
1x Storerooms - (Continuous Expansion) - (Security Improvements, Guards! Guards!)
1x Tiny Drone-Manufacture - (Guards! Guards!)
1x Training Field - (Expanded) - (Security Improvements)

Norqod:
1x Academy of the Fools
1x Airship Component Factory - (Guards! Guards!)
2x Airship Lines (Caravaner) - (Guards! Guards!)
1x Artist Alley
1x Brewers Run
1x Bulk Goods Warehouse Hub - (Guards! Guards!)
2x Caravansery
1x Cat Alley
1x Contractual Expansion - (Adequate Housing) - (Security Improvements)
1x Distributed Clinics
1x Engine Assembly - (Security Improvements)
1x Expanded Clinics
1x Expanded Public Libraries
1x Goat Pens
1x House Dall Barracks
1x Large Tool Manufactury
1x Map of Norqod - Holo Emitter
1x Mausoleum of the Forgotten
1x Medium Quarantine Area - (Security Improvements, Guards! Guards!)
1x Medium Sturdy Clothing Manufactury
1x Mercenary Quarters
1x Miniscule Scientific Complex - (Guards! Guards!)
1x Norqod Fashion Street - (Tahmid's Embroidery)
1x Norqod Radio Station - (Entertainment and News) - (Guards! Guards!)
1x Expanded Hospitals - (Security Improvements)
1x Sin Run
1x Small Cannery
1x Steel Mill - (Guards! Guards!)
1x The Evergreen Gardens - Tiny - (Guards! Guards!)
1x The Trail of Rust - (Security Improvements, Guards! Guards!)
1x Training Fields - Small
1x Workshop of the Alartfa-Seers

Waking Machine-Minds:
-INDOMITABLE BASTION
1x Common Suspendium Theory
1x Common Chemicals 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 Common Physics Theory
1x Common Machinery Theory
1x Common Mechanics Theory
1x Common Programming Theory
1x Advanced Electronics Theory
2x Advanced Biology Theory
1x Advanced Armor Theory
1x Pioneer Weaponry Theory
1x Pioneer Electronics Theory
The Tree - Jokvi
The Tree - Strul
Strul - Mirn
Strul - Zulmni
Jokvi - Ularn
Ularn - Tessen
Mirn - Ularn
Strul - Ularn
Holdings
Temple Holding: Tree Of Knowledge
Pros: Material cost is halved, Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, and unique building options are 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.

Administration Center - Grand + 6 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +8 Actions.

Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supporting 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.

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 for all Learning Actions, along with unlocking 1/2/3 success thresholds.

Knight-Hangar
Houses 1(one) Knight, allowing you to enact repairs and modifications.

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

Electronics Manufacture - Improved
+150 to all Electronics Research.

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 - Medium
A medium berth allows for repairs and refueling of Twelve Light or Three Medium Airships, allowing the crew to leave comfortably, modify the ship, dismantle it, and do whatever one can think.
(We can now modify Medium Airships for trade and exploration.)

Tiny Drone-Manufacture
A small workshop where trained personnel turn raw materials and pre-made components into drones for Military and Civilian Applications.
(Can create Combat Drone (Improved Ranged Spider) for Units/Heroes.)

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!
(Increased Security, Unlocked Auxilliary Equipment: Scout Scutter, Combat Scutter, Rough Rider Scutter, Artillery Scutter)

Mausoleum of the Forgotten Pilgrims
The last resting place of those who no longer have any that remember them, and the final site of their remains we manage to recover from wherever they died. Let their souls walk without the chains of disturbed slumber or defiled quiet.
(Final resting place for the forgotten and discarded, -4 to Piety Rolls.)
Town Holding: Norqod
Overall Prosperity: Wealthy (Slowly Growing)
High-Class Prosperity: Very Wealthy (Slowly Growing)
Middle-Class Prosperity: Moderately Wealthy (Slowly Growing)
Lower Class Prosperity: Relatively Wealthy (Stagnant)

Mood: Neutral (Slow Decline)

Permanent Inhabitants: ~4.600
-Tendency: Rising.

Security: Yes.
-Daughter of Dawn (Airship)
-Forge-Clan Elders (12)
-Forge-Clan Security Forces
-Royal Regiment 'Rabbitaurs'
-Tailors of the Burned Skies (Mercenary Company)
-Small House Dall Retinue

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.
-Academic District: Improved osmosis of researched topics and existing knowledge.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims, Soil of Hope, Seed of Change
Health:
17/19 (-2 permanent) (+1 Due to Auroran Cylinder) (+12 Due to Soil of Hope, Seed of Change)
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 Power-Armor (Primitive): Power Armor: +60 Armor, +1d4 in Meele, -45 on stealth rolls.
-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 survival roll to heal wounds. Consumable: It needs to be re-stocked at half cost after use.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Improved Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 5/5 Armor and 2/2 Internal Structure, has a Ranged attack of 1d3 per Unit size.).
-Auroran Cylinder
(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. After studying and gathering evidence, you have determined that this cylinder is an ancient and incredibly potent all-heal-medikit primarily carried by high-ranking people. If the notes and rumors are correct, this little thing may even be able to resurrect a person from death itself!
(+1 Health if equipped, +20% Chance of resurrection if carried on a person. Can be used to guarantee results.))
-NOVA MACHINA
(Two 10x10x10cm translucent boxes with a swirling spot of black and white in the middle. They cannot be opened, smashed, or taken apart. All Humans that touch the boxes 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. We should lock them in the back of our Vault so that no one can injure themselves or others by touching them. Even after several years of study, the cubes remain mysterious and a possible cognitohazard.)

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. Though there may be more, your medicine's side effects and the lasting damage seem to be a much-increased tolerance against any poison.
(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 toward those who 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 who grasp it and those unable to hold onto themselves.
(+20 to all rolls involving: The Lost)

Prevter By Marriage
You have yet to learn 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 "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 appointment of a governor, so when she asked the Pilgrims Council, all agreed to govern in exchange for a 50% 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 must 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 much, 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 dealing with the unexpected fame gained through her newest romance comedy, hiding under your bed with Silvia Jr.

Child: Lady Silvia Dall - Mutated Girl - 16-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 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 Swedish 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 sharper versions, 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 can 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; 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. She is having her "rebel" phase. You do not know if her asking you for advice on how to rebel better is a sign of being a good parent or utterly failing at ensuring she can rebel on her own.

Protegé: Lord Markus Ulatarn - 17-Year-Old
A child of nobility, he was given to be raised and educated while laying the foundation of a relationship between the two Houses. He has since fully grown accustomed to being here and has made fast friends with Silvia Jr., several of her friends, and others. He likes Crinkle. He recently took up painting after watching the various artists in Norqod decorate and carve into the rock. He has made two paintings of Silvia Jr., one specially made to allow her to touch, and thus see, what he has painted. You are watching him.
(You have a Protegé!)

Founder And First Arbitrator
You founded the Pilgrims and were appointed Arbitrator, the final voice in any argument, a watcher for those who would turn them 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.)

Soil of Hope, Seed of Change
With our growth in life, we nurture change, causing a beginning of Future's Ending. At daybreak, we see ahead yet shy from death and its cycle of rebirth as bodies are born anew as hosts of a thousand beginnings, small and large of children beyond our sight.
(Enables the Action: Communion of Unsight, +12 Health, +2d6 Melee Damage.)
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.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Improved Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 5/5 Armor and 2/2 Internal Structure, has a Ranged attack of 1d3 per Unit size.).

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 need help 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 (25/25):
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 radio, allowing her to receive and transmit radio waves when trained. 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 radio waves is well known.
(+60 to all rolls made with PD.)

Bloodied Knight-Pilot:
You have joined the illustrious Elite of the world, 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 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 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 delight of marriage with all of its wonders and happiness.

Daughter - Lillia
The first of what will assuredly be many, Lillia, has been adopted by Aria and Chiedi with the understanding that they will know nothing about parenting and will assuredly be overwhelmed by the many challenges and tasks in front of them. Little Lillia has become a nerve-wracking, curious bundle of exploratory babbling and grasping. And she can move on her own! And she is now speaking some words!

Object of Veneration - Indistinct- Guardian - (101/250)
Actions wreak changes, not of this person, yet for this one, as the world reveals itself to be more than it had been before, changed and yet static as it has been. Something seeks shelter within her shadow, behind her shield, and with her wrath, and so, the world moves to accommodate.
(+20 to all Diplomacy/Norqod Actions, Become More.)
Turi
Turi, Head Scholar of the Experimental Wing
Health:
1/1
Armor: 1/1 Armor
Training: Green (1/6) (-25 to Initiative)
Breakpoint: 6/7

Equipment:
-Dagger: 1 Damage per size (1 total)
-Armored Civilian Clothing: 1/1 Armor

Traits:
Interest In Experimental Oddities (3/5):

Ever since Turi was able to research the world and tinker, she has harbored an intense interest in things that most people dismiss or consider Blue Skies projects.
(+2d3 Successes per assignment to a Breakthrough Technology. Can be upgraded.)

Head Scholar of the Experimental Wing:
"Science is not the effort of a single person; it is the accumulated passion and experience of thousands coming together into a single project for a single purpose, again and again. I am but one more chain in the link from the dawn of time, and I shall ensure it endures until the end of mine at the worst."
(+50 to assigned Research Actions.)

Zest For Life:
"Why should I welcome death and drudgery, when there is so much left to do, so much left to experience?"
(Turi can be assigned to a Single Project twice per Turn but will require a Turn of downtime afterward.)

Mother Of Electronic Life:
"Who's a good murder machine? Who's a good murder machine? You are! Yes, You Are! Now. Unscrew their kneecaps."
(Machines under Turi's command act in her stead, gaining 50% rounded-up Damage.)
Despite everything, despite the anxiety racing through her mind, the adrenaline coursing through her veins, and the sweat trickling down her spine, Selene could not, for the life of her, prevent herself from asking loudly one single question like it was the most important thing to know right now, above all other things she desperately thought she had to know.

"Why is it green?" Her mouth asked quietly, though she was confident that, by the rustle of cloth and clink of armors, more people than her love had heard her question. And if the chuckle at the front of the delegation was any more indication for her to jump out of the nearest window, then the Marquess had heard her too.

"My ancestors installed some powered lights into the frame a few years after the Gate was installed," she spoke loudly, her voice calm and collected, the direct opposite of what Selene felt right now, even with Mart giving her hand a loving squeeze. "Walking through the thing had been, if our records are right, far too nauseating and disorienting without some form of sensory block for the eyes. Hence, the green lights. We would not make for a good sight if we went through the Gate and started puking, would we?" She asked though she didn't seem to care for the answers of the other gathered nobles here.

And to be truthful here, so did Selene, the sight of the massive structure nestled deep underneath the Palace of the Marquess doing nothing but eliciting fantastic images of some far-flung ancient maws or eyes of Machines once more coming to life, ready to devour whole all it beheld.

That the Gate would, in a sense, devour them did nothing to ease the burden of setting that thought aside. Even if she knew, by the sheer fact that the Marquess herself intended on walking through the Gate, that she would emerge safe and sound on the other side, one did not walk towards ancient machinery that used "quantum displacements" to bridge the gap of the distance between Tessen and the Capital in one single step without unease welling up inside ones mind and gut.

Oh, Path, they were now even closer than when she had spoken up!

"Well then," the Marquess spoke up once again, still marching closer to the Gate and, thereby, forcing Selene and all others to march with her. "I would like to think that this isn't needed, but we are about to enter the Capital, and there are some among us who never had the chance to travel there before their elevation," she said. Some eyes turned toward the two Preveters forced to walk two ranks behind the Marquess as protocol dictated. "We are about to enter the single most dangerous den of predators in the known universe, with every slight mistake a vulnerability that will be taken advantage of until you are nothing but a withered husk of bone and dust. Keep your words close, your coin closer, and your souls in Tessen. They will eat them if given the chance."

A snort came from the right of the Marquess where a smaller version of the same woman walked, proving that the fruit does not fall far from the tree if one went by looks alone. "Mother, you know that the ones on the other side say the same about us 'Merchant Lords,'" she said, faking disdain as she spoke the last two words.

"Sure, but they are Court Nobles," the Marquess replied with the same disdain, this time spoken in truth, returned. The bickering of the two continued like this until they were within mere steps from the Gate...and then as they walked beyond.

The press of the bodies, at least within Selene's mind, forced her to walk onward, not stopping to avoid being pushed, with a hand painfully crushing that of her husband as her eyes closed involuntarily when she came face-to-face with the wall of shimmering green...

And then she opened her eyes in the Capital, home of the Imperial Court, the turning point of Calynth, the bastion of the mightiest civilization to stand in all the ages since the Collapse.



"Way to bring the point across," Jigga murmured, flipping through the last pages of the transcripts they had managed to decipher from the hostile transmissions interlaced with their signals from some unknown source. "Shit, this would basically brick all of our machines within seconds, wouldn't it," he asked silently with frustration welling up within him, leaning back in his chair with a groan, both hands covering his face.

"Yes," Head Researcher Turi affirmed, a glean of anger and challenge in her eyes when Jigga looked at her again. "You can see why I put a hold on getting the new systems out. Before that little problem is solved, we won't be able to do anything without putting our radios into compartmentalized bricks that do nothing but a singular function."

"How did you even catch this the first time? I'm sure I would not have even considered checking for something like that." And he was right; that virus that had tried to worm itself into their systems using highjacked transmissions would not have been anywhere on his radar. He would have told anyone who had asked him if similar was possible that, no, such things were the realm of books and stories, not reality.

"Yeah, we did after the first time got us into trouble with interceptions of our signals, so I put down new safety rules. One of which was that the radios we used for the tests could only receive or send, but not both, and were put into soundproof boxes or rooms away from each other. Thankfully, we did, or we'd be down all the machines we had built. PD confirmed this; by the way, the damn thing that latches unto our transmissions, and only ours for some reason, is insidious."

Jigga looked at the printed-out code again, the tiny lines slowly assembling within his head once more, and could only agree. Whoever had designed this virus was a genius. Unfortunate that they used their skills for destruction instead of anything constructive. Something like this, but spreading information on the basic principles of various technologies, would have been a godsend after the Collapse.

"At the very least, our other efforts are progressing on a more stable and far less infuriating route," Turi added, sending one last glare at the code before mentally pushing the whole thing away and out of her mind for the moment.

"Yeah, I heard about that. You managed to tweak some parts of our coding base to be more responsive. The Elders are talking about it in a way that may almost sound like they aren't insulted by its very existence. I haven't been able to look over those tweaks, but they sound impressive."

"They are if I do say so myself," Turi replied, some measure of smug satisfaction at the implied praise by the Forge-Clan Elders in her voice. "But the translation teams got the better of our efforts. 'The Burned Remains Of God' is a comedy that had me in tears. You need to read the copies we are making; it is fantastic!"



The barking of the Sargent-At-Arms could be heard loud and clear, even with the man roaring at unfortunate new recruits nearly on the other side of the training fields. Buildings, fighting pits, and people were between her and the large woman speaking with a voice of jagged feathers and smelling of green grasses, and Silvia Jr. still felt a shiver creep up her spine, feeling how it made her want to stand straight and do what was needed to not earn the woman's ire. Unfortunately for her, said woman did not merely work within Norqod but for her family and House, and she would, on a far-distant day, inherit either her allegiance or that of her successor. So, showing how much the woman made her feel small could not be done, and Silvia Jr. hoped she did not show such in any way, though her mother usually expressed pride in her ability to show the emotions she needed to show rather than the ones she felt.

"Still scared of the Sargent, Tail?" Markus spoke up at that moment, expertly cutting through the mask she had put on when she realized the woman was here, the smirk in his honey-water voice as fresh as morning's dew upon his words. "Haaa~," he sighed theatrically, shaking his head with long hair of strings and knots, some knocking into her as they both continued walking on the "inspection tour" she had scheduled for today. "You should really work on that confidence of yours; it is unbecoming of a Lady to be intimidated by a mere peasant," Markus continued with a lilting tease of bitter tea upon his words, trying to get a reaction out of her.

Unfortunately, it worked all too much, especially, as she had come to realize much to her lament, in recent years. "I am not scared," she hissed, trying to keep herself from lightly swatting Markus. He'd complain about her hitting him in his whiny voice, and she'd have to deal with a cranky Markus for the rest of the day. No thanks. "I am merely...rightfully respectful of someone instrumental in creating my family's Retinue, especially as we put good money into their equipment and training."

Markus snorted in retort, leaning to the side to Crinkle, walking utterly silent, leaving no trace of his passing in sound, smell, or touch. Seems like he was still mad at her for stealing the last beetle. Well, he had seven of them, and she only had three; he'd get over it. "Can you believe that? Rightfully respectful," he mock-echoed her words, his elbow touching upon the crystal-fur of her chosen brother, the crinkles of flesh and crystals clear in the day underneath the sun.

"Crrks-Crack," Crinkle replied, the traitor!

"Wise words, my furry friend, wise words," Markus said, shifting his head in sage nodding as Silvia Jr. stewed in indignant indignation, her tail beginning to lightly swish behind her in agitation.

"Crr," Crinkle continued, huffing with force.

"Shocking. Utterly unbecoming of a Lady," Markus continued, opening his mouth to continue talking, only..."OW!" for Silvia Jr. to smack him upside the head, making him stumble.

"Talk big all you want, but you weren't the one that got picked up like a sheet of paper by her with one hand when I fell! I was airborne for several seconds!" She hissed, glaring toward the infuriating boy before glaring in the chittering direction of Crinkle.

"Tail, I have seen you on airships; you are basically walking on them like you own them," Markus tried to rebut, but the twitch of her hand had him duck away with a silent breath of laughter.

"They are different. And I do own them." Silvia Jr. responded imperially, walking slightly faster to force him to catch up, trying to get her tail under control once again. Why did boys have to be so annoying?



A new day dawns. And the Pilgrims change with it:

[] The Long Journey
Twenty-three years. An eternity to some, a blink in the eye of the world, and long enough for a child to be created, raised, and have it choose to walk alongside us all onto a better future, willing to fight and work with us to achieve the same, and even start a family their own. But unlike all journeys, we realize that there may never be an end to ours, for we have created so much, helped so many, brought to light a hundred forgotten secrets, and slain a thousand foes during our time here. And yet, looking back, we can still see the day we started from, all but a hundred people willing to trust a stranger with a fire in his heart and drive in mind, all choosing to work for a better future. If those same hundred could stand amidst our people now, they would be awed...but not convinced we have done enough to change the world. There is still suffering we can prevent. A hunger that can be quenched, thirst slated, injuries healed, minds knitted together, secrets uncovered, and compassion to be given. Only now do we realize that we are at the beginning of our Long Journey, and there is much yet to be done, one step at a time. A journey we are willing to take, no matter that we will not see the end.
(Every Two (2) Turns in multi-turn Actions, you gain +1 Progress/Successes per Turn. This stacks with subsequent cycles.
Piety loss now 1 per 25 Followers.)

[] The Imperial Journey
It is the year 1.136 After Collapse, and the Empire of Slatnan marches ever onward to fulfill its destiny, spear in hand and clad in armor as its soldiers march to bring death to its enemies, its Knights rally in defense of its citizenry against the horrors of the past, the trade lanes hum with the power of commerce and materials shifted along thousand of kilometers of road to deliver food, building materials, medicine, information, people, and more to every corner of the nation. Hundreds die each day to ensure others may live, sheltered, and secured within those zones painstakingly ripped from the predations of the Wastes, while thousands more labor as one to provide the means by which Humanity will once more reign supreme over their world. And it in this nation that the Pilgrims walk and work, knowing that each being may walk a Path of their own, but they all walk toward a common goal: a world of peace, filled not with misery, death, and suffering, but peace, prosperity, and happiness. It is with this in mind that they have always worked closely with the Followers of Light, knowing that together they are stronger than alone, and it is with this Path that they forge ahead to another millennium of expansion, pacification, and prosperity of all who shelter under the gentle embrace of the Empire.
(Unlocked By: 40+ Cooperative Actions with the Followers of Light.
The Followers of Light are permanently locked at a minimum of Opinion: Allies [3], all Units gain the [Divine Cause] Trait (+20% Health, +10 Initiative, Advantage on Morale Rolls), you gain access to the role: [Zealot] (recruited from Faithful) giving 1d20 to all Actions they are assigned toward, [For The Nation] is upgraded to [Strong United Working] (Dice upgraded to 2d50+20 at the same cost), [We Work As One] is upgraded to [We All Lift Together] (2d3 Successes/Turn Progress added at the same cost).
You cannot betray the Empire in any way. Piety loss now 1 per 25 Followers.)

[] The Path of Endless Skies
Suspendium is nothing less than a miracle given physical form. Its applications are near endless, with no bounds for its current uses found even within the imagination of our most experimental scholars. Floating platforms that will make vertical and horizontal traversal of cities as easy as putting in your destination, never having to bother with congested streets or stairs ever again. Cranes that can lift themselves and hundreds of tons with utter ease and construction speeding up by a thousand workers floating everywhere they are needed. Medical beds that will never put pressure on the wounded, tools and aids that will manipulate the internal body of a patient without cutting them apart to mend what is broken or misaligned. Caravans speeding atop and over the roads and dunes between cities and towns, either by attaching work-lizards or scout-lizards to platforms holding dozens of tons that weigh nothing or hundreds of tons that weigh the same as what they are accustomed to carrying already. Knights bedecked in armors treated with suspendium alloys, their steps light as a feather or as heavy as a thousand tons. Airships of war and commerce flying without any restriction, the reach of the Empire increasing a thousand-fold with coilguns thundering as suspendium-weaponry beats its endless march to the thrum of its levitating brethren. Implants unto the body to turn the tattoos of the Pilgrims into natural lifts, scavengers and scouts able to maneuver in three dimensions as our armed siblings carry weaponry deadly enough to burn entire swarms to the ground, arcane calculations depicted within reality upon the veins of gravity itself...
The sky is no longer the limit. It is the depths from which we shall rise.
(Instantly finish all current Airship/Suspendium Technologies. Splits all Airship/Suspendium Actions into a new Category. Unlocks new Actions to take full advantage of the mind-bogglingly titanic mass of application-areas of Suspendium. Unlocks the ability to construct [Sky Islands].
Piety loss now 1 per 25 Followers.)

[] Another one, sometime later. There is still so much to do...
(Delay the choice until you have 10.000 Followers. Take 20% Piety Damage.)

Available Bonuses:
185 Distributable Points from Omakes.
1 Free Turn Progress for Buildings for 10 Intact Robotic Artifacts. Indicate by adding [Helpers] to the Action. No limit.

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 1 Action, 1 Action Locked)
[ ] 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: 4 Goodwill
Turns: 2
Chance: 53%
Reward: +7% Piety)
-[] 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 who already lived within.
(Cost: 10 Goodwill
Turns: 4
Chance: 27%
Reward: +5% Piety, +1 Mutated Opinion (Once), Slightly Improved 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 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: 23 Goodwill
Reward: +6% 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!
One voice cannot be heard if they are unwilling to speak to another to their face. A hundred voices are more silent than whispers if they refrain from touching the hearts of those they seek to aid. Our preachers must do more than merely offer word; they must lend ears, hands, and minds alike.
(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.
(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.
(Turns: 1
Chance: 60%
Reward: +4% Piety, +3d6 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 must 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.
(Turns: 2
Chance: 35%
Reward: +12% Piety, +5d6 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 8.00 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, 5-30% Piety loss, -8 to -26 to Piety Rolls
Reward: A New Chapter Interlude Turns)
[X] Feed The Masses - (Tessen) - (4/6 Turns Complete)
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: 6
Reward: Grand Kitchen, -8 to Piety rolls, +0.6 Goodwill per Turn, 4d20 recruits, 5d6 Goodwill, 3d8 Piety.)

[ ] Establish Soup-Kitchens Within Outlying Towns
While being careful and methodical has helped, you can now afford to perform these projects in a scattershot approach with your expanding numbers. With the major cities now being adequately covered, with few people going through their day without encountering a Pilgrim Sponsored food kitchen, we can branch out into the smaller outlying towns, with populations of ten thousand people and less.
(Turns: 9
Reward: 60d20+80 Recruits, +1.00 Goodwill per Turn, unlocks further actions.)

[ ] 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: 43%
Reward: +0.20 Goodwill per Turn, 2d4 Goodwill, unlocks further actions.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Rudimentary Territorial Hospices - (City Territory)
Your treatments of the sick and injured within the Cities have enjoyed great popularity among 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 outside the central trade lane and establish themselves for future expansions.
(Turns: 2
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.
(Reward: Local Base improving logistics and coordination.)

[ ] Localized Headquarters
Creating a shelter and 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)
Reward: Local Headquarters.)

[ ] Administrative Center - (Mirn)
Organizing hundreds of workers is challenging, 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 to perform their duties with the necessary resources and hands.
(Required: Localized Headquarters
Turns: 6
Reward: Administrative Center.)

[ ] Build A School - (Small/Medium/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
Chance: 50%
Reward: 0.2/0.5/0.9 Goodwill, -2/5/9 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)

[ ] Improve An Orphanage - (Location)
Much time has passed since you laid the first stone and struck the first wall of rock within a city to carve out and build a shelter for all those souls who have lost nearly or entirely all that they once had, from mere material possessions to the much more important family ties and blood. Yet, though these halls, which were once cold waiting stones, now ring with the laughter and screams of children given a future, and those orphans without anything can quickly find a place here to grow into their personage, the Path is still a long one for these structures. We gave these children a home and a chance at a future. Now, it is time that we turn that chance into a certainty.
(Turns: 5
Reward: -2 to Piety rolls, +1 Follower per Turn.)

[ ] Build Outlying Fortified Orphanages
Now that every major City in Tessen is host to a grand edifice for the raising and sheltering of the most vulnerable of society, where the little ones can grow in peace and with enough meals to avoid going hungry (if not always by a tasty meal), alongside the chance to enter an apprenticeship should they not be adopted by couples before they grow too old and begin to age out of the system. The last part alone is far more than many can provide, as it takes time and money to train the next generation, and not many who shelter children from the horrors that took their families have the kind of money such would require. But we can, and with the cities covered, it is time to go over the towns outside the Green Zone, though they need to be far more armored and armed than those in the Cities.
(Turns: 15
Chance: 01% [-30]
Reward: 0.01 Goodwill, -5 to Piety rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.05 Goodwill)

[ ] Build A Humane 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 to care 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, and hopefully, recovered patients will walk out of the Asylum. With ever-more knowledge of how the human mind functions come ever more means to treat those afflicted with mental diseases.
(Turns: 2
Cost: 6.90 Goodwill
Reward: Humane Asylum, +0.15 Goodwill per Turn.)
-[ ] Expand One Instead - (Location)
(Turns: 1
Cost: 7.00 Goodwill
Reward: Expanded Humane Asylum, +0.20 Goodwill per Turn.)

[ ] 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, it is less suitable for those with 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
Reward: Upgraded 'Consensual,' +0.04 Goodwill.)

[ ] Cleaning Up The Mess - (Location)
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: 40 Goodwill
Reward: Lessened Suffering of the Mutated
Notice: Goodwill costs will be reduced by 15 per use, down to 10. Strul has been "Cleaned.")

[ ] Mausoleum of the Forgotten - (City)
The last resting place of those who no longer have any that remember them, and the final site of their remains we manage to recover from wherever they died. Let their souls walk without the chains of disturbed slumber or defiled quiet.
(Turns: 4
Reward: Final resting place for the forgotten and discarded, -1 Piety.)
[ ] Healing For All! (Write-In Artifacts)
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.
(Chance: 70%
Reward: Healers gain Influence, 5d3 Goodwill.)

[ ] A Helping Hand
Now that you can create rugged high-grade prosthetics, more than merely creating and selling them is required. Unfortunately, too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So, create a few thousand in bulk and ship them to where they are needed, where local Pilgrims may gift them as required.
(Chance: 99/50/25%
Reward: Gain 4/7/15d5 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.
(Turns: 1
Chance: 50%
Reward: +2d8 Goodwill, +3d20 Recruits, +35 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 does the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) that 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 Goodwill
Turns: 1
Chance: 75%
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, 1 Action Free)
[X] The Great Debate - (1/4 Turns Complete) - [Martyris Locked]
You have been called. Not answering would be a grave mistake. To not do so because you trust others to do what is the best for the Imperium would mark you a fool bar none.
(Cost: 1 Hero
Turns: 4
Reward: Allowed Input into the Legal Debate concerning the commercial use and sale of armed Airships.)

[ ] The Great Trade Fleets (Choose Region)
With the proliferation of airships, the abundance of goods within Tessen, and the dearth of forces that could threaten either once within the air, convincing the Merchant Guild to construct and maintain an airship depot and trading station within another Region will not be as impossible as before, but will require us to grease hands and argue fervently for the profits that could be made. No merchant likes a risk they do not believe will not pay off, so we should make them believe this one will.
(Cost: 10 Goodwill
Chance: 25% (+70 if you add a pre-Collapse cargo airship to the deal.)
Turns: 3
Reward: Closer connection and rapid exchange of people, goods, and information with a chosen Region.)

[ ] We Are One People! - (Elites/Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, unite the people, and start on the road to reconciliation.
(Chance: 20%/-80% for Elites/Locals (rolled each turn.)
Successes Needed: 4/8
Reward: +1 Relationship for the Mutated with the chosen faction, +20% Piety, 4d20 Recruits, +2d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Faction)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. However, you need institutional knowledge or an in-depth look into one faction to help you more.
(Turns: 2
Chance: 70%
Reward: +15 to all rolls involving said faction.)

[ ] Create A Dossier On (Groups/Topics (Max 3))
Collate all known information, history, and rumors about a group or topic of interest to ensure the Pilgrims' future actions are as well-informed as possible.
(Chance: 70%
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?)

Subversion: Sometimes, you must convince people they need help with means other than an open hand and a friendly face. A dagger to the back of those who chain them would be a good start. (1 Action Locked)
[ ] Home of Night
A structure is needed to store, train, and keep things you'd rather not have out in the open, be they machines, people, or items. Several places have been considered, though only one, shielded in a small valley smothering everything within in an ever-present half-shadow, has proven suitable. Setting aside funds to create a keep there would prove trivial to your agents.
(Cost: 31 Goodwill, Upkeep: 7.5 Goodwill
Turns: 7
Reward: Home of Night allows you to train specialized Subversion Agents and unlocks Destabilization Actions.)

[ ] A Path Of Shadows
Training can only bring one so far, and tools will only pave over so many cracks and failures in learning and ability. It is time that those willing to hide in the shadows of the world for the benefit of the Pilgrims learn the difference between seeking to adapt to the blind seeking their traces and those seeing that perceive their wanderings.
(Cost: 25 Goodwill, Upkeep: 4 Goodwill
Turns: 7
Reward: Reduce the chance of your agents being caught and considerably reduce the impact of failures.)

[ ] Cover Of Mind
The mind of humankind is ever so fragile; even the slightest imbalance of its chemicals can lead to devastating changes in perception, memory, and motor function. A little nick here, a slight pierce there, some drops over yonder, and a minor waft of smoke...and bodies slump or minds see what is not there.
(Cost: 34 Goodwill, Upkeep: 11 Goodwill
Turns: 5
Reward: Improve all Assassination Actions, which allows you to send the same to other Chapters to help.)

[X] Cover Of Body - (4/8 Turns Complete)
No matter what one says to keep their subordinates in line, no matter the defenses of the building or the protocols that secure the darkest secrets, a pretty face and a sultry smile, a wicked grin and a scarred visage, a sneer and a bland countenance...they all can be wielded like surgical knives through any defense. Some do think with their second brain, and we can take advantage of that impulse...and find ways to shield ourselves.
(Cost: 4 Goodwill, Upkeep: 0.5 Goodwill
Turns: 8
Reward: Improve all Infiltration Actions and improve your defenses against infiltration.)

[ ] Holding Chambers
Torture is inefficient, sloppy, and gives nothing but information spouted to stop the pain. Isolation and removal of all but the basest things, however...they can be good tools to use to ply weak minds to our advantage. It will also be an excellent place to store those you cannot kill but need to...dispose of.
(Cost: 21 Goodwill, Upkeep: 1.24 Goodwill
Turns: 2
Reward: Holding Chambers, increasing gathered information from caught spies and subversives.)

[ ] The Good Gardeners
Every farmer and gardener will tell you plants need pruning. There needs to be someone going around, cutting off unwanted and unneeded parts of those plants, be they trees or bushes, to allow the rest to grow more healthily. Some plants need to be ripped out roots and stems so that they do not kill other plants that are good for the soil. Some may have fallen prey to blight and need to be removed for the good of all others. Those are valuable lessons to learn and good things to do. Find some people willing to become gardeners for the Pilgrims.
(Cost: 42 Goodwill, Upkeep: 6.48 Goodwill
Turns: 8
Reward: Gardeners.)

[ ] Audit Everything
Yes, we did make an audit of all our networks and holdings...but what about a second one? You know, to ensure we got everyone that may try to fuck us over?
(Cost: 10 Goodwill
Turns: 1
Chance: ???
Reward: Ensured that your Networks still work entirely for your ends.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.90 Goodwill)

[ ] Train Your Infiltrators - (Greater)
To work within the shadows of society is more than melding into the masses; it means being able to sink below even the mud and muck of a city and emerge within gilded halls and palaces without arousing suspicion.
(Turns: 4
Chance: 22%
Reward: Higher chances for infiltration, reduces the possibility of having your Information Networks discovered and subverted.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Infiltrate Part 1 - (Choose Three Factions)
It is time to ensure your spies 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 little more than paying some people to pass on rumors, which is standard practice within Slatnan and will raise only a few eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Turns: 2
Chance: 90%
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 Three 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
Turns: 2
Chance: 70%
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 Three Factions)
Your secrets are ours; nothing can be hidden from us. No lock, gate, or barrier stands in our way; nobody will shield you from our grasp. Because we already own them, from the lowest maid to the highest Guard you trust.
(Needed: Information Network: Rank 2
Turns: 4
Chance: 20%
Reward: Spies are planted, displays more information in the rumor mill, almost guarantees 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: 80%
Reward: Chance for Secrets)
-[] Seek Mutated Help - (XXX Goodwill)
(+5 to roll = 2.00 Goodwill)

[ ] Illuminate - (Target)
Burn their homes, raze their sanctuaries to the bedrock, let nothing stand but ruins, and leave nothing behind but ash and the taste of defeat. They will not be allowed to meddle in our Paths any longer.
(Chance: 60/10/-40%
Reward: Target has their operations/structures halted/incapacitated/terminated.)
-[] Seek Mutated Help - (XXX Goodwill)
(+10 to roll = 3.00 Goodwill)
-[] Hit The Family As Told By Internal Security
(+50 to Success Chance. Gain Favors with InSec.)

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action, 1 Action Locked)
[X] Menagerie - (Common) - (4/8 Turns Complete)
More exotic war beasts are required for the Pilgrims' armed forces and faithful to ensure they succeed in securing our Paths from hostile influence.
(Turns: 8
Reward: Can add [Rare] Animals to Units.)

[ ] Scout Out - (Location) - (Units)
While you know that enemies exist in one location, you must 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.)

[ ] Guards! Guards! - (Specify up to 5 Buildings)
While the Tree of Knowledge has some security, it needs 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.
(Turns: 1
Reward: Pilgrim Guards are assigned to the Tree, 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.)

[ ] 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: 0.5 Goodwill
Reward: 1 New Unit (Size 6/6) at Trained (3/6) or Re-Trained Unit with Upgrades below.
6 Unit-Points - Overstrength (Double Unit count)
4 Unit Points - Artillery Specialization (Allows Crew Served Weapons to be used at Half the Size requirements)
4 Unit-Points - Elite Training (+1 Training Level)
3 Unit-Points - Guardians (+2 Health per Unit member each time another Unit takes damage.)
2 Unit-Points - Stealth Training (+20 to all stealth rolls)
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.))
2 Unit-Points - Harsh Workouts (+1 Health per 3 Unit members.)
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.)
1 Unit-Points - Pride (+1 to Breakpoint)
1 Unit-Points - Reaction Training (+5 to Initiative.)
None, though time will change this...

[ ] 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 3 Actions)
(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], -[DoD], and -[MSC] will add 1(one), and adding [VF] will add 2 Success/es to 1(one) active research.)
[ ] Aerodynamics 102 - (All Physics)
Speed is of the essence when you are moving anywhere, as the faster you arrive, the less chances there are for enemies to catch, attack, disembowel, and eat you. Improving upon the equipment we have right now will be the key to ensuring that no one will catch us!
(Chance: 70/50/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Improve current propulsion methods, Follow-Up Project.)

[ ] Aerodynamics 201 - (All Physics)
Speed is of the essence when you are moving anywhere, as the faster you arrive, the fewer chances enemies will catch, attack, disembowel, and eat you. So developing new and novel equipment will be the key to ensuring that no one will catch us!
(Chance: 50/45/40% for 1/2/3 Successes, Successes Needed: 3
Reward: Better Airship Propulsion, Follow-Up Project.)

[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad flaws, restrictions, and troubles plaguing 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. Therefore, determining how to negate or minimize those forces will prove a godsend for future attempts.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 3
Reward: Structural Integrity +1/2/3 for all modules in Light/Medium/Heavy Airships.)

[ ] 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 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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 1
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 7.500 Kg Lift)

[ ] Pressurized Suspendium Part 4a - (Pioneer Suspendium Theory)
"It is imperative to the continued progress of native Airship construction and research that funds and attention are allocated toward projects like this to allow our constructed vessels to bear far more weight at far less risk and trade-offs than ever before. Even if the hard, grueling work of years this path entails does not have the same sexy or alluring appearance as other avenues of research in matters of lift, it will pay off in the long run, as evidenced by the small amounts of suspendium required to lift vessels of far larger size into the air found within the Forest of Rust."
(Needed: Suspendium Shard - Gigantic
Chance: 99/99/90 for 1/2/3 Successes, Successes needed: 10
Reward: One more step forward. One step closer to understanding Suspendium +25% Lift for all Lift Modules.)

[ ] Pressurized Suspendium Part 3b - (Advanced Suspendium Theory/Pioneer Suspendium Theory)
We know that Suspendium can be pressurized. However, in our testing, we realized that if we arranged the pressure chambers to redirect the charged particles in a singular direction, we could potentially weaponize their nature to shoot anything we want at a target.
(Needed: Suspendium Shard - Large
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 1
Reward: Prototype Suspendium Weaponry.)

[ ] Screw This Air - (Pioneer Machinery)
Airscrews are durable, reliable, continuous and do not require much upkeep or maintenance. However, they are relatively slow. Fix that.
(Chance: 90/60/20 for 1/2/3 Successes, Successes needed: 4
Reward: Advanced Airscrew.)

[ ] Propulse Me Outta Here - (Pioneer Machinery)
Propellers are fast, but the ones we have created are too quickly overloaded with the inertia and mass of an airship. Let's see what we can do about that.
(Chance: 95/70/45 for 1/2/3 Successes, Successes needed: 2
Reward: Standard Propellers.)

[ ] Catalogue Everything 2: Airship Boogaloo - (Choose Category) - (Damage Level) - (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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 8/3/1/1
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): 7 Intact (<80%), 2 Damaged (<60%)
Line Vessels (Armed 200 ton): 12 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unarmed 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 - (Design) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
Once you have developed standardized modules, building a specific airship around or with those components would be safe.
(Cost: (Design Costs)
Chance:
Light (0-20.000 Kg Lift): 99/99/99 for 1/2/3 Successes, Successes Needed: 2
Medium (20.001-2.000.000 Kg Lift): 99/99/90 for 1/2/3 Successes, Successes Needed: 5
Heavy (2.000.001+ Kg Lift): 80/30/-10 for 1/2/3 Successes, Successes Needed: 16
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: Airships incur Material and Suspendium costs in their production.
[ ] To Print In Three Dimensions (Pioneer Mechanics/Metallurgy/Hydraulics/Physics/Programming/Machinery/Electronics)
The 3D Metal Printer is, at the same time, simple yet complicated. The idea itself is deceptively straightforward: a machine that pours liquid material to create an item as if it were made of clay. The problem lies in its programming; it needs advanced models to build even the most basic bolt. This will require some thought.
(Cost: 3D Metal Printer
Chance: 99/99/90 for 1/2/3 Successes, Successes needed: 17
Reward: Norqod Action Unlocked)

[ ] Tiantemu Alloying - (Advanced Mechanics/Metallurgy/Hydraulics)
The creation of steel is vital for many things, most notably all armaments of the Empire, but also all its defensive installation. However, beyond that, the search for ever-better alloys and alloying processes consumes many an industrialist and metallurgist, with the next step in material science ruthlessly chased. In our case, that would be the process by which we can create Tiantemu Alloys, used predominantly in the building of fortifications, as they are mixed with Neuotinium, the ancient alloys found in every Necropolis and supremely light and resistant to wear and tear.
(Chance: 55/15/-20% for 1/2/3 Successes, Successes Needed: 6
Reward: You can upgrade your Steel Foundry.)

[ ] MORE STEAM! - (Advanced Hydraulic/Mechanics/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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Improved Steam Engine.)
[ ] Lances So Bright And Deadly - (Pioneer Weaponry/Electronics/Physics)
Bright-Lances are a known foe for any who delve into a Necropolis, and the Pilgrims are no exception. Over the years, we have gathered multiple examples of Bright-Lances, from components to damaged pieces and even an intact model or two. Many believe it is possible to uncover their secrets with this variety and number of samples.
(Cost: 10x Bright-Lance Artefacts
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Prototype Energy Weapon)

[ ] 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. 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
Chance: 99/99/50 for 1/2/3 Successes, Successes needed: 3
Reward: +1 Damage for all bladed weapons per 3 Size of a Unit)

[ ] Coilguns In Miniature - (Pioneer Electronics/Weaponry)
The creation of coilguns has been somewhat ingrained into your engineers and drafted into blueprints that can be copied and distributed. Yet, though you can create these massive machines, utilizing them as the Forge-Clans do requires efforts to miniaturize every component without a loss of effectiveness that isn't justified by gained ease of handling.
(Chance: 40/10/-20 for 1/2/3 Successes, Successes needed: 20
Reward: Miniaturize and Improve your Coilguns.)

[ ] Coilguns Serviced By Non-Artifice Crews - (Pioneer Electronics/Weaponry/Machinery)
With the basics of Coilgun operations now firmly within your hands and minds, creating ways to simply their designs and how they can be produced faster, cheaper, and with less dedicated specialists is not merely required but a necessity to bring them up from the abyss of history where they had previously resided.
(Chance: -80/-100/-130 for 1/2/3 Successes, Successes needed: 45
Reward: Coilguns can be produced beyond specialized specialists within dedicated workshops, building singular instances over months of work instead of years.
Breakthrough Research: +2d3-2 Successes per 10 Successes!)

[ ] Coilgun Lance Extended - (Advanced Electronics/Weaponry)
Range is king in all engagements. If one side can harm the other, but they cannot be harmed back? Then, a winner is all but decided.
(Chance: 10/05/00 for 1/2/3 Successes, Successes needed: 20
Reward: Standard Lance Coilgun.)

[ ] Coilgun Scattershot Extended- (Pioneer Electronics/Weaponry)
However, if an enemy is already nearby, killing as many as possible at once will confer many advantages.
(Chance: 00/-46/-108 for 1/2/3 Successes, Successes needed: 38
Reward: Standard Scattershot Coilgun.)

[ ] Coilgun Repeater Repeated Repeatedly - (Pioneer Electronics/Weaponry)
On the other hand, throwing as much metal in as little time as possible will do the same without suffering the setback of killing potential due to loss of accuracy over long ranges.
(Chance: 70/50/30 for 1/2/3 Successes, Successes needed: 10
Reward: Standard Repeater Coilgun.)

[ ] Gasses Long Forgotten - (Advanced Weaponry/Chemicals)
These tiny capsules promise to end a fight before it even begins, saving valuable lives. But, of course, building your own can only help you in the long run.
(Cost: Sleep-Gas Bombs
Chance: 99/90/50 for 1/2/3 Successes, Successes needed: 10
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. Such chemicals and ancient mentions of how we could create those must exist.
(Chance: 90/60/30 for 1/2/3 Successes, Successes needed: 3
Reward: Primitive Fire Grenade)

[ ] Fuck That Guy And Everything Around Him - Part 2 - (Physics/All Chemicals/Advanced Weaponry)
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.
(Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 10
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 Weaponry)
Recently, your expedition acquired a surprisingly intact flamethrower from the Necropolis. Admittedly, 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: 99/99/99 for 1/2/3 Successes, Successes needed: 1
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)

[ ] Repair The Hammer - (Weaponry/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 to glimpse 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 regarding materials, but it could provide a leg up in armor.
(Chance: 99/99/99% for 1/2/3 Successes, Successes Needed: 2
Reward: Spiked Pavise.)

[ ] Power Armor - Standard - (Pioneer Electronics/Hydraulics/Armor)
With the first step taken, it is time to ensure that what you can produce is the best that can be made by the industry you have already available. Armor is no use if it can only be worn by one person at any one time.
(Chance: 30/-05/-100 % for 1/2/3 Successes, Successes needed: 15
Reward: Power Armor - Standard, 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 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.)

[ ] Everyday Protection Available - (Choose Grade: Civilian/Light/Medium) - (Choose Purpose) - (All Metallurgy/Armor)
People do not like being exposed, be it to environments or weaponry. Creating something to shield our people from specific circumstances without relying on others will be a boon to our logistics.
(Chance: 99/99/99% for 1/2/3 Successes, Successes Needed: 1/2/3
Reward: Chosen Armor.)

[ ] Heavy Metal - (Choose Grade: Heavy/Super-Heavy) - (Choose Purpose) - (All Metallurgy/Armor)
Good armor is always needed, especially for those going into circumstances that make combat all but inevitable.
(Chance: 99/95/90% for 1/2/3 Successes, Successes Needed: 2/4
Reward: Chosen 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 are still determining 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: 70/30/-10% for 1/2/3 Successes, Successes Needed: 13
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.
(Chance: 75/35/-05% for 1/2/3 Successes, Successes Needed: 8
Reward: Boost to your ability to help those who have psychological disorders. Unlocks Pharmaceutical Industry in Norqod.)

[ ] Seizing The Means Of Reproduction - (Pioneer Chemicals/Medicine/Biology)
Having spent considerable time researching the topic has yielded far-reaching insights into all contraceptives, allowing you to state that you have the best everyone can create outside of the Forge-Clans. Not an answer you wanted but the response you got. Therefore, the next step will be to determine what is needed to produce and alter the contraceptives you know are viable.
(Chance: 80/65/40 for 1/2/3 Successes, Successes Needed: 40
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 3 - (Pioneer Mechanics/Electronics)
Far more than mere replacements designed to mimic their human counterparts, the new prosthetics haunting the dreams and slumber of your scholars and engineers will be capable of standing their equals in motion and superior in durability.
(Chance: 99/95/90% for 1/2/3 Successes, Successes Needed: 10
Reward: Advanced Prosthetics are now crafted and sold, +25% Piety)

[ ] Combat Stimms Round 3 - (Pioneer Medicine/Biology/Chemicals)
Where natural talent fails, chemical talent can step in, but only sometimes 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? It's something worth investigating.
(Chance: 50/40/30% for 1/2/3 Successes, Successes Needed: 10
Reward: Advanced Combat Drugs, Unlocks Round 4)

[ ] Pain-B-Gone Part 2 - (Advanced Medicine/Chemicals)
The creation of Medi-Aid Chemicals is an excellent step in the right direction, yet one that requires close oversight and studious application without deviation from standard patterns and with severe costs if the solutions are improperly or falsely applied. Studying how and why such things happen and how to reduce the failure states will take a lot of time but should yield enough data to create a follow-up project to eliminate flaws and improve the product further.
(Chance: 95/75/55% for 1/2/3 Successes, Successes Needed: 10
Reward: Pain-B-Gone Part 3)
[ ] Chemical Fertilizers - (Advanced Chemicals)
Though known in most Regions, the production of chemical fertilizers faces some roadblocks due to the advent of sandwheat. You can't make a desert more fertile, after all. Yet, we can improve the yields and growth of those crops that grow on the more traditional soils by coming up with local variants of fertilizers that won't damage the soil overly. Hopefully.
(Chance: 25/20/15% for 1/2/3 Successes, Successes Needed: 11
Reward: Improves yields of all farms once Fertilizer production starts. Unlocks Norqod Action.)

[ ] Natural Pesticides - (Advanced Biology/Chemicals)
Be it bugs or the diseases they carry, most crops are lost to the threat of insects rather than rot or transport. Figuring out some way to repel the first without reaching for soil-scorching chemicals would benefit many people. Let's ask around and see who got what cooked up already and how we can scale such remedies up on an industrial scale.
(Chance: 70/30/-20% for 1/2/3 Successes, Successes Needed: 9
Reward: Develop Natural Pesticides that work on a large scale against the most common crop threats. Unlocks Norqod Action.)

[ ] Animal Medicines Revisited - (Advanced Biology/Medicine)
Animals can get sick, and when they do, the risk of cross-species jumping of the disease grows. Also, sick animals are in pain, and no farmer likes having their lizards, goats, or cats groan and wheeze and sneeze. Especially those they named. Medicine for the most common illnesses exists already, but there is always room for improvement, from production to application.
(Chance: 20/10/00% for 1/2/3 Successes, Successes Needed: 15
Reward: Develop cheaper medicines for animals used in agriculture and everyday life. Unlocks Norqod Action.)
[ ] Blue Sky Psychology - (Pioneer Psychology)
With most of the problems you have been able to identify at least tangentially understood and categorized, there is nothing more to do than seek out other disorders and diseases of the mind, and means to cure them. However, such an endeaveor is a long-weary thing and offers little concrete results in the short term.
(Chance: -100/-300/-900% for 1/2/3 Successes, Successes Needed: 120
Breakthrough Research: +50 Chance of Success per 10 Successes!
Reward: Deeper Understanding of the Human Psyche, +1% Piety per Turn.)
[ ] Coding Buddies - (Pioneer Machinery/Mechanics/Metallurgy/Programming/Electronics/Hydraulics)
One of our Data-Smiths-In-Training has found something...odd within our Code Base. They'd like some time and resources to take a closer look.
(Chance: -50/-200/-450% for 1/2/3 Successes, Successes needed: 94
Reward: ???.
Breakthrough Research: +50 Success Chance per 10 Successes!)

[ ] Vision Beyond the Sight Part 1 - (Electronics/Advanced Electronics)
Both Daughter of Dawn and Indomitable Bastion possess technology that allows them to detect objects and people at a great distance and then present those to the crew. Such a technology could be of great use to us. Of course, replicating DoD and IB sensors is way beyond our current abilities, but creating the most basic of such devices should be manageable.
(Chance: 99/99/95% for 1/2/3 Successes, Successes needed: 3
Reward: Unlock Prototype Radar Tower, Unlocks Further Actions)

[ ] 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: 30/-200/-400% for 1/2/3 Successes, Successes needed: 35
Reward: ???)

[ ] Secret Of The Circuit Pt.5 - (Pioneer Electronics)
There is always another step to be taken. Another path to be taken. This is no different. The road is long but worth it. For at the end of this one awaits the ability to produce the electronics of the ancients in artisanal batches, rather than as mere toys to show that we can. One is something that will never be used, and the other is a strategic resource.
(Chance: -150/-400/-850% for 1/2/3 Successes, Successes needed: 150
Reward: Basically auto-succeed low-level Electronics Research, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Notice: Breakthrough Research! Every 10 Successes, the chances are raised by 20%!)

[ ] Automation - (Pioneer Programming)
Automation is a broad term that can cover many areas of technology where human input is minimized. For example, one can use it to describe the highly sophisticated robotics used by the Forge-Clans in their steel mill and heavy-duty industries or the various simple but effective machines installed in the widespread manufactories within the Empire. Wherever a machine can do the job instead of a person, automation offers many enticing and dangerous possibilities. However, even the most ardent advocate for the idea has to recognize that, without considering how to implement such programs, they remain useless or detrimental due to the high costs such things often incur.
(Chance: 15/10/05% for 1/2/3 Successes, Successes needed: 9
Reward: Unlocks Base/Learning Action.)

[ ] Clear Up The Airwaves - (Pioneer Programming)
Great. We managed to do what we wanted to do, but the frequencies we use are filled with random noise that re-assembles itself into malicious code whenever someone tries to listen in, frying local electronics if not properly shielded. We need a solution ASAP.
(Chance: 50/40/30% for 1/2/3 Successes, Successes needed: 3
Reward: Get the benefits of Radio-Chatterweb and harden your Radio Communications against malicious interference.)
[ ] The Little Crystal That Could Pt.2
Okay, they work by liquid Jewel propelling shaped crystals alongside a path set by a plasma matrix acting as their brain. Now for the million crown question: what does any of that mean?!
(Chance: -80/-286/-693 for 1/2/3 Successes, Successes needed: 16
Reward: Unlock the next stage to study and examine the Living Crystals within the Machinery Caverns by figuring out how they can think. It will also massively improve your understanding of physics and plasma.)

[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD keeps cool 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 grasp on how such a thing works mechanically, it is now possible to examine what makes PD's coolant systems tick and see if there are any ways to improve it.
(Chance: -10/-90/-160 for 1/2/3 Successes, Successes needed: 13
Reward: +5 to all rolls made by PD.)
[ ] Know Thy Enemy - (Choose) - (All Biology+Medical/Mechanical+Machinery+Electronics Depending on Enemy)
With the increasing number of protective duties our adherents take upon themselves, we should study our foes' 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: 90/60/30 for 1/2/3 Successes, Successes Needed: 3
Reward: Increased Damage and Information for an Enemy)
Human - Corpse Information
Human - Mutated - Corpse Information
Spider-Drone - Wreck
Sentinel - 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, vastly advancing your capabilities. 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: 30/00/-60 for 1/2/3 Successes, Successes Needed: 25
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 how 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: 85/55/25% for 1/2/3 Successes, Successes needed: 2/5/18/???
Reward: Theory of chosen subject, improved chances for research.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the ancient ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims need more knowledge to bring back the Ancients' technology; for now, that is not true for their fashion. Use the clothes 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: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: Change the fashion around the Region, outraged moral guardians, and Tahmid styles on the Region.)

[ ] 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. It's time to hit the local libraries and linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 95/90/85% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

[ ] Detective Courses For Beginners - (What Topic/Item/Location?)
Well, we found something that interests us, or want to know more about. So, let's get to figuring things out by asking around and poking our noses into things ourselves!
(Automatic Success!
Reward: Information.)
[ ] Eureka! (Write-In)
(Write in something you want to research and how you came upon that idea. If you mark a relevant artifact for this research, the Action will have better chances of success.)

Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 1 Action, 2 Actions Locked)
[ ] Prepare an Expedition - (Location) - (Turns) - (House Mirn support: Y/N)
Sometimes, you must dig into one location for months to fully exploit it.
(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 - (25% of the recovered artifacts are given over; there is no need for security or clearing places on your own.)
-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.
-SST-02: Est. Artifact-grade: Rare, Dice: 1d6+1 per turn, Max. Yield: 5 Turns
-SST-04: Est. Artifact-grade: Rare-, Dice: 3d3+3 per turn, Max. Yield: 7 Turns, Machines Present. Unknown Configuration/Make. Suspected Level: Uncommon.
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns.
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger?
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby?
-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?
-MC-01: Est. Artifact-grade: General Mundane to Lost Tech, Dice: 1d5 per turn, Max. Yield: 10 Turns. Living Crystals present? Non-Hostile(?)
-ETG-01: Est. Artifact-grade: Rare+ to Lost Tech, Dice: 1d2 per turn, Max. Yield: 6 Turns. Mutants Present.
-ETG-02: Est. Artifact-grade: Rare- to Lost Tech, Dice: 2d4 per turn, Max. Yield: 8 Turns. No Danger.
-ETG-03: Est. Artifact-grade: Rare++ to Lost Tech, Dice: 3d2 per turn, Max. Yield: 5 Turns. Machines Present.
-ETG-05: Est. Artifact-grade: Rare to Lost Tech, Dice: 2d5 per turn, Max. Yield: 2 Turns.
-VO-01: Est. Artifact-grade: Common, Dice: 2d3 per turn, Max. Yield: 7 Turns. No Danger.
-TP-01 - Est. Artifact-grade: Common, Dice: 3d2 per turn, Max. Yield: 5 Turns. No Danger
-TP-02 - Est. Artifact-grade: Rare-, Dice: 4d8 per turn, Max. Yield: 2 Turns. Machines Present.
-TP-03 - Est. Artifact-grade: Common-Rare, Dice: 1d2 per turn, Max. Yield: 3 Turns.
-TP-04 - Est. Artifact-grade: Rare++, Dice: 2d7 per turn, Max. Yield: 2 Turns. Machines Present. Dreadnought Present
-TP-05 - Est. Artifact-grade: Unique, Dice: 1d3 per turn, Max. Yield: 3 Turns. Behemoth 'Weaver of Carmine Sinew' Present.
-TL-02 - Est. Artifact-grade: ???, Dice: 2d2 per turn, Max. Yield: 3 Turns.
-TL-03 - Est. Artifact-grade: ???, Dice: 3d2 per turn, Max. Yield: 5 Turns.
-TL-04 - Est. Artifact-grade: ???, Dice: 3d3 per turn, Max. Yield: 6 Turns.

[X] Expedition - (VO-01) - (7 Turns Remain) - (House Mirn support: N)
[X] Expedition - (TL-02) - (3 Turns Remain) - (House Mirn support: N)

[ ] 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: 5 Small Suspendium Shards
Line Vessel Cost: 1 Medium Suspendium Shard
Cargo Craft Cost: 1 Medium and 17 Small Suspendium Shards
Chance: 43%
Reward: 1 Intact Airship Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Rapid Reaction Forces Ready)
-[ ] Establish A Trade Route From (Location) To (Location)
(Reward: Anchorage (Tiny) in target Location, Increase Route prosperity.)
-[ ] Guard The Skies - (Location)
(Cost: Line Vessel
Reward: Aerial Dominance)
The Tree - Mirn
The Tree - Tessen
The Tree - Zulmni
The Tree - Ularn
Jokvi - Mirn
Jokvi - Tessen
Jokvi - Zulmni
Jokvi - Strul
Strul - Tessen
Strul - Jokvi
Mirn - Tessen
Mirn - Zulmni
Mirn - Jokvi
Ularn - Zulmni

[ ] Loot The Bunker
Let's go!
Possible Rewards:
Corpses, Biological/Psychological/Machine Artifacts

Area Purpose:
Living Spaces
Possible Rewards:
Various Machine Artifacts, possible Learning Bonuses or Breakthroughs.

Area Purpose:
Machine Creation.
Possible Rewards:
Unknown

Area Purpose:
Unknown
Possible Rewards:
Biological Artifacts

Area Purpose:
Human Augmentation.
Possible Rewards:
Various Medicines

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Armors

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Fluid Machinery

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Dead Plants and Animal Corpses

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Forging Related Materials

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Desiccated Animal Corpses

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Life-Support Machinery

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Intact Animal Brains

Area Purpose:
Hard to determine due to combat.
Possible Rewards:
Cages Filled With Grey Mass

Area Purpose:
Hard to determine due to combat.
Locked.

[ ] 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. Thanks to your research, you managed to create better Suspendium harvesting methods!
(Chance: 40%
Reward: 3 Large Suspendium Shards.
Warning: If this Action fails, 3d30 Pilgrims will die. Boni, Traits, and Tenets apply.)
-[ ] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 4.00 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.

[ ] The Smokestack's Bowels
Deep within the massive belly of the Smokestack, an ancient factory still churning out and recycling vast amounts of goods lies, forgotten and discarded, information, technical blueprints, and all manner of things that are worth more than a dozen times their weight in pure Jewel. The sheer amount of technologies that could be recovered if one could go past the Machines here...
(Chance: -245%
Turns: 9
Reward: The Smokestack's Bowels are mapped.
Notice: Rolled each turn.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] Delve Deeper Into The Pit
Down, down, down it goes, winding into an eternal spiral beneath the boundary where the sun's light reaches, and darkness begins to take over, reigning like a king of old who had no fear or threat. Deeper yet, you must delve into hidden things where glimmering sights evoking pictures of treasures untouched by human hands in a thousand years within the minds of all who delve deeper yet, deep down, down, down...
(Chance: -15%
Reward: Plunge beyond The Pit's First Zone. No Harm Will Come To Those Who Seek Me Here.)

[X] Search The Deep Oasis
-[X] The Overgrown Hydroponics - (2/3 Turns Complete)
-[X] The Subsumed Machines - (1/3 Turns Complete)
-[ ] The Bioplastic Factory
A fork in the path. Three choices, each leading deeper yet. Fingers reach to minds where sighs of leaves weave past the slumber of eons. Delve. A weapon must be found. A shield recovered. A Truth known.
(Chance: 10%
Turns: 3
Reward: A path is scouted, yet the others remain open. Curious.)

[ ] Search The Bloodless Thicket
The Bloodless Thicket is a dark and dense bramble of plants filled with thorns and vines. Each step into it is accompanied by the crunch of bones from animals and people who entered and were caught by the plants therein. Oddly enough, blood sacrifices are rumored to allow passage into the Thicket for a short while, with the plants receding their hungry thorns, if those who claim they entered it are to be believed.
(Chance: 10%
Turns: 4
Reward: The Bloodless Thicket is scouted.)

[ ] Search The Blooming Geysirs
The Blooming Geysirs are massive holes and caverns in the ground of the Verdant Oasis, filled with steam, waters, and flowers that beguile the senses and lure the inattentive. Extracts from these plants fetch a high price from the wealthy, as they can be turned into oils, scented soaps, and perfumes of potent subtlety and openness.
(Chance: 35%
Turns: 2
Reward: The Blooming Geysirs are scouted. You can delve deeper into the Verdant Oasis.)

[ ] Search For Shelter Lost
The Stranger said things, gave assurances and evidence, and was taken away to prevent what he 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. Your dreams now know the path...
(Chance: 45%
Reward: Find the Shelter of the Ancients.)

[ ] 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 Hall of Echoes - (Unit)
Are we not all echoes of one another?
(Chance: 71%
Turns: 4
Reward: Sites are located and mapped.
Warning! If the Action fails, there is an 80% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Hall of Minds - (Unit)
What could be here beyond what should have never been thought up? We should return and forget about this place.
(Chance: 14%
Turns: 3
Reward: Sites are located and mapped.
Warning! If the Action fails, there is a 90% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Hall of Sorrow - (Unit)
There is nothing here but the taste of bitter tears and forgotten tragedies.
(Chance: -100%
Turns: 2
Reward: Sites are located and mapped. You can delve deeper into the Tenebris Library.
Warning! If the Action fails, there is a 100% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Spine - (Airship Fleet)
With the recent upgrade to the Berth in the Tree of Knowledge, you have finally gained the ability to outfit a fleet of Airships with enough weapons, supplies, and tools to reach the Spine, that titanic tower sitting within the Rusting Forest, whose skeletal spire has been out of reach of humanity for a thousand years. What miracles will you find? What horrors do you need to slay to attain them? And what answers and questions shall be found here?
(Chance: ???%
Turns: ???
Reward: The Spire can be accessed.)

[ ] 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 built a small town in the Necropolis. 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. (2 Actions Locked)
[ ] Electronic Manufacture - Ancient Circuits
What was will be once again. Thus is was written.
(Turns: 30
Reward: Electronics Manufacture - Ancient Circuits is built.)

[X] Berth - Large - (5/7 Turns Complete)
This is the point where it is almost insulting to call the Airship facilities of the Tree mere "Berths" instead of Anchorages or Ports. Expanding the available facilities by double will allow us to field fleets without crowding or scheduling errors and will be a critical part of creating an Empire-wide transport and logistics system for the Pilgrims and our people, goods, and services.
(Turns: 7
Reward: Without special projects, you can modify Nine Medium or Two Large Airships for exploration or trading. Will generate Prosperity once airships become more widespread, which rises with their availability, and can be upgraded into Berth - Gigantic.)

[ ] Laboratory Complex - Fundamental
Dig deeper, build farther, construct more elaborate machines, and turn unliving rock into marvels of science. We are born knowing nothing and shall not die knowing nothing; that is our oath.
(Cost: 20 General Scientists, 20 Common Engineers, 5 Specialists of Choice
Turns: 35
Reward: Massively improved success chances.)

[X] Medical Wing - Grand - (4/5 Turns Complete)
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.
(Turns: 5
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 10000 Pilgrims/People before it becomes useless.)

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

[ ] Library - (Expanded)
A library is a reservoir of knowledge and 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!
(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
Reward: Prosperity and increased Technological Proliferation.)

[ ] Armor The Daughter - (Armor Points)
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?
(Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)

[ ] Pilgrim Radio
Let long-forgotten power thrum through reactivated machinery, let ancient airwaves long lain dormant once more sing with the voices of our people, and let there be one more monument to human ingenuity and progress reclaimed among the Wastes. Let song take through electronic air and humm victory over nature once more.
(Turns: 5
Reward: +2d10% Piety, +4 Recruits per Turn)

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

Holdings: Norqod developed into a small town over the short time you founded it, with thousands now calling it home with glee and relief. Come what may, these people have had a better life thanks to your actions. (Choose 1 Action, 2 Actions Locked)
[ ] 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
Reward: Norqod gains a Commerce District, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and much 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.
(Reward: +1 Turn of Progress)
[ ] Training Fields - Medium
Construct some shooting ranges, sparring pits, and a few barracks with inconveniently placed officers seemingly ready to pop up whenever someone is having fun, and we may yet call this something worth putting down on a map.
(Turns: 7
Reward: House Dall gains a medium-sized House Retinue.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Watchtower Network - Weak
To watch for trouble is to be prepared when it arrives. To be prepared is to survive, simple as that.
(Turns: 10
Reward: Norqod's outskirts are better patrolled and watched.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Bastion - Tiny
Let nothing pass, for here are all the people sheltered we have been charged to protect.
(Turns: 10
Reward: Norqod Civilian Population can bunker down for a week under siege without suffering catastrophic casualties.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Knight Retinue - The Hangar And Mechanics
This is where it begins...
(Turns: 12
Reward: The beginning of a Knight Retinue for House Dall.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Clear The Paths, Break The Walls, Grind The Bars
The paths to the Suspendium Harvesting Fields are well-beaten by now and, with the aid of serious money, can be improved upon to take less time, be safer, and increase the likelihood of more people coming back with Suspendium than before.
(Turns: 10
Reward: +10 Medium Suspendium Shards.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[X] Small Medicinal School - (Pilgrim Doctors/Herbalists) - (3/11 Turns Complete)
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: 6 General Doctors/Upkeep: 2.75 Goodwill
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.
(Reward: +1 Turn of Progress)

[ ] Large 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.) Expanding your area to include safe places for caretakers to rest, relax between shifts, and get themselves checked via blood testing and breath analyzers bought from Forge-Clans should up your security by a few notches.
(Turns: 9
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.
(Reward: +1 Turn of Progress)

[ ] Land Crawler Factory
With the miniaturization of the current version of the Vuur-Engine accomplished, the creation of vehicles that take advantage of its unique benefits to ordinary people should be considered. The construction of "Land Crawler," armored or large vehicles propelled by the Vuur-Engine, will be somewhat costly. Still, buyers will rest easy knowing that they can bring far more things onto their journeys, be they luxury trade goods, scientific or scholarly equipment, or weapons and armor for those adventurers with a heavy coin pouch.
(Turns: 7
Reward: Land Crawler Factory, Unique Airship Module, Lower Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[X] Hydroponics - Tiny - (4/7 Turns Complete)
A small series of rooms dedicated to growing various crops commonly used to add spice and flavor to Sandwheat, with some other assorted plants added at the discretion of this facility's owners for personal or commercial gain.
(Cost: 20 Goodwill
Turns: 7
Reward: Hydroponics - Tiny.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Large Sturdy Clothing Manufactury
Everybody requires clothing to survive, be decent, and avoid injuries, be it from day-to-day injuries avoided due to cloth preventing scrapes or cuts on the skin or a shield against the heat and sand should a storm happen. Manufacturing clothes for those who work and live not in the safety of their manors has always been an excellent way to earn money.
(Turns: 11
Reward: Large Sturdy Clothing Manufactury, Medium Class gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Fine Cloth Manufactury
Clothing made to impress, not to shield from the environment or danger. Thanks to higher standards and better materials, higher prices can be demanded, which in turn will benefit Norqod as trade steers in its direction for yet another reason.
(Turns: 5
Reward: Small Fine Cloth Manufactury, High-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Tiny Toy Manufactury
Whether large or small, every child loves to play with all manner of toys. Dolls of loved animals or figures, toy weapons, building blocks, replicas of famous Knights, puppets, and more. Not something that will bring in a lot of money, but it will generate a lot of smiles.
(Turns: 2
Reward: Tiny Toy Manufactury, Middle Class gains Prosperity.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Furniture Manufactury
Chairs, beds, cabinets, tables, trunks, chests, doors, flooring, fences, window frames, the list goes on. All that is needed to make a home a home is created here.
(Turns: 4
Reward: Small Furniture Manufactury, Middle-Class gains Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Chemical Goods Manufactury
From simple precursors to more complex chemicals to everyday cleaning products over customized solutions ordered by Adventurers or Scavengers. Chemicals are required by many, and many shall receive them!
(Turns: 4
Reward: Small Chemical Goods Manufactury, Middle-Class gains Prosperity, Low-Class loses Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Luxury Goods Warehouse Hub
Everything needed to store delicate or expensive trade goods away from sticky hands.
(Turns: 2
Reward: Luxury Goods Warehouse Hub.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Small Armor Factory
Only some things can be mass-produced with the most reliable modern methods available without running afoul of becoming unprofitable, but armor is one of those goods that can be.
(Turns: 8
Reward: Small Armor Factory, High and Middle-Class gain Prosperity, Low-Class loses Prosperity, House Dall Profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Expanded Steel Mill
Steel is the lifeblood of the Empire; it is its skin warding away dangers, its blood thrumming with power, its arms and eyes bringing civilization to a chaotic world. More produced will always see the demand rise in turn.
(Turns: 9
Reward: Steel Mill, Middle-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Steel Foundry
Every machine that is required to shape steel into creations that will advance the Imperial Cause for the betterment of all peoples on Calynth can be found within, alongside the hammering of heavy tools, the sweltering heat of glowing metal, and the shouting of hundreds of workers turning base metal into proud products.
(Turns: 9
Reward: Steel Foundry, High-Class gains Prosperity, Low-Class loses Prosperity, House Dall profits massively.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress))

[ ] Expanded Cannery
Putting things into containers isn't anything new to anyone, but doing so on an industrial scale has some difficulty due to the money and connections required to attain the machinery and knowledge to create something more than cans that hold rotting food and spoiled drinks, alongside the need to be able to open the cans at all. With the recent discoveries on how to make milk last longer, the construction of a cannery was raised to produce canned dairy, with the proposal widened to can fruits and other foods to boot.
(Turns: 9
Reward: Expanded Cannery, Middle-Class gains Prosperity, House Dall profits.
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(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 your homes and much less harvest what they have without heavy full-body sealing armor. However, their honey is delicious.
(Turns: 5
Reward: Honey and Wax, with a large area nobody and nothing goes through.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Tiny Scientific Complex
Hiring and retaining trained experts in the sciences will be a significant undertaking, not even talking about the sheer cost of the vast array of machines, equipment, and safety features you need to install to keep the experts occupied and helpful in your studies.
(Turns: 29
Cost: 6 Experts of your choice, 55 Goodwill.
Reward: +1 Auto-Success, which still advances your understanding of your research subjects.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] The Evergreen Gardens - Small
A vanity project, sure, but creating a hydroponics facility dedicated to growing and mixing rare plants for every purpose would aid in many things, from prestige to medicine and even food.
(Turns: 5
Reward: A small facility for dedicated gardens to raise plants for industrial, medical, and recreational purposes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Paper Mile - (Tone)
Large print shops 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
Reward: 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.
(Reward: +1 Turn of Progress)

[ ] Radio Station - (Focus)
Radio Stations require specialized equipment and trained personnel to staff and operate. That is if one commissions the machines from the Forge-Clans, which you no longer need to do. With Pilgrim-created radios slowly assembled within the workshop, you can create a Radio Station for your needs and wants. Expanding the station will also be in the cards later down the line!
(Turns: 3
Reward: Radio Station, allowing you to project your Influence across the Region to all that own radios and listen outside the Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(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 of the arts without running afoul of any toes, as most people see gardens as something all should enjoy.
(Turns: 4
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.
(Reward: +1 Turn of Progress)

[ ] Organized Airship Manufactory - 1 Line - (Design)
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
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.
(Reward: +1 Turn of Progress)
-[ ] Swap The Lines - (Same-Weight Category Design #1 to #2)
(Turns: Only 1
Reward: Swapped Lines)

[ ] 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)
-[ ] Buying Stuff
(Write in what you want to purchase.)
-[ ] Procure (Write-In)
(Gain various benefits, services, and insights, ranging from bonuses to Actions to Progress in technologies, and even help achieve initiatives like We Are One People. You can now purchase one Common Technology per Turn.)
-[ ] Words to the People - (Specify Pilgrim Chapter)
(Cost: 1 Goodwill = 10 Followers
Reward: Exchange Goodwill for Followers in Pilgrim Chapters. )
-[ ] Faith to the People - (Specify Pilgrim Chapter)
(Cost: 50 Goodwill
Reward: Elevate a Faithful to a Hero in a Sub-Turn.)
-[ ] Words Unlimited And Unchained - (Write-In Message and Recipient)
(Cost: 15 Goodwill
Reward: A message of your choosing will be received by a person of your choosing.)
-[ ] Meet a Gardener
(Cost: 100 Goodwill
Reward: Meet a Gardener.)

[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 1 Goodwill
Reward: Chosen targets' plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 2 Goodwill
Reward: Chosen targets' plans for the next two turns are revealed.)
-[ ] Suppliers Of Many Wares Of Medicine And Equipment (What do you need/want?)
(Cost: 4 Goodwill
Reward: "Things That Fell Off A Wagon.")

[X] The Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 1.50 Goodwill
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (5/7 Turns Complete)
(Cost: 1 Faithful for 7 (seven) Turns
Reward: 1 trained General Doctor)
-[ ] Anatomical Lectures
(Cost: 1 Faithful for 5 (five) Turns
Reward: 1 trained Surgeon)
-[ ] 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, and unlock more moves at certain control thresholds.)

[ ] Stupendously Scholastic Scholars of Science - (1 Action)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 2 Goodwill
Reward: +1 Progress for chosen Learning Action)
-[ ] In The Name Of Education - (Choose Learning Action)
(Cost: 3.50 Goodwill
Reward: +2 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 0.50 Goodwill
Reward: +15 to chosen Learning Action)
-[ ] In the name of SCIENCE! - (Choose Learning Action)
(Cost: 1 Goodwill
Reward: +35 to chosen Learning Action)
-[ ] Suffer Their Arrogance
(Cost: 1 Faithful for 4 (four) turns
Reward: 1 trained General Scientist)
-[ ] Suffer Their Droning
(Cost: 1 General Scientist for 6 (six) turns
Reward: 1 Trained Scientist)
[ ] The Imperial Family - (1 Action)
-[ ] Petition For (Topic)
(Turns: 10/1
Cost: 20 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: 0.25 Goodwill
Reward: +5 to the first two rolls in the next Combat.)

[ ] The Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 10 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors (Chosen Actions)
(Cost: 15 Goodwill
Reward: Roll with Advantage for 2 specified Actions.)
-[ ] Grease The Wheels - (Action)
(Can be taken multiple times.
Cost: 25 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)
-[ ] Donate [Write-In Amount] of Suspendium
(Cost: Variable Suspendium
Reward: ???)

[ ] 3-Point University - (1 Action)
-[ ] Rectorate Interventions - (Choose Learning Action)
(Cost: 35 Goodwill
Reward: You cannot roll below 65 for the chosen Action.)
-[ ] Guest Lectures - (Choose Learning Action)
(Cost: 15 Goodwill
Reward: Roll an additional 1d50 for the chosen Action.)
-[ ] Exchange Program - (Specialist)
(Cost: 10 Goodwill
Reward: Gain a chosen Specialist for this Turn. 10% Chance to gain a random Specialist for free.)
-[ ] Research Subsidies - (Choose Learning Action)
(Cost: 20 Goodwill
Reward: Remove 1d3 required Successes from one Learning Action. Cannot go lower than 3.)
[X] Forge Clan Vanar-Feer
-[ ] Made To Order
(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples.)
-[X] Unlimited Specialists Galore
--[X] (4x Common Engineers) - (1/6 Turns Complete)
--[X] (10x Common Engineers) - (3/6 Turns Complete)
--[X] (1x Trained Scientist) - (6/10 Turns Complete)
--[X] (2x Trained Engineers) - (6/10 Turns Complete)
--[X] (4x Captains) - (3/10 Turns Complete)
--[X] (2x Forge-Coders) - (12/15 Turns Complete)
--[X] (2x Forge-Smiths) - (6/15 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: X Faithfuls for 6/10/15 turns.
Reward: X Engineers/Scientists/Commanders, Trained Engineers/Trained Scientists/Captains, Forge-Coder/Forge-Smith.)
-[ ] Commission A Knight
--[ ] Zokian-Pattern
(Turns: 4, Cost: 35 Goodwill, Armor: 250/250, Structure: 80/80)
--[ ] Shyara-Pattern
(Turns: 4, Cost: 70 Goodwill, Armor: 450/450, Structure: 50/50)
--[ ] Golgota-Pattern
(Turns: 5, Cost: 120 Goodwill, Armor: 800/800, Structure: 75/75)
--[ ] Commission An Unique-Pattern
(Turns: 8, Cost: 20 Goodwill, Armor: 10 points for 0.10 Goodwill, Structure: 2 points for 0.05 Goodwill)

[ ] The Followers Of Light - (1 Action)
-[ ] For The Nation - (Action)
(Cost: 3.5 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) - (46/162)
(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: ??? Goodwill
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: ??? Goodwill
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)
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 4.25 Goodwill
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
(Goodwill)
-[ ] Investigate For Heresy
(25 Goodwill)
-[ ] 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: 2 Actions Locked, Aria: Choose 1 Action, Turi: 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 challenging and fantastic equipment. These range from vests hardening in response to physical trauma to spears capable of shooting lightning guided by plasma trails. It's too bad you need to cut your hair for such things to become a reality.
(Cost: Arias Hair
Turns: 4
Reward: Pathene Equipment)

[-] Communion of Unsight - (Martyris) - (Write-In 2 Questions)
I have questions. You will answer.
(Reward: Answers.)

[ ] Shift Your Bureaucracy From (Category) To (Category)
Sometimes, the need arises when efforts must be reduced in one area and expanded in another when no additional resources are available otherwise. Today is one of those times when a shift in attention is required.
(Cost: 0.01 Goodwill
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 A Reason)
You knew something like this would happen. Somehow, somewhere, an organization or person would draw your full ire. Not in the sense that you disagree with something they did, but what they represent and how they act. Well, you are an official religion; you can 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 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 - (Goodwill Cost)
Not everything can always be sunshine and rainbows; sometimes, shit goes sideways, and people must be reminded that failure is not the world's end. With the Pilgrims growing as they do now, keeping everyone working together and on the same page becomes ever more difficult...
(Cost: 10/24/60 Goodwill
Reward: +1/2/3% Piety every 10/8/6 points above 0.)

[ ] 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 they would make a mistake if they did so.
(Reward: According to the available Followers, the maximum amount of Faithful is created.)

[ ] 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

Let me know if you spot any mistakes or have questions so I can provide a better experience.

A moratorium will be until 21.05.24 at 17:00 CET.
Voting will be closed on 25.05.24 at 17:00 CET.
Omake Points can be applied until 20:00 CET.
I will roll on 26.05.24 at 17:00 CET if no one has rolled yet.
The update will be online on 02.06.24 at 17:00 CET.
 
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