Turn 13: Year 3; Month 0; Last Minute Preparations
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.

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

4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity

5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) The nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist
-h.) caring for any children that are born as a result of their actions

6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctoral orders

7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader

8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the expulsion after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason

9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin
-f.) Occupation
-g.) Mutation

10.) These crimes (but not excluding others) are immediate ground for exile without 8.a.1. coming into effect.
-a.) Murder
--1.) attempted or otherwise
-b.) Psychological Torture
-c.) Physical Torture
-d.) Rape
-e.) Conspiring to do any of the crimes listed here

11.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

Origin: Humanism
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)

First Tenet: What was will be
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)

Trait: Fail Better
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Ressource Statistics
Members: 170
-Faithful: 3/6
-Followers: 164(14 unoccupied)

Materials: 16.77(min. +3.18, max. +12.18 per turn)(12.50 Materials owed to: The Merchant Guild: in 1(one) turn)

Income = 6.98-15.98Materials:
3.28 Followers
1.00-4.00 Desalination Basins
3.00-9.00 Inn (Eye of the Beholder)

Upkeep = 3.8 Materials:
1.00 = 1 Soup kitchen
0.90 = Administration Center - Basic - (-0.10 Due to Buying Goods In Bulk)
1.50 = 1 Small Hospice
0.40 = Hygenic Living Expanded

Goodwill: 7.46(+0.11 per turn)

Piety: 44.5% (-5 to personal rolls)
Relationsships
Elites
The Empress
Opinion: Neutral (0)
Plans: Unaware of your existence

Marquis of Tessen
Opinion: Neutral (0)
Plans: Unaware of your existence

House Ulatarn
Opinion: Neutral (0)
Plans: Unaware of your existence

House Mirn
Contact: Lord Malarn
Opinion: Neutral (0)
Plans: Sponsor digs to acquire technology

Military
Opinion: Neutral (0)
Plans: Ensure you are compliant with the law

Church of Eden
Opinion: Neutral (0)
Plans: Ignore you

The Followers of Light
Opinion: Neutral (0)
Plans: Ensure that you do not poach followers from them

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friendly (1)
Plans: Passively Benefit

The Merchant Guild:
Contact: Abraham Lin
Opinion: Neutral (0)
Plans: Source of Artifacts and Customers

The Union of Herbalists:
Opinion: Neutral (0)
Plans: Con you

Stupendously Scholastic Scholars of Science
Opinion: Neutral (0)
Plans: Dismissive of you

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Stabhappy/Waiting for bounties

Criminal Organisations:
Opinion: Neutral (0)
Plans: Wait and See

Cults:
Opinion: Neutral (0)
Plans: Enigmatic, but nothing good if antagonized

The Mutated:
Opinion: Distrustful (-1)
Plans: Figure out if you are legit

General Opinion on Mutated: Semi-Hidden Hostility (-1)
Artefacts
Common
Thouroughly Burned Pile Of Electronics - 3.84 Materials - + 5 to Electonics
Preserved Orchid - 2.13 - + 5 to Biology
Plastic Bottle - 0.05
Mettalic Bowstrings - 2.87 - + 5 to Weapons (Tagged for House Mirn)
Filigrane Glassware- 0.34
Diagram For A Waterwheel - 2.80 - + 5 to Machinery
Rusted Cogs - 1.25 - + 5 to Machinery
Inscribed Pencil - 1.45 - +5 to Linguistic (Tagged for House Mirn)
Drained Battery - 2.39 - +5 to Elecronics
Old First-Aid-Kit - 3.34 - +5 to Medicine
Rare
Rusted Motherboard - 5.29 - +20 to Electronics - Bound to: Secret Of The Circuit Pt.1
Untranslated Book On Chemicals - 5.20 - +20 to Chemicals - Bound to: Translations For Beginners
Lost Tech
N/A
Unique
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Military
Units (1/2)
Tech-Scouts
6/6 Size
1/1 Armor
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in combat
Spears: 1 Damage per size (6 total)
Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this unit is used for military purposes.
Upkeep: Free (Scavenger Past Unit)
Equipment
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a difference of 35 or higher, you gain one extra stealth attack.
+1 Armor. 2.00 Materials per Unit

-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield, or equipment. 0.15 Materials per unit per size.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.2 Materials per unit per size.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.35 Materials per unit per size.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 1.00 Materials per unit per size.
Unique/Notable Assets
-Ashleaf Tea +10 to Diplomacy
1x Extremely Fertile Farmland
2x Fertile Farmland
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up

Desalination Basins
- 250 Pilgrims receive water in case of a drought. +1d4 Materials per turn.

Administration Center - Basic
- +1 Personal Action, Unlocks Too Much To Do

Hygenic Living - Expanded

- Plagues roll a with mali to infect the Pilgrims, supports up to 300 Pilgrims before it becomes useless
"Any luck over there?" a female voice rings out in the tunnel, as the owner of the voice stops searching through a metal box and lays it back down in disappointment.

"Nah, didn't find anything worth a damn. Maybe the others have any better news?" a second voice rings out as a man stops shifting through a small pile of debris. Attentive individuals would hear the slight distortion in the lisp in the sound. Less attentive ones would see the scales running along his arms and creeping up the sides of his neck, onto his face.

"Hah, with luck, we will see Samantha flexing on Gregor again after finding something ridiculous. 5 Ashleafs, you in or out?" the woman replies in jest, walking out of a side-tunnel, sporting a grin and gesturing towards the way they had come, back to the main camp.

"No, thank you, I won't gamble away my tea on a lost bet.", he responds, shaking his head in mirth before looking thoughtfully at the ceiling. "Though I may have only been a part of the team for about two months, even I have noticed how weird they are around each other. What is their deal? If you don't mind me asking, that is."

The woman hums in thought for a good long while, occupied with fishing out a Lix-Stick and lighting it on fire. After taking a long drag and breathing out the smoke, she responds in a thoughtful voice: "No worry, and i have no idea either. Gregor acts like an ass half the time, while Samantha only speaks in the third person about any action she takes. Both joined shortly before we settled down at the Tree, and both vehemently deny any kind of romantic attraction to each other. I guess that they have been friends from birth and don't know how to confess their feelings to each other."

"Heh, I know how that feels. Luckily, it worked for me," the man said while adjusting a strap of his backpack.

"Huh, let me guess, it was that giant of a woman that went all-in with us? The one that carried two two-handed war-hammers like they weighed nothing?"

"Yup. What can I say? I like them big", the man responded with a dreamy grin, showing off his fang-filled mouth. The woman only shook her head while chuckling, offering the man the 'stick, which he accepted.

After that, there was silence amongst the two as they smoked and walked back towards their main camp. However, the moment they entered the hall their camp was located in, they heard Gregor shout: "OH, COME ON!", while a supremely smug Samantha was holding a piece of electronics above her head that looked to be completely intact, if a bit rusty.

The woman only smiled, merely saying: "Called it."

***​

Despite what widespread rumors and speculations tell of the office of Sub-General Aiden Gracia, he does not sit in a cushy chair, writing on a wooden table, enjoying natural light through glass-windows and electrical at night. He does not merely stamp his approval on projects highlighted by his subordinates and does not spend most of his time drinking and hounding skirts. He is a man that regularly spends 12-hour shifts in his office and courts of the various nobles, busting his ass to ensure that his man and women have the equipment they should have, at the quality promised and receive them at the times as advertised. A man that does not look at a report of dead civilians due to enemy actions and lists them as "acceptable casualties." A man that was having a meeting with Chapter-Master Alson Dulhne, Leader of the Knights, Sulu Zuln, Leader of the Infantry, Ariala Sheperd, Champion of the Cavalry and Mark of the Internal Security.

He looked up from the reports that he had received from Alson and Mark before he slowly laid them back down. He drew a shaky breath before he looked up at the four people gathered in his office. "How accurate is this report? And who are the Pilgrims, I have never heard of them before now? Can we trust that they speak the truth?" he spoke slowly, looking at each of the four, one after the other, his steely gaze burning into each of them.

Alson coughed into his hand and spoke up after a short awkward pause; "As for the reports, very. We lost two of our Scouts a while back and have been searching for them. We did not find any trace of where they could have gone and been ready to declare them MIA, but then the Pilgrims came knocking. One of their scouts had found weird tracks in the Necropolis and decided to investigate. They found our Scouts being repurposed into makeshift repairs for the Plague-Engine and decided to book it back to safety. After their Leader heard of that, they went back and retrieved as much scrap as they could and delivered it to one of our bases personally. When our security was done grilling their asses for information, they showed us where our Scouts died, which confirmed their story. After that, they showed us where the 'Engine had gone."

Aiden merely nodded at that and looked at Mark next. "So, they told the truth of what they saw. But who are they? No scavengers I know of would risk trailing an 'Engine, much less hand over Knight-Scrap willingly. What is their deal?"

As all eyes looked at the man, there was no reaction from the amount of attention he was given, and he gave his report in a monotone voice. "Pilgrims, religious organization, was classified as a cult due to their charismatic Leader, their call to abandon Gods in favor of embracing Humanism and multiple other factors. Dealings with both House Mirn, exchanging artifacts against protection, and the Merchant Guild. Main activities include, but are not limited to, scavenging the Necropoli and helping the common man, both in food as well as medical care. No major pushes in both recruitment and anti-imperialism noticed, no destabilization found, except a recent initiative focused on helping Mutated. Overall threat estimation; E, the possibility of conflict with other minor Cults and major religions exists, but long-term stabilization and encouraged pacification of the populace makes this redundant. Conclusion: Either ignore or subtly encourage them."

There was silence after the man's report, with Sulu and Ariala shifting uncomfortably in their seats due to the dry nature and machine-like speak pattern. "Well, yeah. What he said, my kids on the ground confirm that they follow the letter and intent of the law. They also recruit low-lives and the poor, giving 'em something to do other than doing crime. The crime rate dropped by several percents after they made home north of Mirn." Sulu piped up, in an attempt to unravel the tense atmosphere in the room. Aiden Gracia only rubbed his face while sighing. "So to sum it up. A Cult is taking root near Mirn and is gaining members mostly by helping the downtrodden and accepting volunteers. This Cult also willingly helped us in a way that would have put them at danger for no reward, by keeping an eye on the 'Engine in the Necropoli. And their reason for doing so is that they simply want to help Humanity. Lord, wonders do happen. Anything else?"

"Yes, when they gave us their information, they offered us to make camp near them, so that they can help our troops after the fighting is done. I believe that they also want to make some headway into converting some soldiers. I would recommend not doing so, even if they are closer to where it was last spotted heading than most of our forces are. I'd rather not take any chances with them." Ariala spoke up, looking at Mark from the corner of her eyes, before focusing back at Aiden.

"We'll discuss this in a moment, but before that. What information do we have available of the last time someone fought against an 'Engine?", he spoke up looking concerned, but with a glint of steel in his eyes. Mark immediately started listing of facts; "Destruction of Caliatra Starn, estimated dead Civilians; ~31.240, estimated dead soldiers; ~5.000. Possible tactics...

***​

During the last three months you had barely an hour to yourself, as everyone ran themselves ragged trying to prepare for the activation of the Plague-Engine. Tempers flared and people started to become irritated and distractable, at one point a fight nearly broke out. The only reason people are not getting angry at each other is that Axel's wife, Tala, has given birth to triplets, daughters all. The reminder that there are children around and that they too will suffer has done much to reduce stress and tension with everyone. While this was happening, the Expeditions are preparing to abandon their sites at a day's notice and your scavengers have retreated from the sewers. While their finds are great, there are more pressing matters to attend to, at least in your mind, though your scholars are disagreeing and are already requesting a time to study both finds.

But while the Tree is a hive of activity, you project a sense of calm to anyone outside and have continued your operations as normal. The only exception is a new drive to help the Mutated, something that you had planned to do, but it is good to know that many Pilgrims are starting to display more initiative in suggesting ways to help the people. One Saurangē Aesa kickstarted this particular discussion, you idly note to thank him when you have Though it is a bit infuriating to know that the reputation of the Pilgrims has suffered by merely giving out food, water, and clean clothes to the downtrodden, even if they needed it more than anyone and the state of the Mutated-Slums in Mirn. You have never seen so much filth, despair, and hopelessness in your life before, and you hope that you will have the time and resources to rectify that in the future. At least you have started to help them, even if they accepted your gifts with suspicion, something that will hopefully change with time as they see that you only want to help, nothing less.

Though no Pilgrim notices the tightening of fists or the squinting of eyes in disgust, nor the way they are shadowed closely by those that see you as invaders in their territory.
You only hope that you will be alive to continue to do so, for while the Military is starting to pull their troops together for a push, you know that it is an uphill battle that they will fight. Unfortunately they have declined using the Tree as a FOB, but you can see why they would do so, seeing as you are a relative unknown for them. You only hope that that will not hinder them too much and that they will be able to destroy the Plague-Engine without a triple-digit body-count as a result of this.

It is a small hope.

***​

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

[ ] Even The Lowest May Prosper
While you have made a good start, there is still much mistrust among the Mutated. Keep helping them to dispel any misgivings.
(Turns: 2
Chance: 45%
Reward: 2d6 Recruits, unlock further actions, +5% Piety ???, +1 Opinion to The Mutated.)

[ ] Expand Etiquette Training
After you have finally finished training the first missionaries, some have voiced concerns about their ability to bring people in, and want to undergo further training.
(Turns: 2
Chance: 65%
Reward: reduce penalty and increase the likelihood of successful recruitment actions, unlocks further actions)

[ ] Wanna Join my Club?
You need people to hear the message of the Pilgrims, and you need more people if you want to make sure this does not die before you can get started.
(Chance: 80%
Reward: 1d20-3 Recruits)

[ ] The Pilgrims Need You!
With the help of the inn, your missionaries can walk much further and stay out for much longer. This directly translates to more people hearing the message of the Pilgrims, though you may want to focus on one group of people in the future to maximize the effect this will have.
(Turns: 2
Chance: 65%
Reward: 4d20-4 Recruits)

[ ] Establish Soup-Kitchens (Bulk)(Mirn)
Now that you have a soup-kitchen up and running, it is time to expand them to start covering the city. About three more should be able to give you a solid base for future expansions and provide your other ventures with places to attach to.
(Turns: 3
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d6 Recruits, +0.04 Goodwill per turn, 1d3-1 Goodwill, unlocks further actions)

[ ] Establish Another Soup-Kitchen (1/3)(Mirn)
Another soup-kitchen allows you to feed more people, which in turn makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per turn, unlocks further actions)

[ ] Establish A Poor-House
The Poor-houses in the empire are not great places to live in. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are also forced to work for a pittance of what they would have earned if they had done the same work in the streets. While the Pilgrims are not able to provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 People in the city.
(Turns: 2
Chance: 70%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per turn, 1d4-1 Goodwill, unlocks further actions)

[ ] Build a House Of Pleasure, Brothel, ??? (Choose A Name)
Now that you have officialized the law regarding prostitution, some have suggested building a place where people can do so safely. They would be supplied with silphium and other medicine at cost, and there would be guards to ensure that no-one gets any wrong ideas. Someone also suggested that those who want to enter should pay an entry fee for the free amenities that are being provided. It would also ensure that the patrons are of the civilized sort.
-[ ] Stand-Alone
(Cost: 4 Materials
Reward: 1d3-1 Materials per turn)
-[ ] Attached To The Inn
(Chance: 75%
Cost: 1 Material
Reward: +1 Material per turn)

[ ] Establish Another Small Hospice - (1/2)(Mirn)
While a Hospice does cater to the dying, their primary purpose is healing the sick that cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic of medical procedures until you make some deals and agreements with those that have studied medicine.
(Chance: 30%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.1 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)

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

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. A word in the right ear at the wrong time has toppled many a nation. (Choose 1 Action)

[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and simply 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 view of the Mutated, bringing the people together and start on the road to reconciliation.
(Cost: 20 Materials
Chance: 50% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Choose Faction)
Your training for the diplomats is as comprehensive as you will likely be able to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 50% for Locals, 35% for Elite
Reward: +15 to all rolls involving said faction.)

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 50% for Nobility and Churches
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Low-End Introduction - (Choose Faction)
Now that your diplomats are trained, they can handle introductions to the smaller factions in your name. They are mostly used to making deals face-to-face, but most are used to doing things by proxy, so it should not be too hard to do so without you there.
(Chance: 70% for Locals (cannot choose The Common People, Cults, The Mutated, The Adventure Guild or The Merchant Guild)
Reward: Chosen organizations support-network unlocked.)

[ ] Seed Informants - (Basic) - (Choose Faction)
Some organizations do not have the best in mind for both the Pilgrims and the Common People. You should ensure that when the inevitable crash occurs with some, you will have at least a warning or even some more accurate information.
(Cost: 4 Materials
Chance: 65% (cannot choose The Empress)
Reward: Better information and possible counters against the plans of one faction.)

[ ] Create Infiltrator-Corp - (Basic)
It is not something you hoped to do, but sometimes the circumstances require a more subtle elimination of uncertainties. Whether that is merely in the acquisition of information to disrupt operations or the disposal of certain individuals will be something you will have to decide in the future.
(Turns: 2
Cost: 1 Faithful
Chance: 75%
Reward: Can infiltrate factions for both fewer Materials and unlocks actions to subvert, undermine, or dismantle organizations. Raised Chances to secret actions)

[ ] Sell Your Information On Your Findings
Now that you have found some land that is not being used or owned, you could simply sell it.
(Reward: 25 Materials)

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

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

[ ] And Keep It Found. - (Material Cost)
While you have found the Plague-Engine, there is a genuine chance that you will lose its trail, now that it is pumping out poison. Ensure that that does not happen, so that the Military can destroy it.
(Takes 1 Unit - (Specify which)
Chance: 50%, +10% for 5 Materials or +15% for 9 Materials for protective equipment
Reward: Location of the Plague-Engine, unlocks further actions.
Warning! If this action fails, the assigned Unit suffers casualties.)

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

[ ] Build An Armory - (Basic)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 2
Cost: 3 Materials, 5 Goodwill
Reward: Can supply and equip 3 Units. Unlocks further actions)

[ ] Watch Thy Neighbor
It is naive to think that no one will try to steal from you, especially now that you are starting to get into the Forest and uncover more valuable artifacts. Building a watchtower should help to alleviate some security concerns
(Cost: 5 Materials, 2 Goodwill
Reward: Watchtower: When the Tree Of Knowledge is attacked, your units receive enough warning to equip themselves and create counter-ambushes.)

[ ] 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 rather to simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Untrained (1/6)

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

Learning: Knowledge is Power. (1 Action Locked)(Artifacts can be attached to one learning action to provide the inherent bonus, but are consumed unless special buildings are present)

[ ] Tailor Your Messages (Psychology/Culture)
Now that you understand the local culture, you can tailor your messages to increase your effectiveness in both diplomacy and recruiting.
(Chance: 70% Successes needed: 2
Reward: Reduced penalty for recruitment actions and diplomacy)

[ ] That Stone Is Talking (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however...
(Chance: 30% Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))

[X] Stealthy And Durable (Fabrics/Armour)
Being stealthy and avoiding the enemy is a proven strategy the world over. But what happens when you are caught while sneaking?
(Chance: 45% Successes needed: 1
Reward: new equipment)

[ ] Food, Gotta Have It (Biology/Agriculture)
Now that you have access to unclaimed land, you should see to it that the best crops are chosen and planted for the local climate and soil.
(Chance: 65% Successes needed: 2
Reward: Unlocks Farms and crop options)

[ ] Study The Minerals (Geology/Mineralogy)
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)

[ ] Secret Of The Circuit Pt.1 (Electronics)
While you have a functioning motherboard, you have no idea what it is supposed to do, or how it even functions. Start unraveling the mystery of circuitry.
(Cost: Rusted Motherboard
Chance: 35% Successes needed: 4
Reward: Unlocks Base Action, Unlocks Learning Action, +5% Piety, Progress towards Pilgrim-made Electronics.)

[ ] Translations For Beginners (Linguistics)
Finding this book was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Book On Chemicals
Chance: 40% Successes needed: 1
Reward: Rare Artifact: Chemical Recipe Of ???, unlocks Learning Action)

[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the action if you mark a relevant artifact for this research.)

Archeology: The secrets of the past will illuminate the future, may we learn from their mistakes. (Choose 1 Action)

[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-01: Est. artifact-grade: General Mundane+, Dice:2d2+1 per turn, Max. Yield: 4 Turns. No danger.
-WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-05: Est. artifact-grade: General Mundane++, Dice:2d2+1 per turn, Max. Yield: 2 Turns. No danger.
-WO-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
-SE-01: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SO-01: Est. artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 5 Turns. Mutants nearby.
-SO-02: Est. artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 5 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.
-SO-05: Est. artifact-grade: General Rare+, Dice:2d3+1 per turn, Max. Yield: 4 Turns. Mutants nearby.
-SO-06: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns. No danger.

[X] Prepare an Expedition (WO-01)(3 turns)(House Mirn: Yes) - Ends in 4 turns
[X] Prepare an Expedition (SO-05)(2 turns)(House Mirn: Yes) - Ends in 4 turns

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

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

[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases lay dotted along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 80%
Reward: Sites in The Wall are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Gallery
Why the inhabitants gave taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to now. Whether or not you can access the different libraries and other book-stores is.
(Chance: 75%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Tower Of Pain
Intact electronics, architecture that makes the air scream, the certainty of a significant find. What is there not to like?
(Chance: 75%
Reward: Sites in The Tower Of Pain are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area, while the smokestack continues to belch black smoke into the air. What surprises await you once past the guardians, what greatness lies locked away?
(Chance: 65%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Pit
You are not sure what you will find here, only that you are probably the first to look for artifacts here. But your scouts have reported feeling like they are being watched...
(Chance: 99%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 25% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

Tree of Knowledge: The home of the Pilgrims, a bastion of all that they stand for, and a symbol of hope for the desperate. (1 Action Locked)

[X] Living Quarters - Expanded - (Locked 2/3 Turns)
With the growing numbers of the Pilgrims, there won't be any space left if it is not expanded. So let's do that.
(Cost: 3.5 Materials Upkeep: 0.5 Materials
Takes 2 Turns( 3 if taken without Basic in place.)
Reward: Up to 300 Pilgrims can live in your base before mali start to apply
Can be taken before Basic, due to population)

[ ] Storerooms - Basic
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least three months.
(Cost: 2.5 Materials Upkeep: 0.2 Materials Restock cost: 3 Materials
Turns: 2
Reward: Can support up to 150 Pilgrims for three months under siege conditions, before you need to gather new supplies)

[ ] Storerooms - Expanded
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least six months.
(Cost: 4.0 Materials Upkeep: 0.3 Materials Restock cost: 5 Materials
Turns: 2
Reward: Can support up to 300 Pilgrims for six months under siege conditions, before you need to gather new supplies
Can be taken before Basic, due to population)

[ ] Administration Center - Expanded (Write in Section(Not Personal))
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time. Which means that you will have to create a bureaucracy to deal with this.
(Cost: 5 Materials Upkeep: 1.5 Material
Turns: 2
Reward: +1 Action to the specified section)

[ ] Laboratories - Basic
Researching is not something that is done by sitting in a tent, doodling on parchment, or throwing ideas at a wall to see what sticks. It is done in specialized environments, with purpose build equipment, and stocked up on anything that could be needed for experiments and developing prototypes.
(Cost: 20 Materials, +3.5 Materials Upkeep
Turns: 3
Reward: Improved success-chances, DC for 1,2,3 Progress unlocked, unlocks Learning Action, unlocks Base Action)

[ ] Salt Refinement
The salt that is generated can be further refined to achieve higher quality. This would subsequently boost sales.
(Cost: 4 Materials
Turns: 2
Reward: +1 Materials through salt sales per turn)

[ ] A Farm For Starters (Tiny) - (Choose Farmland)
You have soil, seeds, and the will to put the latter in the former. How hard could it be?
(Cost: 15 Materials
Turns: 3
Reward: -0.2 Materials Upkeep for soup-kitchens (globally), upkeep for storerooms reduced by -0.1 Materials, doubled when choosing Extremly Fertile Farmland)

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

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

[ ] Merchants - (All Are Free Actions)
-[ ] A Small Loan - Locked until paid back

(10 Materials loaned for four turns at 25% interest)
-[ ] Buying Stuff
(Write in technology/machine/other you want to purchase. Locked to maximum Common technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce upkeep of one(1) structure by 0.1 Materials, can only be taken once a turn.)

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

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

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

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

Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (Choose 2 Actions)

[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands to do it. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)

[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)

[ ] Personal Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 75% for Locals, 55% for Elites (cannot choose The Common People, The Mutated, The Merchant Guild or Cults), rolled with a +15
Reward: Chosen organizations support-network unlocked.)

[ ] Cool Tempers - (Material Cost)
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%, +10% for 5 Materials, +20% for 12 Materials
Reward: +1% Piety, and 1 additional for every +10 rolling above 60)

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)

[ ] Charity Drive (X Goodwill)
It is an unfortunate truth that money does not grow from trees. This means that you need to get people to donate it to ensure that the Pilgrims can continue with their expansion.
(Chance: 0-30/50/70/95
Reward: Exchanges 1 Goodwill 0.5/1/1.5/2 Materials)

[ ] Name Yourself

Over the years you had many names, given by your parents, your friends, and companions, by the people and the Pilgrims. But they were not you. Perhaps you should spend some time to find a name that describes yourself, mind, body, and soul.
Notable Achievements:
-Accidentally created a Cult
-Failed 40% of all attempted actions setting up the pilgrims
-Solved the first crisis of Faith
(Reward: You are Named, ???)

[ ] Write In

If you spot any mistakes or have questions, tell me so that I can provide a better experience for all.

I forgot to change the Piety reduction; you only lost 4% this turn. +1% gained from the last turn, my bad. Sorry!

Also, sorry for the late update, my internet decided to commit CONNECTIVITY ISSUES before I could upload.

Note: If the opinion on Mutated falls to -3, a PURGE is initiated.

Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.

A moratorium will be until 23.05.20 at 17:00 CET.
Voting will be closed on the 25.05.20 at 17:00 CET.
I will roll on the 27.05.20 at 17:00 CET if no has yet rolled.
Updates will be online 2 days after rolls.
 
Last edited:
Rumour Mill Turn 14
Scav's Are Forced Out Of The Forest
While the military is conducting its maneuvers, many scavengers are complaining about the fact that they are being denied access to the Forest. For some, this merely means that they have to rest or take up a job until the military gives the O.K., while others are being thrown straight into debt. The merchants are already complaining about the lack of high-quality salvage and resources, though none seem that beat-up about it. Maybe some scavengers found a way in, despite the military cordon?

Military Maneuvers Continue, Casualties Are Mounting
It seems that those claiming that the military is purging the Forest of Mutants have been right. Casualties from the fighting have been trickling in, as more and more forces are joining in the training. Even the Chapter of The Blue Lance has taken part in it. Good, we need our boys and girls in uniform sharp to repel any fool that would dare to attack us.

More People Are Dying In Suspicious Circumstances
While the military is in the Forest, it seems that someone has taken the opportunity to attack the vulnerable outlying villages, reaping a bloody toll amongst those that brave the edges of the Wastes. One can only hope that the culprit or the perpetrators are found fast to avoid more death.
 
Turn 14: Year 3; Month 3; The Cost Of Bravery
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.

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

4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity

5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) The nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist
-h.) caring for any children that are born as a result of their actions

6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctoral orders

7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader

8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the expulsion after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason

9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin
-f.) Occupation
-g.) Mutation

10.) These crimes (but not excluding others) are immediate ground for exile without 8.a.1. coming into effect.
-a.) Murder
--1.) attempted or otherwise
-b.) Psychological Torture
-c.) Physical Torture
-d.) Rape
-e.) Conspiring to do any of the crimes listed here

11.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

Origin: Humanism
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)

First Tenet: What was will be
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)

Trait: Fail Better
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Ressource Statistics
Members: 178
-Faithful: 4/7
-Followers: 171(-04 unoccupied)

Materials: 22.66(min. +3.18, max. +12.18 per turn)(12.50 Materials owed to: The Merchant Guild: this turn.)

Income = 6.98-15.98Materials:
3.28 Followers
1.00-4.00 Desalination Basins
3.00-9.00 Inn (Eye of the Beholder)

Upkeep = 4.20Materials:
1.00 = 1 Soup kitchen
0.90 = Administration Center - Basic - (-0.10 Due to Buying Goods In Bulk)
1.40 = 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk)
0.40 = Hygenic Living Expanded
0.50 = Living Quarters Expanded

Goodwill: 7.57(+0.11 per turn)

Piety: 45.5% (+/- 0 to personal rolls)
Relationsships
Elites
The Empress
Opinion: Neutral (0)
Plans: Unaware of your existence

Marquis of Tessen
Opinion: Neutral (0)
Plans: Unaware of your existence

House Ulatarn
Opinion: Neutral (0)
Plans: Unaware of your existence

House Mirn
Contact: Lord Malarn
Opinion: Neutral (0)
Plans: Sponsor digs to acquire technology

Military
Opinion: Neutral (0)
Plans: Ensure you are compliant with the law

Church of Eden
Opinion: Neutral (0)
Plans: Ignore you

The Followers of Light
Opinion: Neutral (0)
Plans: Ensure that you do not poach followers from them

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friendly (1)
Plans: Passively Benefit

The Merchant Guild:
Contact: Abraham Lin
Opinion: Neutral (0)
Plans: Source of Artifacts and Customers

The Union of Herbalists:
Opinion: Neutral (0)
Plans: Con you

Stupendously Scholastic Scholars of Science
Opinion: Neutral (0)
Plans: Dismissive of you

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Stabhappy/Waiting for bounties

Criminal Organisations:
Opinion: Neutral (0)
Plans: Wait and See

Cults:
Opinion: Neutral (0)
Plans: Enigmatic, but nothing good if antagonized

The Mutated:
Opinion: Distrustful (-1)
Plans: Figure out if you are legit

General Opinion on Mutated: Semi-Hidden Hostility (-1)
Artefacts
Common
Thouroughly Burned Pile Of Electronics - 3.84 Materials - + 5 to Electronics
Preserved Orchid - 2.13 - + 5 to Biology
Metallic Bowstrings - 2.87 - + 5 to Weapons (Tagged for House Mirn)
Diagram For A Waterwheel - 2.80 - + 5 to Machinery
Rusted Cogs - 1.25 - + 5 to Machinery
Inscribed Pencil - 1.45 - +5 to Linguistic (Tagged for House Mirn)
Drained Battery - 2.39 - +5 to Electronics
Old First-Aid-Kit - 3.34 - +5 to Medicine
Animal Skeleton - 1.55 - +5 to Biology
Golden Pencil - 0.73
Tattered Book On Dental-Hygiene - 2.49 - +5 to Medicine
Non-Functional Lightbulb - 1.48 - +5 to Electronics
Parfume - 1.11 - +5 to Chemicals
Shattered Robotic Arm - 4.91 - +5 to Electronics
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Rare
Rusted Motherboard - 5.29 - +20 to Electronics - Bound to Secret Of The Circuit Pt.1
Untranslated Book On Chemicals - 5.20 - +20 to Chemicals - Untranslated
Diagram Of A Rudimentary Icebox - 5.66 - +20 to Refrigeration
Assorted Books In Multiple Languages - 5.11 - +20 to Linguistics
Treaty On Brainwashing- 5.26 - +20 to Psychology
Broken Pump - 5.96 - +20 to Hydraulics
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lost Tech
N/A
Unique
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Military
Units (1/2)
Tech-Scouts
6/6 Size
1/1 Armor
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in combat
Spears: 1 Damage per size (6 total)
Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this unit is used for military purposes.
Upkeep: Free (Scavenger Past Unit)
Equipment
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a difference of 35 or higher, you gain one extra stealth attack.
+1 Armor. 2.00 Materials per Unit
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield, or equipment. 0.15 Materials per unit per size.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.2 Materials per unit per size.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.35 Materials per unit per size.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 1.00 Materials per unit per size.
Unique/Notable Assets
-Ashleaf Tea +10 to Diplomacy
1x Extremely Fertile Farmland
2x Fertile Farmland
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up

Desalination Basins
- 250 Pilgrims receive water in case of a drought. +1d4 Materials per turn.

Administration Center - Basic
- +1 Personal Action, Unlocks Too Much To Do.

Hygenic Living - Expanded

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

Living Quarters - Expanded
- Up to 300 Pilgrims can live in your base before a mali starts to apply.
Heroes
You, Leader of The Pilgrims
3/6 Health (-3 permanent)
3/3 Armor
Training: Trained (3/6)
Breakpoint: NONE
Spear: 1 Damage per size (1 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +3 Armor
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-Should this Unit die, all other Units will automatically retreat.
-50% Chance to gain/lose 40% Piety should this Hero die in combat.
-Gain 20% Piety should this Hero die of natural causes
Upkeep: Free (Because it's you.)
Traits:
Poisoned By A Plague-Engine
There are few things worse enough than dying to the poison of a Plague-Engine. You are enduring the least of the worst of those fates. Though many see your determination to endure such a fate for something beyond yourself as inspiring and have taken to more selfless actions as a result of this.
Effect: Reduced health, reduced lifespan, permanent -1 to Piety reduction rolls
There was a small cellar underneath a small decrepit house in the worst part of the slums of Mirn. In this small cellar, only a small table stood in the middle, while a poorly hand-drawn map is pinned to the wall. Multiple circles could be seen on the map, color-coded to show the territory of those who took part in meetings here, and those that opposed them.

A new color had joined them. Blue.

Two men and one woman stood around that map and looked furious, angry, and contemplative at it.

The woman spoke, her two brown-furred tails flicking about in fury while a low growl could be heard. "Why are we tolerating them here? Not enough that they prance all about the city preaching their nonsense, but now they have the gall to preach to our people. "Be the light through your actions, and darkness will disappear around you. Give light, and darkness disappears by itself." Bullshit! They did not even dare to help us when we needed aid after the nuscra beat us for protesting against us being enslaved!" One of the men hummed at that, before scribbling a note at the side of the map. His heavily muscled and furred arms delicately held the pen, careful not to scratch the map with his claws. "As far as we know, they had an internal debate about the morals of whoring yourself out."

"You are shitting me, are you for real?" the last man asked, shifting his weight on his digitigrade legs, blue scales shining in the light of the lamp. "No, though they could have been occupied with building their inn and desalination thingy. What have you found about that, by the way, tails?" Arms asked, looking at Tails. "Ain't nothing special there. Could build it ourselves, which means that it's not worth stealing or destroying. None of my Children reported any unusual activity with that inn. At least if you count selling trinkets from the Forest for a shitload of cash, not noteworthy."

Legs nodded in agreement at that. "Yes, sister is right at that. However, I found out recently that some of our wayward have been swayed by their poisoned tounges and have chosen to live and work with them. They have likewise started to send some of the wayward back to preach. They are stepping up in their attempts to steal out kin, father." Arms did not reply to that, choosing to stare at the map in thought instead. There were several minutes of silence as both Tails and Legs did not want to interrupt Arm's thoughts.

"They have been snooping around in our territory, poaching our people, and poisoning their minds. They are disrespecting our holy mission. Let us ensure that they get the message that they are not welcome here. Tails? I need a Volunteer."


***​

A group of people stood around a man, adjusting straps, dusting off sand, and writing onto paper, held by stone-tablets. The tent they were in muffled the hustle and bustle of the Pilgrims going about their day, though some shouts could still be heard by the foreman directing the miners.

"Weight?" one man asked. "Anything pinching?" another piped up.

"A bit heavier than the old cloaks, but not so much that it would hinder me. Pretty comfortable, too," the wearer answered.

"As expected, please move about the room. Don't mind us, just move as you would in the Forest.", a woman spoke up, gesturing for the surrounding people to back off.

After they did so, the man started by testing the flexibility of the cloak. Once satisfied, he started walking, sneaking, and jumping around. "Can still move around pretty good, takes some time to get used to the weight, especially around the back, but nothing major. Like the new color-scheme, by the way."

"Thanks. So, no issues found in either material or in testing. Looks like field-testing is the only thing left and were finished."

There were some whoops and cheers at that, though they were muted, due to the numerous all-nighter that the team had sone to get these cloaks ready for deployment. "Yeah, though, you will likely get your data directly from stress-testing the cloaks. The Boss wants to have us ready to shadow the Engine today. Sorry, Martha.", the man answered, looking apologetic.

Martha only sighed at that. "Yes, I know Su. Just. Be careful when you are out there. I don't want to scrape the cloaks from your mangled body, okay?"

Su only snorted at her reply, "Don't count me amongst the dead yet! Boss is tagging along, showing us "rookies" how to make do in the Forest. It will be educational, if nothing else. Take care."

After a quick hug, Su left the tent, which was now filled with chatter about potential upgrades and new ways to improve the color-schemes, though a few were more interested in cracking the secrets of the newly discovered Motherboard. Only Martha did not take part in the discussion, too worried about Su to think about anything else. Unconsciously, her hand went to her stomach as she whispered, "you too, Su. You too."

***​

To say that equipping yourself for the Forest was emotional was understating it. Joy at being once more in the thick of it, surrounded by ancient ruins and crumbling towers, testaments to mankind's ambition and capability. Nervousness, at plunging deep into Mutant-held territory. Frightened, at the prospect of running into a Mutant that could not be brought down. Terrified at the idea of purposefully seeking out a Plague-Engine. Thrilled at the fact that, yes, you are going to be doing precisely that.

It was amazing how quickly you re-learned skills you thought rusted, how easy it felt to once more run around with a weapon in hand, and companions at your side. To feel the sweat coat your body and soak into your clothes while you brought low a Mutant blocking your path. Feeling the adrenaline puls in your veins, making the world sharper, your movements more precise, your strikes more powerful. The disgust at seeing the rotting, torn apart corpses of those unlucky enough to be caught. The rush of outrunning and outsmarting those that have the gall to think that numbers would bring you down, where skill could not.

It felt wonderful to share meals with those that shared your love of this life once more. The satisfaction of being part of a well-oiled machine. There was nothing greater in your mind than sharing a meal after a hard day's work with those you trusted, laughing at those that tried to kill you, and fearing for the wellbeing of those that were injured in this mad dash to ensure the welfare of all that you hold dear.

Moving around with the new cloaks took a few days to get used to, but the extra protection was needed. That is not to say that you went after the Plague-Engine without precautions. Every inch of your skin and that of the scouts was covered in heavy clothing, googles adorned your eyes, and scarfs were filled with herbs to ward of any airborne poisons. Everyone carried pieces of coal to eat to neutralize any toxins in your body, should those measures prove ineffective, three even had an amulet made out of Jewel to protect them. You could only hope that those measures have been what has kept you alive.

The coughing started soon after that.

It was easy to follow the tracks of the Plague-Engine. Not so easy was continuing on, despite seeing more and more dead animals and Mutants litter the streets and the sewers. Though there was some satisfaction in the fact they would no longer be able to harm anyone that braved the Forest, there was also worry due to you not knowing how long they have been exposed to the poison. You pressed on despite that, determined to give the military all the advantages they could get.

Was that blood you coughed up?

The thing that unsettled you the most was the fact that there was nothing wrong with the land visually. In every story about the Plague-Engines, the area turned purple with corruption, the air filled with thick miasma, pools of poison gathered, and made the soil unusable for generations. Here? There was none of that, no visible discoloration of the land, no clouds of sickness wafted through the air, and nothing indicated the presence of something that was a blight upon this land. You motioned your followers to carry on.

Why is the world getting so blurry?

It took two weeks to figure out where the Plague-Engine had left the Sewers, the Rouge Walker blocking you from accessing it for a speedier search. In this time, the military had established a Foward-Operating-Base, or FOB for short, on one of the places your scouts had mapped earlier, SO-06. By the looks of it, they have cleared it out of anything that could have been valuable to help pay for this campaign. While it is regrettable that they got to it first, you are thankful that you are even being allowed to operate in the Forest, after they kicked out everyone else. You wish one of their scouts' good luck and share the intel you have yourself.

It is... hard to concentrate... but... why is...

Two months in, and you find what you have been looking for. A festering, bubbling, screaming pile of flesh, nurtured by loud, dirty machinery, belching black smoke into the sky that dissipates unnaturally fast after a few meters. The, thing, holds a corpse in one of its many hands and is busy tearing it apart, feeding the remains to a mouth in the mass of flesh before feeding another mouth in a second location. It is hard to stay upright, but you mark the position of the, thing, on the map, and everyone else retreats as fast as they can. You stayed behind to ensure that it does not flee, and the military can fight it. It is, hours, days?, later and you can hear the thumping of the metal feet of Knights hitting the ground. Soon after, you can see their bulks barreling down the streets and see as what must have been a hundred of them fire their giant oversized crossbows in unison. You follow their path as you struggle to retreat as fast as you can, seeing them soar across the sky before impacting against the Machine.

It does not even bother to react to the mightiest attack humanity is capable of.

As you start to run away from the battle, you can see as a Knight that had charged the Engine is being ripped apart. It is done with the same effort as a child pulling the wings off a fly.

Gained Trait:
Poisoned By A Plague-Engine
There are few things worse enough than dying to the poison of a Plague-Engine. You are enduring the least of the worst of those fates. Though many see your determination to endure such a fate for something beyond yourself as inspiring and have taken to more selfless actions as a result of this.
Effect: Reduced health, reduced lifespan, permanent -1 to Piety reduction rolls

***

Battle Of The Wounding Nightmare
Status: Active
Military Casualties: 249
Civilian Casualties: 589
Damage Inflicted: None

***​

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

[X] Even The Lowest May Prosper - (1/2 Turns)
While you have made a good start, there is still much mistrust among the Mutated. Keep helping them to dispel any misgivings.
(Turns: 2
Chance: 45%
Reward: 2d6 Recruits, unlock further actions, +5% Piety, ???, +1 Opinion to The Mutated.)

[ ] Expand Etiquette Training
After you have finally finished training the first missionaries, some have voiced concerns about their ability to bring people in, and want to undergo further training.
(Turns: 2
Chance: 65%
Reward: reduce penalty and increase the likelihood of successful recruitment actions, unlocks further actions)

[ ] Wanna Join my Club?
You need people to hear the message of the Pilgrims, and you need more people if you want to make sure this does not die before you can get started.
(Chance: 80%
Reward: 1d20-3 Recruits)

[ ] The Pilgrims Need You!
With the help of the inn, your missionaries can walk much further and stay out for much longer. This directly translates to more people hearing the message of the Pilgrims, though you may want to focus on one group of people in the future to maximize the effect this will have.
(Turns: 2
Chance: 65%
Reward: 4d20-4 Recruits)

[ ] Establish Soup-Kitchens (Bulk)(Mirn)
Now that you have a soup-kitchen up and running, it is time to expand them to start covering the city. About three more should be able to give you a solid base for future expansions and provide your other ventures with places to attach to.
(Turns: 3
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d6 Recruits, +0.04 Goodwill per turn, 1d3-1 Goodwill, unlocks further actions)

[ ] Establish Another Soup-Kitchen (1/3)(Mirn)
Another soup-kitchen allows you to feed more people, which in turn makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per turn, unlocks further actions)

[ ] Establish A Poor-House
The Poor-houses in the empire are not great places to live in. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are also forced to work for a pittance of what they would have earned if they had done the same work in the streets. While the Pilgrims are not able to provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 People in the city.
(Turns: 2
Chance: 70%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per turn, 1d4-1 Goodwill, unlocks further actions)

[ ] Build a House Of Pleasure, Brothel, ??? (Choose A Name)
Now that you have officialized the law regarding prostitution, some have suggested building a place where people can do so safely. They would be supplied with silphium and other medicine at cost, and there would be guards to ensure that no-one gets any wrong ideas. Someone also suggested that those who want to enter should pay an entry fee for the free amenities that are being provided. It would also ensure that the patrons are of the civilized sort.
-[ ] Stand-Alone
(Cost: 4 Materials
Reward: 1d3-1 Materials per turn)
-[ ] Attached To The Inn
(Chance: 75%
Cost: 1 Material
Reward: +1 Material per turn)

[ ] Establish Another Small Hospice - (1/2)(Mirn)
While a Hospice does cater to the dying, their primary purpose is healing the sick that cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic of medical procedures until you make some deals and agreements with those that have studied medicine.
(Chance: 30%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.1 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)

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

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. A word in the right ear at the wrong time has toppled many a nation. (1 Action Locked)

[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and simply 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 view of the Mutated, bringing the people together and start on the road to reconciliation.
(Cost: 20 Materials
Chance: 50% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Choose Faction)
Your training for the diplomats is as comprehensive as you will likely be able to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 50% for Locals, 35% for Elite
Reward: +15 to all rolls involving said faction.)

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 50% for Nobility and Churches
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Low-End Introduction - (Choose Faction)
Now that your diplomats are trained, they can handle introductions to the smaller factions in your name. They are mostly used to making deals face-to-face, but most are used to doing things by proxy, so it should not be too hard to do so without you there.
(Chance: 70% for Locals (cannot choose The Common People, Cults, The Mutated, The Adventure Guild or The Merchant Guild)
Reward: Chosen organizations support-network unlocked.)

[ ] Seed Informants - (Basic) - (Choose Faction)
Some organizations do not have the best in mind for both the Pilgrims and the Common People. You should ensure that when the inevitable crash occurs with some, you will have at least a warning or even some more accurate information.
(Cost: 4 Materials
Chance: 65% (cannot choose The Empress)
Reward: Better information and possible counters against the plans of one faction.)

[X] Create Infiltrator-Corp - (Basic) - (1/2 Turns)
It is not something you hoped to do, but sometimes the circumstances require a more subtle elimination of uncertainties. Whether that is merely in the acquisition of information to disrupt operations or the disposal of specific individuals will be something you will have to decide in the future.
(Turns: 2
Cost: 1 Faithful
Chance: 75%
Reward: Can infiltrate factions for both fewer Materials and unlocks actions to subvert, undermine, or dismantle organizations. Raised Chances to secret actions)

[ ] Sell Your Information On Your Findings
Now that you have found some land that is not being used or owned, you could simply sell it.
(Reward: 25 Materials)

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

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

[ ] So That None May Suffer - (Material Cost)
The battle is joined, the military is clashing with the Engine and the poison has reached its maximum range, though it is likely spreading further than you fear. Many already suffer due to it, more will die in time. Help those too close to the Forest to leave, and heal all that you can heal.
(Takes 1 Unit
Turns: Until the Plague-Engine is dead.
Reduction in Civilian Casualties: 10%, +12.5% for 3 Materials or +25% for 5 Materials per turn.
Reward: Reduced Civilian Casualties, +0.2/0.5/1.2 Goodwill per turn, +1%/2%/4% Piety per turn, ???.)

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

[ ] Build An Armory - (Basic)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 2
Cost: 3 Materials, 5 Goodwill
Reward: Can supply and equip 3 Units. Unlocks further actions)

[ ] Watch Thy Neighbor
It is naive to think that no one will try to steal from you, especially now that you are starting to get into the Forest and uncover more valuable artifacts. Building a watchtower should help to alleviate some security concerns
(Cost: 5 Materials, 2 Goodwill
Reward: Watchtower: When the Tree Of Knowledge is attacked, your units receive enough warning to equip themselves and create counter-ambushes.)

[ ] 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 rather to simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Untrained (1/6)

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

Learning: Knowledge is Power. (Choose 1 Action)(Artifacts can be attached to one learning action to provide the inherent bonus, but are consumed unless special buildings are present)

[ ] Tailor Your Messages (Psychology/Culture)
Now that you understand the local culture, you can tailor your messages to increase your effectiveness in both diplomacy and recruiting.
(Chance: 70% Successes needed: 2
Reward: Reduced penalty for recruitment actions and diplomacy)

[ ] That Stone Is Talking (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however...
(Chance: 30% Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))

[ ] Food, Gotta Have It (Biology/Agriculture)
Now that you have access to unclaimed land, you should see to it that the best crops are chosen and planted for the local climate and soil.
(Chance: 65% Successes needed: 2
Reward: Unlocks Farms and crop options)

[ ] Study The Minerals (Geology/Mineralogy)
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)

[ ] Secret Of The Circuit Pt.1 (Electronics)
While you have a functioning motherboard, you have no idea what it is supposed to do, or how it even functions. Start unraveling the mystery of circuitry.
(Cost: Rusted Motherboard
Chance: 35% Successes needed: 4
Reward: Unlocks Base Action, Unlocks Learning Action, +5% Piety, Progress towards Pilgrim-made Electronics.)

[ ] Translations For Beginners (Linguistics) - (Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, use.
Chance: 40% Successes needed: 1
Reward: Translated Artifact)

[ ] Poison And Cures (Medicine/Biology)
The poison that will inevatibly seep into the water, soil, and air has already killed many, and it is not even at full strenght. Finding out what specific poisons are present, or failing that, and neutralizing/minimising their damages should be a priority. Lifes could very well depend on it.
(Chance: 30%(First Success), 70%(Second Success) Successes needed: 2
Reward: Reduced casualties for both successes, +2% Piety, +0.5 Goodwill)

[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the action if you mark a relevant artifact for this research.)

Archeology: The secrets of the past will illuminate the future, may we learn from their mistakes. (Choose 1 Action)

[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-01: Est. artifact-grade: General Mundane+, Dice:2d2+1 per turn, Max. Yield: 3 Turns. No danger.
-WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-05: Est. artifact-grade: General Mundane++, Dice:2d2+1 per turn, Max. Yield: 1 Turns. No danger.
-WO-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
-SE-01: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SO-01: Est. artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 5 Turns. Mutants nearby.
-SO-02: Est. artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 5 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.
-SO-05: Est. artifact-grade: General Rare+, Dice:2d3+1 per turn, Max. Yield: 3 Turns. Mutants nearby.

[X] Prepare an Expedition (WO-01)(3 turns)(House Mirn: Yes) - Ends in 3 turns
[X] Prepare an Expedition (SO-05)(2 turns)(House Mirn: Yes) - Ends in 3 turns

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

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

[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases lay dotted along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 80%
Reward: Sites in The Wall are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Gallery
Why the inhabitants gave taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to now. Whether or not you can access the different libraries and other book-stores is.
(Chance: 75%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Tower Of Pain
Intact electronics, architecture that makes the air scream, the certainty of a significant find. What is there not to like?
(Chance: 75%
Reward: Sites in The Tower Of Pain are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area, while the smokestack continues to belch black smoke into the air. What surprises await you once past the guardians, what greatness lies locked away?
(Chance: 65%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Pit
You are not sure what you will find here, only that you are probably the first to look for artifacts here. But your scouts have reported feeling like they are being watched...
(Chance: 99%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 25% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

Tree of Knowledge: The home of the Pilgrims, a bastion of all that they stand for, and a symbol of hope for the desperate. (Choose 1 Action)

[ ] Living Quarters - Grand
While you have enough space for a small village in the Tree, you should look towards expanding what space is available. If anything, you will run out of rooms sooner rather than later.
(Cost: 10 Materials Upkeep: 1.5 Materials
Turns: 4
Reward: Up to 900 Pilgrims can live in your base before mali start to apply)

[ ] Storerooms - Basic
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least three months.
(Cost: 2.5 Materials Upkeep: 0.2 Materials Restock cost: 3 Materials
Turns: 2
Reward: Can support up to 150 Pilgrims for three months under siege conditions, before you need to gather new supplies)

[ ] Storerooms - Expanded
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least six months.
(Cost: 4.0 Materials Upkeep: 0.3 Materials Restock cost: 5 Materials
Turns: 2
Reward: Can support up to 300 Pilgrims for six months under siege conditions, before you need to gather new supplies
Can be taken before Basic, due to population)

[ ] Administration Center - Expanded (Write in Section(Not Personal))
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time. Which means that you will have to create a bureaucracy to deal with this.
(Cost: 5 Materials Upkeep: 1.5 Material
Turns: 2
Reward: +1 Action to the specified section)

[ ] Laboratories - Basic
Researching is not something that is done by sitting in a tent, doodling on parchment, or throwing ideas at a wall to see what sticks. It is done in specialized environments, with purpose build equipment, and stocked up on anything that could be needed for experiments and developing prototypes.
(Cost: 20 Materials, +3.5 Materials Upkeep
Turns: 3
Reward: Improved success-chances, DC for 1,2,3 Progress unlocked, unlocks Learning Action, unlocks Base Action)

[ ] Salt Refinement
The salt that is generated can be further refined to achieve higher quality. This would subsequently boost sales.
(Cost: 4 Materials
Turns: 2
Reward: +1 Materials through salt sales per turn)

[ ] A Farm For Starters (Tiny) - (Choose Farmland)
You have soil, seeds, and the will to put the latter in the former. How hard could it be?
(Cost: 15 Materials
Turns: 3
Reward: -0.2 Materials Upkeep for soup-kitchens (globally), Upkeep for storerooms reduced by -0.1 Materials, doubled when choosing Extremely Fertile Farmland)

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

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

[ ] Merchants - (All Are Free Actions)
-[ ] A Small Loan - Locked until paid back

(10 Materials loaned for four turns at 25% interest)
-[ ] Buying Stuff
(Write in technology/machine/other you want to purchase. Locked to maximum Common technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.1 Materials, can only be taken once a turn.)

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

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

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

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

Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (Choose 2 Actions)

[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands to do it. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)

[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)

[ ] Personal Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 75% for Locals, 55% for Elites (cannot choose The Common People, The Mutated, The Merchant Guild or Cults), rolled with a +15
Reward: Chosen organizations support-network unlocked.)

[ ] Cool Tempers - (Material Cost)
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%, +10% for 5 Materials, +20% for 12 Materials
Reward: +1% Piety, and 1 additional for every +10 rolling above 60)

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)

[ ] Charity Drive (X Goodwill)
It is an unfortunate truth that money does not grow from trees. This means that you need to get people to donate it to ensure that the Pilgrims can continue with their expansion.
(Chance: 0-30/50/70/95
Reward: Exchanges 1 Goodwill 0.5/1/1.5/2 Materials)

[ ] Name Yourself

Over the years you had many names, given by your parents, your friends, and companions, by the people and the Pilgrims. But they were not you. Perhaps you should spend some time to find a name that describes yourself, mind, body, and soul.
Notable Achievements:
-Accidentally created a Cult
-Failed 40% of all attempted actions setting up the pilgrims
-Solved the first crisis of Faith
-Shadowed A Plague-Engine
-Survived a Plague-Engine
-Enduring a horrific Poison
(Reward: You are Named, ???)

[ ] Write In

If you spot any mistakes or have questions, tell me so that I can provide a better experience for all.

Note: If the opinion on Mutated falls to -3, a PURGE is initiated.

Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.

A moratorium will be until 29.05.20 at 17:00 CET.
Voting will be closed on the 31.05.20 at 17:00 CET.
I will roll on the 02.06.20 at 17:00 CET if no has yet rolled.
Updates will be online 2 days after rolls.
 
Last edited:
Rumour Mill Turn 15
Pilgrims Are On The Level, Maybe?
It was with some surprise and not a small number of suspicions when the Pilgrims came to us with promises of aid and a multitude of needed items. Clothes, food, medicine, and more are handed out to us even now, even while the Pilgrims are mocked and derided by those that believe themselves better. And the Pilgrims did not care, continuing to help. Maybe they are honest in their promises, and perhaps they are right with all their talk...

A Shock From The Frontier Villages
It has always been a possibility that those living on the Frontier to the Forest and the Wastes would be the first to suffer from any catastrophes. This has held in the past and does for the present. According to the Military, a rouge machine-factory was discovered that has been pumping toxic sludge into the ground and water of the region. The resulting fighting of our brave defenders to shut down this vile machine has been costly and is projected to claim more lives as the poison takes effect in the region. Many have already died; however, the Pilgrims have held in their promises of help to those in need, and many who would have succumbed, are living instead. Rumors even have it that the Leader of the Pilgrims, Martyris, is a victim of the toxins but has taken part in healing and evacuating those in profoundly affected regions. Let us pray that he gets better!

Fire At The 'Tree!
It came with great shock to those living near the Pilgrims when at late noon, black smoke started billowing up into the sky. Concerned friends and members resting and working in the region rushed to the Tree to find someone running away, wearing a mask. While some went after the figure, others immediately helped with evacuating and dousing the flames. Not much is known about how much damage has been done, or who did it, much less why, but speculations are being thrown around like it is going out of style. Hopefully, no one was injured.
 
Turn 15: Year 3; Month 6; While One May Heal, Another May Strike
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.

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

4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity

5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) The nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist
-h.) caring for any children that are born as a result of their actions

6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctoral orders

7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader

8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the expulsion after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason

9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin
-f.) Occupation
-g.) Mutation

10.) These crimes (but not excluding others) are immediate ground for exile without 8.a.1. coming into effect.
-a.) Murder
--1.) attempted or otherwise
-b.) Psychological Torture
-c.) Physical Torture
-d.) Rape
-e.) Conspiring to do any of the crimes listed here

11.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

Origin: Humanism:
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)

First Tenet: What was will be:
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)

Hidden Tenet: A Mythos Called Names:
It is undeniable that there is power in names. Nations, Organizations, Myths. All have one thing in common; a name gives meaning and identity, where there was none before. The Pilgrims have taken after the First Leader, Martyris, in His belief. A soldier, wary of death and destruction, a healer that failed too many times or someone honoring a vow, may choose to change their name to reflect what they believe to be. While a name given by one's parents may encompass their hopes and dreams for one's future, reality tends to disagree.
(Every Leader of the Pilgrims may rename themselves. All Pilgrims may rename themselves in honor or shame. -1 to Piety rolls)

Trait: Fail Better:
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Ressource Statistics
Members: 193
-Faithful: 4/7
-Followers: 186(11 unoccupied)

Materials: 10.89(min. +3.62, max. +12.62 per turn)

Income = 7.72-16.72Materials:
3.72 Followers
1.00-4.00 Desalination Basins
3.00-9.00 Inn (Eye of the Beholder)

Upkeep = 4.10Materials:
0.90 = 1 Soup kitchen - (-0.10 Due to Buying Goods In Bulk)
0.90 = Administration Center - Basic - (-0.10 Due to Buying Goods In Bulk)
1.40 = 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk)
0.40 = Hygenic Living Expanded
0.50 = Living Quarters Expanded

Goodwill: 8.88(+1.31 per turn)

Piety: 49.5% (+/- 0 to personal rolls)(+4% per turn)
Relationsships
Elites
The Empress
Opinion: Neutral (0)
Plans: Unaware of your existence

Marquis of Tessen
Opinion: Neutral (0)
Plans: Unaware of your existence

House Ulatarn
Opinion: Neutral (0)
Plans: Unaware of your existence

House Mirn
Contact: Lord Malarn
Opinion: Neutral (0)
Plans: Sponsor digs to acquire technology

Military
Opinion: Neutral (0)
Plans: Ensure you are compliant with the law

Church of Eden
Opinion: Neutral (0)
Plans: Ignore you

The Followers of Light
Opinion: Neutral (0)
Plans: Ensure that you do not poach followers from them

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer you on

The Merchant Guild:
Contact: Abraham Lin
Opinion: Neutral (0)
Plans: Source of Artifacts and Customers

The Union of Herbalists:
Opinion: Neutral (0)
Plans: Con you

Stupendously Scholastic Scholars of Science
Opinion: Neutral (0)
Plans: Dismissive of you

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Stabhappy/Waiting for bounties

Criminal Organisations:
Opinion: Neutral (0)
Plans: Wait and See

Cults:
Opinion: Unfriendly (-1)
Plans: Antagonized

The Mutated:
Opinion: Neutral (0)
Plans: Confused but optimistic

General Opinion on Mutated: Semi-Hidden Hostility (-1)
Artefacts
Common
Thouroughly Burned Pile Of Electronics - 3.84 Materials - + 5 to Electronics
Metallic Bowstrings - 2.87 - + 5 to Weapons (Tagged for House Mirn)
Diagram For A Waterwheel - 2.80 - + 5 to Machinery
Rusted Cogs - 1.25 - + 5 to Machinery
Inscribed Pencil - 1.45 - +5 to Linguistic (Tagged for House Mirn)
Drained Battery - 2.39 - +5 to Electronics
Non-Functional Lightbulb - 1.48 - +5 to Electronics
Parfume - 1.11 - +5 to Chemicals
Shattered Robotic Arm - 4.91 - +5 to Electronics
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Ancient Picture - 0.30
Small Tube Filled With Electronics - 2.35 - +5 to Electronics(Tagged for House Mirn)
Serrated Ax - 1.72 - +5 to Weapons
Bad Comic - 2.72 - +5 to Linguistics (Tagged for House Mirn)
Reinforced Shield - 2.23 - +5 to Armor
Ancient Sculpture - 0.19
Rusted Surgical Instruments - 1.91 - +5 to Medicine (Tagged for House Mirn)
Neon-Green Rock - 0.13
Rare
Rusted Motherboard - 5.29 - +20 to Electronics - Bound to Secret Of The Circuit Pt.1
Untranslated Book On Chemicals - 5.20 - +20 to Chemicals - Untranslated
Diagram Of A Rudimentary Icebox - 5.66 - +20 to Refrigeration
Assorted Books In Multiple Languages - 5.11 - +20 to Linguistics
Treaty On Brainwashing- 5.26 - +20 to Psychology
Broken Pump - 5.96 - +20 to Hydraulics
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lightweight Alloy - 5.22 - +20 to Metallurgy
Armor Blueprint - 5.91 - +20 to Armor (Tagged for House Mirn)
Chemical Formula - 6.00 - +20 to Chemicals(Tagged for House Mirn)
Burned Theory On Cloning - 5.35 - +20 to Advanced Medicine
Untranslated Book - 5.25 - +20 to Linguistics
Black Rectangle - 5.53 - +20 to Advanced Electronics
Lost Tech
N/A
Unique
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Military
Units (1/2)
Tech-Scouts
6/6 Size
1/1 Armor
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in combat
Spears: 1 Damage per size (6 total)
Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this unit is used for military purposes.
Upkeep: Free (Scavenger Past Unit)
Equipment
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a difference of 35 or higher, you gain one extra stealth attack.
+1 Armor. 2.00 Materials per Unit
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield, or equipment. 0.15 Materials per unit per size.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.2 Materials per unit per size.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.35 Materials per unit per size.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 1.00 Materials per unit per size.
Unique/Notable Assets
-Ashleaf Tea +10 to Diplomacy
1x Extremely Fertile Farmland
2x Fertile Farmland
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up

Desalination Basins
- 250 Pilgrims receive water in case of a drought. +1d4 Materials per turn.

Administration Center - Basic
- +1 Personal Action, Unlocks Too Much To Do.

Hygenic Living - Expanded

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

Living Quarters - Expanded - Damaged
- Up to 300 Pilgrims can live in your base before a mali starts to apply.
Heroes
You, Martyris, The One That Suffers, Leader of The Pilgrims
4/6 Health (-2 permanent)
3/3 Armor
Training: Trained (3/6)
Breakpoint: NONE
Spear: 1 Damage per size (1 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +3 Armor
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-50% Chance to gain/lose 40% Piety should this Hero die in Combat.
-Gain 30% Piety should this Hero die of natural causes
Upkeep: Free (Because it's you.)
Traits:
Poisoned By A Plague-Engine - Medicated
There are few things worse enough than dying to the poison of a Plague-Engine. You are enduring the least of the worst of those fates. Though many see your determination to face such a future for something beyond yourself as inspiring and have taken to more selfless actions as a result of this.
Effect: Reduced health, reduced lifespan, permanent -1 to Piety reduction rolls

"As the candle that burns too bright.
I melt away.
Please, send me to the light.
I beg for absolution."
-Prayer of the Lost


***
"We all want to help one another. Human beings are like that.
We want to live by each other's happiness, not by each other's misery.
We don't want to hate and despise one another.
In this world, there is room for everyone, and the good earth is rich, capable of providing for everyone as long as we work together.
You have the power to make life free and beautiful, to make it great for all people, no matter who or where.
Let us fight for a new world, a decent society, where all will have a chance to work, one that gives the youth a future and old age a security.
Let us fight to free the world, to do away with greed, hate, and intolerance.
Let us fight for a world of reason, where science and progress will lead to all man's happiness.
Let us fight to create a better world than the one we were born in.
Let us leave our children more than misery and hate."
-Unknown Mutated Pilgrim giving a sermon to a crowd of Mutated.
Tagged for review by the Internal Security

***​

There is a belief that most people subscribe to; poison can be cured without having it linger. One must only have the antidote ready, and nothing more than momentary pain will come of it. This is wrong, and you now know better than most.

Poison burns the flesh, sears away nerves, and leaves nothing but eternal pain in its wake. Every breath that you took these last three months have been short of agony. Every movement has been strenuous and has required you to put momentous concentration into something as simple as walking. A constant reminder that you are still alive and that some have it way worse than you. Though painkillers alleviate the pain for a few hours, you are careful not to develop a dependency for them, so that you can still guide the Pilgrims without the haze of drugs leading you, and them, astray.

It is in these thoughts that you turn to those Pilgrims that have knowledge of medicine and task them to find a way to neutralize the poison that even now is seeping into the region, claiming lives. Authorizing them to use the artifacts that they have asked for, they seclude themselves into tents and only come out to grab ingredients they do not have or to send runners out to acquire rarer substances they require. A month in, and they come to you. They have done all that they can, without testing their concoctions on living beings.

You volunteer for the procedure without hesitation. Though they try to dissuade you, to make you rethink and let them experiment on those that have survived the poison just like you, you turn them down.

"I did not chase the Plague-Engine out of a foolish whim.
I did not help those that needed help for personal gain.
I will not ask someone to take my place."​

They stopped after that. In the weeks that followed, you were subjected to ointments, potions, and many other treatments with a multitude of different concoctions. Some were worse than the poison, some flung your dignity out of the tent, while others helped only marginally. Until the last one was proposed by a Pilgrim that had been with you from the beginning. Seven Jerikal was a member of the Union of Herbalists in his past life. His dealings were widely praised and requested by those that knew what his real trade was. All manner of drugs was his trade, carefully created, and measured to induce the desired effect all to the desires of his customers. An aphrodisiac for a husband that had neglected his wife, a fast-acting laxative for a rival to embarrass them at a banquet, sedatives for beloved pets, so that they may sleep peacefully for eternity. That was how it started, but it was not long before a noble wanted something more, harmful, for use on a rival. He tried to tell them that he would not provide, but nobles have a sure way to persuade those to their point of view.

He created what they wanted and tried to skip the region. Unfortunately for him, he was too good at his trade, for even though many suspected foul play, even the best tests indicated that the rival had died of natural causes. It took him years until he found a way to escape without being caught again, all the while he provided the noble with enough poison that he would not "disappear," but not enough that anybody beyond the nobles politicking could be harmed, claiming that the process was much more difficult if no indicators should be left. In the 30 years since he managed to slip away, he had sworn to never ply his trade again, to never go down the route of fast money he had taken in his youth and to save more lives than hed had taken. While it came with some amount of surprise that the man would trust you with his past, the fact that he claimed to know what the poison was and that he had created a similar, but weaker, one after analyzing it was more of a shock to you. The explanation of what it was and how it acted in detail went straight over your head, but not the ingredients required to create the antidote.

Several of them were familiar enough that buying them would not put a dent into the Pilgrims budget, but some were only found in nature and could not be cultivated. Only the Union of Herbalists would have a significant stock of those ready to be shipped, the demand for them not high enough for the Merchant Guild to have on stock or trade-in sufficient quantities. Further complicating the process was that the antidote would only be active for about an hour before the ingredients would deteriorate into an unwanted state. But in that hour, everyone that would take the potion would have the poison flushed out of their systems with only a marginal amount remaining. While it was too late for you, the poison having long since run its course, those that were suffering the effects would have them alleviated.

You could attest to that, as merely an hour after taking the foul liquid, the pain became bearable, the fog in your mind lifted, and for the first time in almost two months, you were able to walk without needing to steady yourself. When you walked out of the tent with your head high and free of debilitating pain, you watched as those Pilgrims that worked along with the Scholars light up with joy. Heartfelt cheering and congratulations were given to you and Seven and everyone else as the news that an antidote had been found spread like wildfire.

And amidst those that had congregated, you noticed that they used a name when referring to you. A name that somehow struck a chord more profound than all those you held before, and those you thought you would bear. It was one that simply fit, describing everything you had done, everything you wanted to be remembered by, and what you hoped to instill in all those that would stand alongside you.

Martyris
The one that suffers, so others do not.​

The feeling of having a name simply fit what you were was complicated and nuanced. Something that you would have had time to come to terms with if there was not a scream that you had hoped to never hear again.

"FIRE! FIRE! WE NEED WATER!"​

And just like that, the joy of being able to help all those afflicted by the Engine turned into shock as black smoke started rising out of the entrance to the Tree and already people were being carried out of the smoke to the healers. You thanked those that had set up the Desalination-Basins in your mind while you shouted orders to immediately organize a bucket-chain to douse the flames, and assigned volunteers to brave the smoke to rescue those still trapped inside. It was chaos, multiple sections of the Living-Quarters were unreachable because of the fires, and some panicked as they screamed for their friends or family they had not seen among those outside. Only thanks to you and several of the Faithful could the panic be stimied, and order was imposed to further the rescue efforts. It was not a failed endeavor, while many had lost physical objects, and the quarters would need to be rebuilt, no-one lost their lives, and the worst of the injured were those that had been rescued and were suffering from smoke inhalation.

Already crews have been organized to clear out the rubble and assess the damage while you met with Needle. She was one of the few people that intimidated you, without taking into account that her scaled, clawed digitigrade legs and feet could tear your stomach open like so much wet paper, or that she looked like she could dual-wield sledgehammers for hours. Well, she could do that, you had seen her do it, but the thing that unnerved you the most was the fact that she could outright vanish if she wanted to. She did not have any cloaking-mutation, or so she claimed, but she was nonetheless the best option for your, less than reputable, operations that were being planned. Even if she looked more at home annihilating boulders.

It was in this meeting that she presented you with something that made your blood boil. Remains of several flasks, found in the center of the fires. Someone had tried to burn down the Tree, uncaring of the fact that children were living here. Uncaring that the Pilgrims had carved a home into the mountain, that people would almost certainly have died. She continued to tell you that some had seen an individual running from the Tree, one that wore the Pilgrims colors, but wore a mask. The thought that one of the Pilgrims could have done so is like a spear of flames directly into your hearth. The idea that someone is using your colors to commit crimes is much more horrifying, however. Needle agrees with you in that something must be done, and has already decided to prep her agents for the work ahead. However, she mentions that it will almost certainly not wield any results since the evidence is practically useless, and most of her agents have barely finished their training. She will nonetheless try her best.

***

Battle Of The Wounding Nightmare
Status: Active
Military Casualties: 433
Civilian Casualties: 910 (173 saved)
Damage Inflicted: Minor

***​

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

[ ] Expand Etiquette Training
After you have finally finished training the first missionaries, some have voiced concerns about their ability to bring people in, and want to undergo further training.
(Turns: 2
Chance: 65%
Reward: reduce penalty and increase the likelihood of successful recruitment actions, unlocks further actions)

[ ] Wanna Join my Club?
You need people to hear the message of the Pilgrims, and you need more people if you want to make sure this does not die before you can get started.
(Chance: 80%
Reward: 1d20-3 Recruits)

[ ] The Pilgrims Need You!
With the help of the inn, your missionaries can walk much further and stay out for much longer. This directly translates to more people hearing the message of the Pilgrims, though you may want to focus on one group of people in the future to maximize the effect this will have.
(Turns: 2
Chance: 65%
Reward: 4d20-4 Recruits)

[ ] Establish Soup-Kitchens (Bulk)(Mirn)
Now that you have a soup-kitchen up and running, it is time to expand them to start covering the city. About three more should be able to give you a solid base for future expansions and provide your other ventures with places to attach to.
(Turns: 3
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d6 Recruits, +0.04 Goodwill per turn, 1d3-1 Goodwill, unlocks further actions)

[ ] Establish Another Soup-Kitchen (1/3)(Mirn)
Another soup-kitchen allows you to feed more people, which in turn makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per turn, unlocks further actions)

[ ] Establish A Poor-House
The Poor-houses in the empire are not great places to live in. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are also forced to work for a pittance of what they would have earned if they had done the same work in the streets. While the Pilgrims are not able to provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 People in the city.
(Turns: 2
Chance: 70%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per turn, 1d4-1 Goodwill, unlocks further actions)

[ ] Build a House Of Pleasure, Brothel, ??? (Choose A Name)
Now that you have officialized the law regarding prostitution, some have suggested building a place where people can do so safely. They would be supplied with silphium and other medicine at cost, and there would be guards to ensure that no-one gets any wrong ideas. Someone also suggested that those who want to enter should pay an entry fee for the free amenities that are being provided. It would also ensure that the patrons are of the civilized sort.
-[ ] Stand-Alone
(Cost: 4 Materials
Reward: 1d3-1 Materials per turn)
-[ ] Attached To The Inn
(Chance: 75%
Cost: 1 Material
Reward: +1 Material per turn)

[ ] Establish Another Small Hospice - (1/2)(Mirn)
While a Hospice does cater to the dying, their primary purpose is healing the sick that cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic of medical procedures until you make some deals and agreements with those that have studied medicine.
(Chance: 30%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.1 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)

[ ] Death Does Not Want You Today
Now that you have found out what poison is afflicting the people and how to neutralize the worst of it, you should see to it that there is an ample supply of the reagents ready for creation/consumption. The only difficulty will be in getting those in sufficient quantities and to the people that need them.
(Cost: 5 Materials
Chance: 50% per turn
Turns: Until the Plague-Engine is dead
Reward: +27% Casualties reduction per turn (reduced by 8% per turn after this one due to insufficient supplies), saved lives, +0.4 Goodwill
Warning! Every turn this action is not taken, the Pilgrims lose 1d12 Followers and 1d4 Piety)

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

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. A word in the right ear at the wrong time has toppled many a nation. (Choose 1 Action)

[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda-campaign to change the view of the Mutated, bringing the people together and start on the road to reconciliation.
(Cost: 20 Materials
Chance: 50% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Choose Faction)
Your training for the diplomats is as comprehensive as you will likely be able to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 50% for Locals, 35% for Elite
Reward: +15 to all rolls involving said faction.)

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 50% for Nobility and Churches
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Low-End Introduction - (Choose Faction)
Now that your diplomats are trained, they can handle introductions to the smaller factions in your name. They are mostly used to making deals face-to-face, but most are used to doing things by proxy, so it should not be too hard to do so without you there.
(Chance: 70% for Locals (cannot choose The Common People, Cults, The Mutated, The Adventure Guild or The Merchant Guild)
Reward: Chosen organizations support-network unlocked. Choosing The Union of Herbalists triggers a mini-event.)

[ ] Train The Infiltrator-Corp - (Expanded)
What is done is done, now you can only ensure that they do the best job that they can do.
(Turns: 2
Chance: 65%
Reward: Can infiltrate factions for fewer Materials. Raised Chances to secret actions)

[ ] Infiltrate - (Target)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade.
(Cost: 4 Materials
Turns: 3
Chance: 55%
Reward: Target is Infiltrated, displays more information, raises chances for Exfiltrate and Illuminate)

[ ] Exfiltrate - (Target)
What is yours is mine, what is mine is none of your concern.
(Chance: 60%
Reward: Depending on the faction)

[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain. May my deed feed that which may eternally grow.
(Cost: 7 Materials
Chance: 30%
Reward: Target has their operations/structures halted/crippled/terminated.)

[ ] What happened?
Someone has apparently decided that torching your homes is a smart move. Find out how they did it, who did it, and give your Infiltrators some hands-on experience.
(Cost: 4 Materials
Chance: 30% (-15 for every turn this is not taken.)
Reward: Information on how who and what.)

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

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

[X] So That None May Suffer - (5 Materials)
The battle is joined, the military is clashing with the Engine, and the poison has reached its maximum range, though it is likely spreading further than you fear. Many already suffer due to it, more will die in time. Help those too close to the Forest to leave and heal all that you can.
(Takes 1 Unit
Turns: Until the Plague-Engine is dead.
Reduction in Civilian Casualties: 35% per turn.
Reward: Reduced Civilian Casualties, +1.2 Goodwill per turn, +4% Piety per turn)

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

[ ] Build An Armory - (Basic)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 2
Cost: 3 Materials, 5 Goodwill
Reward: Can supply and equip 3 Units. Unlocks further actions)

[ ] Watch Thy Neighbor, Carefully
It has happened. Someone has taken offense at the presence of the Pilgrims and has decided to burn your home down. Make sure they won't have the chance to claim lives next time they try.
(Cost: 9 Materials, 1 Goodwill
Reward:
Watchtower: When the Tree Of Knowledge is attacked, your units receive enough warning to equip themselves and create counter-ambushes
Security Station: Creates a DC for successful infiltration against the Pilgrims)

[ ] 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 rather to simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Untrained (1/6)

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

Learning: Knowledge is Power. (Choose 1 Action)(Artifacts can be attached to one learning action to provide the inherent bonus, but are consumed unless special buildings are present)

[ ] Tailor Your Messages - (Psychology/Culture)
Now that you understand the local culture, you can tailor your messages to increase your effectiveness in both diplomacy and recruiting.
(Chance: 70% Successes needed: 2
Reward: Reduced penalty for recruitment actions and diplomacy)

[ ] That Stone Is Talking - (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however...
(Chance: 30% Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))

[ ] Food, Gotta Have It - (Biology/Agriculture)
Now that you have access to unclaimed land, you should see to it that the best crops are chosen and planted for the local climate and soil.
(Chance: 65% Successes needed: 2
Reward: Unlocks Farms and crop options)

[ ] Study The Minerals - (Geology/Mineralogy)
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)

[ ] Secret Of The Circuit Pt.1 - (Electronics)
While you have a functioning motherboard, you have no idea what it is supposed to do, or how it even functions. Start unraveling the mystery of circuitry.
(Cost: Rusted Motherboard
Chance: 35% Successes needed: 4
Reward: Unlocks Base Action, Unlocks Learning Action, +5% Piety, Progress towards Pilgrim-made Electronics.)

[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 40% Successes needed: 1
Reward: Translated Artifact)

[ ] Firebombs - (Weapons/Chemicals)
Someone has burned down the living quarters with flasks filled with burning chemicals. While some may find it distasteful to use them, having a way to lob liquid flame is a potent argument. Luckily, you already have (broken) examples and will soon have a target that has volunteered for testing the prototypes.
(Cost: 1 Material
Chance: 80% Successes needed: 1
Reward: Firebombs as a weapon and for sabotage)

[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the action if you mark a relevant artifact for this research.)

Archeology: The secrets of the past will illuminate the future, may we learn from their mistakes. (Choose 1 Action)

[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-01: Est. artifact-grade: General Mundane+, Dice:2d2+1 per turn, Max. Yield: 2 Turns. No danger.
-WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
-SE-01: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SO-01: Est. artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 5 Turns. Mutants nearby.
-SO-02: Est. artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 5 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.
-SO-05: Est. artifact-grade: General Rare+, Dice:2d3+1 per turn, Max. Yield: 2 Turns. Mutants nearby.

[X] Prepare an Expedition (WO-01)(3 turns)(House Mirn: Yes) - Ends in 2 turns
[X] Prepare an Expedition (SO-05)(2 turns)(House Mirn: Yes) - Ends in 2 turns

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

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

[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases lay dotted along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 80%
Reward: Sites in The Wall are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Gallery
Why the inhabitants gave taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to now. Whether or not you can access the different libraries and other book-stores is.
(Chance: 75%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Tower Of Pain
Intact electronics, architecture that makes the air scream, the certainty of a significant find. What is there not to like?
(Chance: 75%
Reward: Sites in The Tower Of Pain are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area, while the smokestack continues to belch black smoke into the air. What surprises await you once past the guardians, what greatness lies locked away?
(Chance: 65%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Pit
You are not sure what you will find here, only that you are probably the first to look for artifacts here. But your scouts have reported feeling like they are being watched...
(Chance: 99%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 25% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

Tree of Knowledge: The home of the Pilgrims, a bastion of all that they stand for, and a symbol of hope for the desperate. (1 Action Locked)

[ ] Repair Your Living Quarters
Your Living Quarters have been torched, and the damage is severe. Luckily, no one died, and only material things have been lost. Replace what is damaged and repair what you can.
(Cost: 7 Materials
Reward: Damages repaired)

[ ] Living Quarters - Grand
While you have enough space for a small village in the Tree, you should look towards expanding what space is available. If anything, you will run out of rooms sooner rather than later.
(Cost: 10
Materials Upkeep: 1.5 Materials
Turns: 4
Reward: Up to 900 Pilgrims can live in your base before mali start to apply)


[X] Storerooms - Expanded - (1/2 Turns)
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least six months.
(Cost: 4.0 Materials Upkeep: 0.3 Materials Restock cost: 5 Materials
Turns: 2
Reward: Can support up to 300 Pilgrims for six months under siege conditions, before you need to gather new supplies
Can be taken before Basic, due to population)

[ ] Administration Center - Expanded (Write in Section(Not Personal))
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time, which means that you will have to create a bureaucracy to deal with this.
(Cost: 5 Materials Upkeep: 1.5 Material
Turns: 2
Reward: +1 Action to the specified section)

[ ] Laboratories - Basic
Researching is not something that is done by sitting in a tent, doodling on parchment, or throwing ideas at a wall to see what sticks. It is done in specialized environments, with purpose build equipment, and stocked up on anything that could be needed for experiments and developing prototypes.
(Cost: 20 Materials, +3.5 Materials Upkeep
Turns: 3
Reward: Improved success-chances, DC for 1,2,3 Progress unlocked, unlocks Learning Action, unlocks Base Action)

[ ] Salt Refinement
The salt that is generated can be further refined to achieve higher quality. This would subsequently boost sales.
(Cost: 4 Materials
Turns: 2
Reward: +1 Materials through salt sales per turn)

[ ] A Farm For Starters (Tiny) - (Choose Farmland)
You have soil, seeds, and the will to put the latter in the former. How hard could it be?
(Cost: 15 Materials
Turns: 3
Reward: -0.2 Materials Upkeep for soup-kitchens (globally), Upkeep for storerooms reduced by -0.1 Materials, doubled when choosing Extremely Fertile Farmland)

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

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

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

(10 Materials loaned for four turns at 25% interest)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.1 Materials, can only be taken once a turn.)

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

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

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

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

Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (Choose 2 Actions)

[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands to do it. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)

[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)

[ ] Personal Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 75% for Locals, 55% for Elites (cannot choose The Common People, The Mutated, The Merchant Guild or Cults), rolled with a +15
Reward: Chosen organizations support-network unlocked. Choosing The Union of Herbalists triggers a mini-event.)

[ ] Cool Tempers - (Material Cost)
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%, +10% for 5 Materials, +20% for 12 Materials
Reward: +1% Piety, and 1 additional for every +10 rolling above 60)

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)

[ ] Charity Drive (X Goodwill)
It is an unfortunate truth that money does not grow from trees. This means that you need to get people to donate it to ensure that the Pilgrims can continue with their expansion.
(Chance: 0-30/50/70/95
Reward: Exchanges 1 Goodwill 0.5/1/1.5/2 Materials)

[ ] Write In


If you spot any mistakes or have questions, tell me so that I can provide a better experience for all.

Note: If the opinion on Mutated falls to -3, a PURGE is initiated.

Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.

A moratorium will be until 04.06.20 at 17:00 CET.
Voting will be closed on the 06.06.20 at 17:00 CET.
I will roll on the 08.06.20 at 17:00 CET if no has yet rolled.
Updates will be online 2 days after rolls.
 
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Of Herbs And Healers
Meeting with the Union of Herbalists is something that has been delayed time and time again. Sometimes it was merely the fact that you had something better do to than spend three months in diplomatic and business meetings to establish the Pilgrims as a genuine customer or partner in the region. Sometimes it was a disaster that kept you and your diplomats scrambling to calm down a situation or the simple fact that there was too much to do.

With a Plague-Engine casting its toxic shadow over the region, your efforts to bring enough medicine to bear is simply not enough. While Seven has managed to create an antidote and a way to bring relief to those that had survived the poison, key-ingredients have proven to be frustratingly rare. Further complicating these matters is the fact that even the simple act of mixing the ingredients can lead to ineffective results if someone has no idea what they are doing as such only one course had remained viable to ensure that more people would survive the coming months. Meeting with one of the oldest Guilds in Slatnan and hoping for the best while preparing for the worst.

Those that did not spend any amount of time with politics, believing that a guild is the same as a Guild, is something that can is forgivable. Unfortunately, you are expected to have a fraction of knowledge about both the difference between a guild and a Guild, as well as the internal politicking that abounds between and in them.

The most striking difference between the guild of cobblers or smiths and the Merchant Guild is the simple fact that while both are legal entities, the Merchant Guilds charter has been signed by the imperial crown itself, tasked with overseeing an aspect of the nation, in any way that they see fit as long as it does not destabilize the country. So, while the guild of smiths may be a collection of smiths trading secret techniques or rare alloys while collaborating on the training of the next generation of smiths, the Merchant Guild has the sole writ, charter and legal domain of trade within and without the empire, though the last is rarely used. The Merchant Guild can decide whether or not a specific good is something that they want to trade, who is allowed to transport anything in meaningful quantities and is allowed to keep a security force distinct from both the army and the adventures. By sheer age alone, do these Guilds develop internal cultures, factions, ideologies, and a horrendous mess of bureaucracy grinding anyone that wishes to change anything to dust.

In short, a Guild is a legal entity within the empire that wields considerable power and has accumulated a massive amount of bureaucracy and rituals by sheer weight of time and momentum. In other words, if the Union of Herbalists thinks that you would become a threat to them, you would be doomed.

After a few years of getting the right papers to the right person and exchanging the right amount of bribes to get the right stamp.

As such, you are bringing someone along that had once been a member of the Union of Herbalists and knew the outlines of who is likely to help you for what price, which will prove invaluable. The preparations for this has taken over two weeks as Seven had coached you about the correct titles, which member is higher ranked at what point in the negotiations and which faction is likely to shout you down and which is going to consider your proposal. Steeling yourself with the latest report of a village suffering three dead, you collect all the evidence, samples, papers, and bribes that you will need in the coming week to secure a meeting and set out to collect those that would come with you.
Herbalists Mood: 82
Only for Seven to hastily inform you that you should wait for one more day as the pay-masters would convene today, which would chuck out your proposal faster than they could sell their mothers. Fortunately, the day after that, there would be a gathering of the movers and shakers of the guild who would be much more amenable to what you are going to suggest.

The trip into the city (after waiting a day) is both much too short and too long. Too short for you to prepare yourself in any matter you would find appropriate, for too many lives could be lost with a failure to convince them of the merits of your plan. Too long, in that, you can agonize over any minute detail and gesture of your speech. But every journey comes to a close, even if it was only a day's walk, and you enter Mirn proper.

The first thing you notice is the stench, as always. You have yet to find a city that does not overflow with the unwashed and filth. Something that you should push to correct in a few years maybe, once you are firmly entrenched in the structures and courts of the nobles. The second thing that finds itself at the center of your focus is the way that people act around you. A few months prior, there was an undercurrent of distrust, a smugness of someone watching a fool bumble about, the predatory intent to rob someone blindly, and the rare few that were genuinely happy to see you.

Now there is none of that. No one looks at you like you are going to cut them apart as a sacrifice, but rather as someone that is known to help out without demanding any compensation. There is no smugness, only the appreciation of someone standing by their ideals, even in the face of adversity. While there are still people that will likely try to take advantage of the Pilgrims, they are much less open about their plans to do so. And then there are those that like your presence. Some nod in approval, others smile, and some even talk to you for a short moment, thanking you for saving them, a relative, or a friend from death. While it genuinely warms your heart to see the people that the Pilgrims helped well and alive, it is a bit embarrassing when one man hugs you while weeping and thanking you profusely for saving the life of his daughters and swears that he will not forget what you have done. The whole street stared at you, whispering.

Once that whole thing was over, and you managed to reach the entrance to the Hall of Healing, your nerves had settled, your will to see this through steeled even more by your walk through the city. With your head held high with a purpose, you gesture your followers and Seven to follow you into what would be the most grueling negotiation that the Pilgrims and you had ever faced.

It came, therefore, as something of a surprise when you were ushered directly into the assembly-hall before the gathered members of the entire Tessen-Region before being offered the same deal you wanted to propose. The only difference was that you had an idea of what antidote would be useful and which ingredients would be needed. After you told them what you explicitly required, and Seven vouched for it by his past membership, it took only three more hours to reach a compromise between the assembled factions on how much they were willing to give to you, for how long and what they wanted in return. They would provide enough supplies for a year, enabling you to reduce casualties by 12%, for the caveat that you would have to announce that the Union of Herbalists sponsored them publicly.

In exchange for proclaiming that the supplies used in the Pilgrim's efforts to help the people are donated by the Union of Herbalists, the Pilgrims will receive all the supplies they request, reducing casualties by 12% for 4(four) turns.
-[ ] Accept Herbalists Deal (-12% Casualties for 4(four) turns.)
-[ ] Decline Herbalists Deal (-30% Piety as this is what you came here for.)


While you were discussing what this could mean and how you would use the help to the best effect, three people, a man, and two women approached you. The tension between them was noticeably, and you soon found out why, for they represented three different factions within the Herbalists.

The woman to your left, a short redhead with white splotches along with her hands and face, introduced her as Kulma Drinsdittir, a member of the Unionists. They were more irked by your presence than you had anticipated and wanted to cut a deal with you. In exchange for not building, improving, or operating any new institutions that offered to heal the people in any way, shape, or form for ten years, they would use their funds to significantly increase the offered wares and double the time that they would be given for free. While this is a good deal on the surface, given that you would save more people, it would mean that you could not save more for a very long time, while also creating trouble back at the Tree for bending the knee so easily.

You will no longer be able to operate any structures that offer healing in any way, shape, or form for ten years (40 turns) in exchange for additional 24% casualties reduction for an extra 4(four turns).
-[ ] Accept Unionists Deal (-24% Casualties for 4(four) more turns, - 10% Piety)
-[ ] Decline Unionists Deal (Will upset the Unionists)


The woman in the middle, with white hair and a missing eye, introduces herself as Magrsita Lithidi, a member of the Base. She is more concerned with ensuring that the deal that has been offered is expanded upon, provided that you can pay that is. Given that the price is high, you are sharing her concern.

In exchange for 5 Materials per turn, the deal from the Union at large is expanded by one turn. Will begin to pay in 4(four) turns.
-[ ] Accept Base Deal (Union Deal is extended by one turn as long as you can pay)
-[ ] Decline Bae Deal (No change)


The man is another matter entirely. He looks barely older than 20, looking at his companions with a furious disgust poorly hidden behind a scowl. Slender of build and with pale skin, you wonder if he had ever seen a hard day's work. You nonetheless pay close attention as he introduces himself as Klein Stein, leader of the Healers. He talks at length how the Union has to provide for everyone to the best of their ability even if it means not extorting the poor, he gives a glare at Kulma and Magrsita here, and at affordable prices with predictable results. He wishes to foster closer relations with the Pilgrims since their goals align more often than not. He is willing to back his words with monetary incentives too. However, you notice that Kulma eyes you and Klein very carefully, and given her proposal, she won't be happy should you accept.

Work with the Healers and establish connections for future use.
-[ ] Accept Healers Deal (-2% Casualties per turn until the crisis is over, unlocks special support/faith/diplomacy actions, Unionists are angry)
-[ ] Decline Healers Deal (Healers are disappointed, may be more challenging to reach out to them in the future)


All deals start at turn 16.
Current casualties reduction at 47%.

Moratorium until the 07.06.20 at 17:00 CET.
Voting will be closed on the 08.06.20 at 17:00 CET.
 
Last edited:
Rumour Mill Turn 16
A Season Of Mercy
While the effects of the poisonous machine from the Forest starts to take hold amongst the outlying villages and even cases in some towns have been reported, the Pilgrims have started to roll out in force. Many tell stories about seeing them multiple times a day, covered from head to toe in garb meant to protect from disease. Every time someone shows symptoms, they mix an antidote and distribute it freely, for no cost. They claim that the Union of Herbalists has provided them with the supplies to make this happen, though why would those greedy bastards do something like that? More importantly, what have they promised the Pilgrims to go along with them?

Additional Knight-Chapters Join The Cull
As the purge of the Forest continues, more and more soldiers are drafted into the grinder. Many that have come back have told stories about massive hordes that swallow unfortunate regiments, while unattentive patrols are never heard from again. The only mark of their existence is the memories of their friend and the records of the quarter-masters. But amidst these bloody tales is a ray of hope! For the Chapter of The Uncrowned Star and the Chapter of Eternal Vigilance have joined the hunt! They have reportedly been heard saying that they will; "show those youngsters how it's done!" We can only wish these brave heroes good luck and cheer them on, knowing that the Empire protects its people with zeal.

Empress Liana Has Died, Long Live Emperor Elianus
It seems that even the greatest of man can fall to the depredations of sickness and the march of time. Empress Liana of Slatnan has died at the venerable age of 94, after conquering the Green Dunes, keeping steady as her siblings died, shielding the people from the madness of her brother and expanding both our borders and the prosperity of the realm manifold. Her accolades were many, her titles numerous. None feel the loss as significant as perhaps her grandson Emperor Elianus, for not only had he to see his father be executed as a traitor but also the only beacon of stability in His life wither away after years of battling an incurable illness. Though he is only 20 years old, he has already sworn an oath to see the great work of His Grandmother, may she rest eternal, expanded upon. Already calls for volunteers have gone out, and both militias and adventures sharpen their skills for the conflict to come. Though what barbaric lands will be brought the light of civilization is not known at this point.
 
Turn 16: Year 3; Month 9; The Curse Of Knowledge
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.

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

4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity

5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) The nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist
-h.) caring for any children that are born as a result of their actions

6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctoral orders

7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader

8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the expulsion after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason

9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin
-f.) Occupation
-g.) Mutation

10.) These crimes (but not excluding others) are immediate ground for exile without 8.a.1. coming into effect.
-a.) Murder
--1.) attempted or otherwise
-b.) Psychological Torture
-c.) Physical Torture
-d.) Rape
-e.) Conspiring to do any of the crimes listed here

11.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

Origin: Humanism:
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)

First Tenet: What was will be:
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)

Hidden Tenet: A Mythos Called Names:
It is undeniable that there is power in names. Nations, Organizations, Myths. All have one thing in common; a name gives meaning and identity, where there was none before. The Pilgrims have taken after the First Leader, Martyris, in His belief. A soldier, wary of death and destruction, a healer that failed too many times or someone honoring a vow, may choose to change their name to reflect what they believe to be. While a name given by one's parents may encompass their hopes and dreams for one's future, reality tends to disagree.
(Every Leader of the Pilgrims may rename themselves. All Pilgrims may rename themselves in honor or shame. -1 to Piety rolls)

Trait: Fail Better:
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Ressource Statistics
Members: 200
-Faithful: 4/7
-Followers: 193(18 unoccupied)

Materials: 10.51(min. +3.46, max. +12.46 per turn, 12.50 Materials owed to: The Merchant Guild in 4(four) turns)

Income = 7.86-16.86Materials:
3.86 Followers
1.00-4.00 Desalination Basins
3.00-9.00 Inn (Eye of the Beholder)

Upkeep = 4.40Materials:
0.90 = 1 Soup kitchen - (-0.10 Due to Buying Goods In Bulk)
0.90 = Administration Center - Basic - (-0.10 Due to Buying Goods In Bulk)
1.40 = 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk)
0.40 = Hygenic Living Expanded
0.50 = Living Quarters Expanded
0.30 = Storerooms Expanded

Goodwill: 10.59(+1.31 per turn)

Piety: 51.5% (+/- 0 to personal rolls)(+4% per turn)
Relationsships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Unaware of your existence

Marquis of Tessen
Opinion: Neutral (0)
Plans: Unaware of your existence

House Ulatarn
Opinion: Neutral (0)
Plans: Unaware of your existence

House Mirn
Contact: Lord Malarn
Opinion: Neutral (0)
Plans: Sponsor digs to acquire technology

Military
Opinion: Neutral (0)
Plans: Ensure you are compliant with the law

Church of Eden
Opinion: Neutral (0)
Plans: Ignore you

The Followers of Light
Opinion: Neutral (0)
Plans: Ensure that you do not poach followers from them

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer you on

The Merchant Guild:
Contact: Abraham Lin
Opinion: Neutral (0)
Plans: Source of Artifacts and Customers

The Union of Herbalists:
Opinion: Neutral (0)
Plans: Con you
Factions:
-Unionists (-1/57% Control/Mali to Costs for Actions)
-Base (0/35% Control)
-Healers (1/8% Control/Enables Doctoral Training)

Stupendously Scholastic Scholars of Science
Opinion: Neutral (0)
Plans: Dismissive of you

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Stabhappy/Waiting for bounties

Criminal Organisations:
Opinion: Neutral (0)
Plans: Wait and See

Cults:
Opinion: Unfriendly (-1)
Plans: Antagonized
Uncovered:
-The Emberguard (-2/400-500 members/EXTREMELY ILLEGAL/???: 5/20)
-Unknown Numbers

The Mutated:
Opinion: Neutral (0)
Plans: Confused but optimistic

General Opinion on Mutated: Semi-Hidden Hostility (-1)
Artefacts
Common
Thouroughly Burned Pile Of Electronics - 3.84 Materials - + 5 to Electronics
Metallic Bowstrings - 2.87 - + 5 to Weapons (Tagged for House Mirn)
Diagram For A Waterwheel - 2.80 - + 5 to Machinery
Rusted Cogs - 1.25 - + 5 to Machinery
Inscribed Pencil - 1.45 - +5 to Linguistic (Tagged for House Mirn)
Drained Battery - 2.39 - +5 to Electronics
Non-Functional Lightbulb - 1.48 - +5 to Electronics
Parfume - 1.11 - +5 to Chemicals
Shattered Robotic Arm - 4.91 - +5 to Electronics
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Small Tube Filled With Electronics - 2.35 - +5 to Electronics (Tagged for House Mirn)
Serrated Ax - 1.72 - +5 to Weapons
Bad Comic - 2.72 - +5 to Linguistics (Tagged for House Mirn)
Reinforced Shield - 2.23 - +5 to Armor
Rusted Surgical Instruments - 1.91 - +5 to Medicine (Tagged for House Mirn)
Mechanical Pencil - 1.95 - +5 Mechanics
Clockwork Pieces - 2.08 - +5 Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 Armor
Broken Exotic Helmet - 2.93 - +5 Armor (Tagged for House Mirn)
Translated Transcripts - 2.50 - +5 Linguistics
Rare
Rusted Motherboard - 5.29 - +20 to Electronics - Bound to Secret Of The Circuit Pt.1
Untranslated Book On Chemicals - 5.20 - +20 to Chemicals - Untranslated
Diagram Of A Rudimentary Icebox - 5.66 - +20 to Refrigeration
Assorted Books In Multiple Languages - 5.11 - +20 to Linguistics
Treaty On Brainwashing- 5.26 - +20 to Psychology
Broken Pump - 5.96 - +20 to Hydraulics
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lightweight Alloy - 5.22 - +20 to Metallurgy
Armor Blueprint - 5.91 - +20 to Armor (Tagged for House Mirn)
Chemical Formula - 6.00 - +20 to Chemicals(Tagged for House Mirn)
Burned Theory On Cloning - 5.35 - +20 to Advanced Medicine
Untranslated Book - 5.25 - +20 to Linguistics
Black Rectangle - 5.53 - +20 to Advanced Electronics
Armor Piercing Ax - 5.49 - +20 to Weapons
Officer's Leg-Guard - 5.59 - +20 to Armor (Tagged for House Mirn)
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilipidated Prosthetic - 5.19 - +20 to Advanced Electronics
Rusted Block With Missin Circles- 5.48 - +20 to Advanced Metallurgy
Textbook On Cellular Theory - 5.47 - +20 to Biology
Lost Tech
N/A
Unique
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Military
Units (1/2)
Tech-Scouts
6/6 Size
1/1 Armor
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in combat
Spears: 1 Damage per size (6 total)
Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
Upkeep: Free (Scavenger Past Unit)
Equipment
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a difference of 35 or higher, you gain one extra stealth attack.
+1 Armor. 2.00 Materials per Unit
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield, or equipment. 0.15 Materials per unit per size.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.2 Materials per unit per size.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.35 Materials per unit per size.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 1.00 Materials per unit per size.
Unique/Notable Assets
-Ashleaf Tea +10 to Diplomacy
1x Extremely Fertile Farmland
2x Fertile Farmland
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up

Desalination Basins
- 250 Pilgrims receive water in case of a drought. +1d4 Materials per turn.

Administration Center - Basic
- +1 Personal Action, Unlocks Too Much To Do.

Hygenic Living - Expanded

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

Living Quarters - Expanded
- Up to 300 Pilgrims can live in your base before a mali starts to apply.

Storerooms - Expanded
-Up to 300 Pilgrims can survive for 6 months under siege conditions
Heroes
You, Martyris, The One That Suffers, Leader of The Pilgrims
4/6 Health (-2 permanent)
3/3 Armor
Training: Trained (3/6)
Breakpoint: NONE
Spear: 1 Damage per size (1 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +3 Armor
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-50% Chance to gain/lose 40% Piety should this Hero die in Combat.
-Gain 30% Piety should this Hero die of natural causes
Upkeep: Free (Because it's you.)
Traits:
Poisoned By A Plague-Engine - Medicated
There are few things worse enough than dying to the poison of a Plague-Engine. You are enduring the least of the worst of those fates. Though many see your determination to face such a future for something beyond yourself as inspiring and have taken to more selfless actions as a result of this.
Effect: Reduced health, reduced lifespan, permanent -1 to Piety reduction rolls

Every journey begins with a step. Every deed starts with a decision. Every action has a reaction.

That was how it has been; that is how it will ever be. The Pilgrims offer a hand of mercy, hoping to help those under them so that they may walk equals. Some direct their hate and fury to those that do not deserve it, too cowardly to take action against their true jailers. A spark is lit, a home burns, a specter of ages past raises its head once more.

"Needle," as she is known amongst her new family, was well used to the world of cloak and shadows. Her parents murdered in front of her eyes; she swore revenge against those that had taken from her the only people she thought she would ever love and trust. Years were spent thieving, simply to survive, as the orphanages refused to take in a Mutated. Years in which she saw the worst man had to offer. Killers, rapers, zealots, and madmen that delight in the taking of lives. Years taught her how to move unseen, when someone was following you, and how to deny one's nature to gain just one more day in hell. She had the harshest teacher in the world; reality. The lessons that were taught were not repeated without cost, only those that adapted thrived, those that took too much perished. Lessons that served her well, for in the end? She stood in an abandoned warehouse, covered in the blood and gore, basking in the empty glory that was revenge.

The child filled with anger, hate, and crippling sorrow died that day. Only a young woman with a dark past and no future remained, devoid of emotions. There was nothing more that held her in the world of the living, no more lives to take, and no more drive to push her onward just one more step. She was doomed to be only one more amongst the forgotten, the failed, and ignored. No-one would take the time to mend the ash that the fire of hatred left. Except an old friend from her childhood did.

He was more than she deserved, more than she could ever give up and more than she dreamed of. He helped her to stay alive when she fell ill, shared his meager food with her and cheered her up when her anger threatened to overpower her once more. They shared a bed, first for warmth and necessity, but as time went on, that changed.

Years passed as a broken soul was mended, a heart of stone broke to reveal the layer of budding love, and a mutual vow was taken. Where before there was nothing more than a drive to kill, there was now a dream of a better future. One that would see her raise a family of her own, one that brought peace and comfort into those cold and dark nights when she was haunted by specters of her past. But hope is a dangerous thing, too little and there is no reason to live, too much and a blazing storm engulfs all thoughts, seeking to see the visions of safety and happiness through. She desperately needed more, not for just herself, but for those she hoped to set into the world and the one she loved more than life itself.

And as she guarded all that she held dear, murmurs rippled through her home, of a new cult that preached the glory that was life. Of the majesty of man. Of the wonders that one could create, should one be allowed to take the chance that fate offered. How there is no shame in being alive, only the majesty that is inherited by all.

A dangerous thought, to believe that one may rejoice at the simple fact of one's own existence. To feel no shame for deeds committed to living one more day in squalor, only for not grasping that tiny ray of hope when offered. A promise she caught with both hands, like a drowning sailor, grasps a cast out rope, uncaring for whether the rope belongs to slavers or saints. She was aware that she had been lucky that she had found saints. The Pilgrims were like something out of a dream for her. Working not for selfish gains, but to remake the glory of old, a time where children walked unmarried by disease and tragedy. To cast away the shackles of hatred and bigotry, so that all may walk as equals.

To leave a better world than the one they were born in.

But fate is cruel in its own way, for while she saw something that could change the world forever, others may see a fruit ripe for picking. Where she saw mercy, others saw idiocy. And someday someone would be foolish enough to attack those that took the downtrodden, the weak and ill, the broken and shattered dreamers and the hopeful. Eventually, one will take anger at those that build upon the ashes, those that dare to work for something better and try to cast it down.

Something that she would not allow. A view that the man that had enabled all this agreed with. And for all that she wished that it was not the case, the moment she had prepared those few volunteers that could be trusted, they were called to protect their home for the first time, though time would tell that it would not be the last.

And for the first time in many years, Needles hunted. Though she was not alone, girded in the best that could be given, warded by those that depended on her success. Steeled by the sight of parents rushing their children out of a blazing inferno as those brave few dared the flames, just to rescue one more soul, one more piece of life, forgotten in the terror that was planted at the Tree.

The trail was never icy, but never truly hot, for just as they hunted, their prey knew it was stalked. From village to camp to waste and ruin to the town once more, they raced, seeking that which dared to strike at friends and family. Traces were read, people questioned, and minds set alight with each new find until, at last, they found the den that harbored their quarry. A hidden compound that they could only access once they knew the routes and timetables of those that entered and exited its deeps. While some waited and watched, others stalked those that were known to participate. The scale of the organization was unnerving, for how could something like this be so unknown to the guards, or the Internal Security?

Once the time was found, instruments were prepared, clothes tightened, and nerves steeled. The lock proved no resistance to nimble hands, no sentinel could catch their silhouettes, and no sheet of paper was left unread. Ledgers were copied in shorthand known only to these illusive shadows while copied ciphers were taken as a gift for further study: no room unsearched, no stockpile unmarried by their presence. Until at last, they found something even they did not hope to catch. The Inner Sanctum was unguarded and empty, save for one guard. It was simple to arrange for booze to be liberally applied to an unconscious woman, even simpler to slip into the halls those people viewed as hallowed. What they saw shocked them.

A grey banner that held a kite-shield, and in its midst, dying embers surrounded by ash. One of the symbols of the Disciples of the Evertorch.

SHIT.

***​

More death, more destruction, and more people forced to leave their old homes. Report after report showed you the tragedies and horror of the Plague-Engine, condensed into the cold calculus of numbers. How many died because you were not fast enough. How many lived because you could outrun time. All calculated and put into exact numbers to compare like they were nothing more than items on a list. Not people, not lives, but something cold. Sterile. Clean. Removed.

You hated it, knowing that you could have saved so many more, if only you had bowed to the demands of the Unionists. If only you had managed to find the fields earlier, plant the plants that you needed now. If only, if only. Even knowing that you could save more people by doing what you were doing in the long run, there is no consolation for those that loose their beloved ones. Hindsight is a bitch.

But what was done is done. You cannot change the past, but you can change the future. Ensuring that enough supplies and enough volunteers are patrolling as far and wide as you can manage. Stockpiling enough materials that will be used for relief efforts. Doing something productive, so that the doubt has no chance to set in. Reading reports of miraculous new artifacts being found almost every other week. Having papers with recommendations for the fields that would soon be used to feed the masses.

It is in these moods that you notice someone is sitting in front of you. Needle to be exact. You never heard the door opening. Before you can open your mouth to ask her to report, she simply hands you a ledger.

A very thick ledger.

Curious, you open it and begin reading the summary in front. It takes you two minutes to read about the help the adventures you hired were in shadowing suspects. Another minute to be impressed by the sheer amount of information that Needle apparently managed to uncover. Four seconds to read the phrase; "Offshoot of the Disciples of the Evertorch." Two minutes until you manage to speak.

"SHIT."

***

Eternal Fires, Undying Embers

The Disciples of the Evertorch are the worst of the worst that fanatical zealotry can produce. An entire nation and religion gripped in fear of the Heretic, the Unclean, and the Machine. Those that deny their Gods are burned with cleansing fires to the roaring approval of indoctrinated fanatics. Those that turn their backs on their nation can only hope that they manage to kill themselves, should they be captured, for nothing can trump the horrors that are put upon them. But worst of all are those that have Mutations. They are seen as spiritually corrupt, and a force of corruption themselves. The only ones that are not being put to work as slaves, to die in mines and on the fields alone and forgotten, are those that show sufficient zeal in their scriptures.

Ironic, that the most significant source of followers outside of those that are born in their nation, are those that they revile the most. Horrific is the thought about what to do about this, on the other hand. Should you go public, most likely, the majority of this cult will go undercover, while the rest of the Mutated will have to deal with damnation by association. Should you go to the military, there will undoubtedly be a massive bloodbath as most of them are slaughtered in short order, with no regard for civilian casualties due to the ongoing crisis. Going to the nobles could go either way or another direction entirely.

The only thing that worries you more is the fact that the Emberguard has something planned. Something big.

[ ] (What will you do now that you have this information?)

***

Battle Of The Wounding Nightmare
Status: Active
Military Casualties: 537
Civilian Casualties: 1.056 (635 saved)
Damage Inflicted: Major

***​

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

[ ] Expand Etiquette Training
After you have finally finished training the first missionaries, some have voiced concerns about their ability to bring people in, and want to undergo further training.
(Turns: 2
Chance: 65%
Reward: reduce penalty and increase the likelihood of successful recruitment actions, unlocks further actions)

[ ] Wanna Join my Club?
You need people to hear the message of the Pilgrims, and you need more people if you want to make sure this does not die before you can get started.
(Chance: 80%
Reward: 1d20-3 Recruits)

[ ] The Pilgrims Need You!
With the help of the inn, your missionaries can walk much further and stay out for much longer. This directly translates to more people hearing the message of the Pilgrims, though you may want to focus on one group of people in the future to maximize the effect this will have.
(Turns: 2
Chance: 65%
Reward: 4d20-4 Recruits)

[ ] Establish Soup-Kitchens (Bulk)(Mirn)
Now that you have a soup-kitchen up and running, it is time to expand them to start covering the city. About three more should be able to give you a solid base for future expansions and provide your other ventures with places to attach to.
(Turns: 3
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d6 Recruits, +0.04 Goodwill per turn, 1d3-1 Goodwill, unlocks further actions)

[ ] Establish Another Soup-Kitchen (1/3)(Mirn)
Another soup-kitchen allows you to feed more people, which in turn makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per turn, unlocks further actions)

[ ] Establish A Poor-House
The Poor-houses in the empire are not great places to live in. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are also forced to work for a pittance of what they would have earned if they had done the same work in the streets. While the Pilgrims are not able to provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 People in the city.
(Turns: 2
Chance: 70%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per turn, 1d4-1 Goodwill, unlocks further actions)

[ ] Build a House Of Pleasure, Brothel, ??? (Choose A Name)
Now that you have officialized the law regarding prostitution, some have suggested building a place where people can do so safely. They would be supplied with silphium and other medicine at cost, and there would be guards to ensure that no-one gets any wrong ideas. Someone also suggested that those who want to enter should pay an entry fee for the free amenities that are being provided. It would also ensure that the patrons are of the civilized sort.
-[ ] Stand-Alone
(Cost: 4 Materials
Reward: 1d3-1 Materials per turn)
-[ ] Attached To The Inn
(Chance: 75%
Cost: 1 Material
Reward: +1 Material per turn)

[ ] Establish Another Small Hospice - (1/2)(Mirn)
While a Hospice does cater to the dying, their primary purpose is healing the sick that cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic of medical procedures until you make some deals and agreements with those that have studied medicine.
(Chance: 30%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.1 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)

[ ] To Bid Welcome
The Herbalists are similar to the Pilgrims to an eerily degree. They believe that helping should be a priority for those that can render aid, and to only take as much as you need from those that offer rewards to keep helping others. Maybe you should sound their members out for more, personal, integrations?
(Chance: 45%
Reward: The Herbalists become interested in co-operating closer with the Pilgrims.)

[X] Death Does Not Want You Today
Now that you have found out what poison is afflicting the people and how to neutralize the worst of it, you should see to it that there is an ample supply of the reagents ready for creation/consumption. The only difficulty will be in getting those in sufficient quantities and to the people that need them.
(Cost: 5 Materials
Chance: 50% per turn
Turns: Until the Plague-Engine is dead
Reward: +27% Casualties reduction per turn (reduced by 8% per turn after this one due to insufficient supplies), saved lives, +0.4 Goodwill
Warning! Every turn this action is not taken, the Pilgrims lose 1d12 Followers and 1d4 Piety)

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

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. A word in the right ear at the wrong time has toppled many a nation. (Choose 1 Action)

[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda-campaign to change the view of the Mutated, bringing the people together and start on the road to reconciliation.
(Cost: 20 Materials
Chance: 50% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Choose Faction)
Your training for the diplomats is as comprehensive as you will likely be able to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 50% for Locals, 35% for Elite
Reward: +15 to all rolls involving said faction.)

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 50% for Nobility and Churches
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Low-End Introduction - (Choose Faction)
Now that your diplomats are trained, they can handle introductions to the smaller factions in your name. They are mostly used to making deals face-to-face, but most are used to doing things by proxy, so it should not be too hard to do so without you there.
(Chance: 70% for Locals (cannot choose The Common People, Cults, The Mutated, The Adventure Guild or The Merchant Guild)
Reward: Chosen organizations support-network unlocked. Choosing The Union of Herbalists triggers a mini-event.)

[ ] Train The Infiltrator-Corp - (Expanded)
What is done is done, now you can only ensure that they do the best job that they can do.
(Turns: 2
Chance: 65%
Reward: Can infiltrate factions for fewer Materials. Raised Chances to secret actions)

[ ] Infiltrate - (Target)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade.
(Cost: 4 Materials
Turns: 3
Chance: 55%
Reward: Target is Infiltrated, displays more information, raises chances for Exfiltrate and Illuminate)

[ ] Exfiltrate - (Target)
What is yours is mine, what is mine is none of your concern.
(Chance: 60%
Reward: Depending on the faction)

[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain. May my deed feed that which may eternally grow.
(Cost: 7 Materials
Chance: 30%
Reward: Target has their operations/structures halted/crippled/terminated.)

[ ] Change The Deal, Stay By The Letter
Well, the Union of Herbalists did say that you should tell people they were sponsoring you. No-one mentioned telling anyone who shouldered the most significant burden of the deal.
(Chance: 80%, 20% to not anger Unionists and Base
Reward: Increased control for the Herbalists, a chance to anger both Union and Base, increased opinion for the Herbalists.)

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

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

[X] So That None May Suffer - (5 Materials)
The battle is joined, the military is clashing with the Engine, and the poison has reached its maximum range, though it is likely spreading further than you fear. Many already suffer due to it, more will die in time. Help those too close to the Forest to leave and heal all that you can.
(Takes 1 Unit
Turns: Until the Plague-Engine is dead.
Reduction in Civilian Casualties: 35% per turn.
Reward: Reduced Civilian Casualties, +1.2 Goodwill per turn, +4% Piety per turn)

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

[ ] Build An Armory - (Basic)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 2
Cost: 3 Materials, 5 Goodwill
Reward: Can supply and equip 3 Units. Unlocks further actions)

[ ] Watch Thy Neighbor, Carefully
It has happened. Someone has taken offense at the presence of the Pilgrims and has decided to burn your home down. Make sure they won't have the chance to claim lives next time they try.
(Cost: 9 Materials, 1 Goodwill
Reward:
Watchtower: When the Tree Of Knowledge is attacked, your units receive enough warning to equip themselves and create counter-ambushes
Security Station: Creates a DC for successful infiltration against the Pilgrims)

[ ] 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 rather to simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Untrained (1/6)

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

Learning: Knowledge is Power. (1 Action Locked)(Artifacts can be attached to one learning action to provide the inherent bonus, but are consumed unless special buildings are present)

[ ] Tailor Your Messages - (Psychology/Culture)
Now that you understand the local culture, you can tailor your messages to increase your effectiveness in both diplomacy and recruiting.
(Chance: 70% Successes needed: 2
Reward: Reduced penalty for recruitment actions and diplomacy)

[ ] That Stone Is Talking - (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however...
(Chance: 30% Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))

[X] Food, Gotta Have It - (Biology/Agriculture)
Now that you have access to unclaimed land, you should see to it that the best crops are chosen and planted for the local climate and soil.
(Chance: 65% Successes needed: 1
Reward: Unlocks Farms and crop options)

[ ] Study The Minerals - (Geology/Mineralogy)
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)

[ ] Secret Of The Circuit Pt.1 - (Electronics)
While you have a functioning motherboard, you have no idea what it is supposed to do, or how it even functions. Start unraveling the mystery of circuitry.
(Cost: Rusted Motherboard
Chance: 35% Successes needed: 4
Reward: Unlocks Base Action, Unlocks Learning Action, +5% Piety, Progress towards Pilgrim-made Electronics.)

[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 40% Successes needed: 1
Reward: Translated Artifact)

[ ] Firebombs - (Weapons/Chemicals)
Someone has burned down the living quarters with flasks filled with burning chemicals. While some may find it distasteful to use them, having a way to lob liquid flame is a potent argument. Luckily, you already have (broken) examples and will soon have a target that has volunteered for testing the prototypes.
(Cost: 1 Material
Chance: 80% Successes needed: 1
Reward: Firebombs as a weapon and for sabotage)

[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the action if you mark a relevant artifact for this research.)

Archeology: The secrets of the past will illuminate the future, may we learn from their mistakes. (Choose 1 Action)

[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-01: Est. artifact-grade: General Mundane+, Dice:2d2+1 per turn, Max. Yield: 1 Turns. No danger.
-WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
-SE-01: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 1 Turns. No danger.
-SO-01: Est. artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 5 Turns. Mutants nearby.
-SO-02: Est. artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 5 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.
-SO-05: Est. artifact-grade: General Rare+, Dice:2d3+1 per turn, Max. Yield: 1 Turns. Mutants nearby.

[X] Prepare an Expedition (WO-01)(3 turns)(House Mirn: Yes) - Ends in 1 turns
[X] Prepare an Expedition (SO-05)(2 turns)(House Mirn: Yes) - Ends in 1 turns

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

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

[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases lay dotted along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 80%
Reward: Sites in The Wall are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Gallery
Why the inhabitants gave taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to now. Whether or not you can access the different libraries and other book-stores is.
(Chance: 75%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Tower Of Pain
Intact electronics, architecture that makes the air scream, the certainty of a significant find. What is there not to like?
(Chance: 75%
Reward: Sites in The Tower Of Pain are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area, while the smokestack continues to belch black smoke into the air. What surprises await you once past the guardians, what greatness lies locked away?
(Chance: 65%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Pit
You are not sure what you will find here, only that you are probably the first to look for artifacts here. But your scouts have reported feeling like they are being watched...
(Chance: 99%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 25% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

Tree of Knowledge: The home of the Pilgrims, a bastion of all that they stand for, and a symbol of hope for the desperate. (Choose 1 Action)

[ ] Living Quarters - Grand
While you have enough space for a small village in the Tree, you should look towards expanding what space is available. If anything, you will run out of rooms sooner rather than later.
(Cost: 10 Materials Upkeep: 1.5 Materials
Turns: 4
Reward: Up to 900 Pilgrims can live in your base before mali start to apply)

[ ] Storerooms - Grand
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least twelve months.
(Cost: 8.0 Materials Upkeep: 0.6 Materials Restock cost: 7 Materials
Turns: 3
Reward: Can support up to 900 Pilgrims for twelve months under siege conditions, before you need to gather new supplies)

[ ] Administration Center - Expanded (Write in Section(Not Personal))
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time, which means that you will have to create a bureaucracy to deal with this.
(Cost: 5 Materials Upkeep: 1.5 Material
Turns: 2
Reward: +1 Action to the specified section)

[ ] Laboratories - Basic
Researching is not something that is done by sitting in a tent, doodling on parchment, or throwing ideas at a wall to see what sticks. It is done in specialized environments, with purpose build equipment, and stocked up on anything that could be needed for experiments and developing prototypes.
(Cost: 20 Materials, +3.5 Materials Upkeep
Turns: 3
Reward: Improved success-chances, DC for 1,2,3 Progress unlocked, unlocks Learning Action, unlocks Base Action)

[ ] Salt Refinement
The salt that is generated can be further refined to achieve higher quality. This would subsequently boost sales.
(Cost: 4 Materials
Turns: 2
Reward: +1 Materials through salt sales per turn)

[ ] A Farm For Starters (Tiny) - (Choose Farmland)
You have soil, seeds, and the will to put the latter in the former. How hard could it be?
(Cost: 15 Materials
Turns: 3
Reward: -0.2 Materials Upkeep for soup-kitchens (globally), Upkeep for storerooms reduced by -0.1 Materials, doubled when choosing Extremely Fertile Farmland)

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

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

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

(10 Materials loaned for four turns at 25% interest)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.1 Materials, can only be taken once a turn.)

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

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

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

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

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

(Cost: 6 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[ ] Study Sessions
(Cost: 1 Faithful, 4 Material per turn, for 8 turns
Reward: 1 trained General Doctor)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] A Helping Hand - (Choose Faction)
Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)

Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (Choose 2 Actions)

[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands to do it. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)

[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)

[ ] Personal Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 75% for Locals, 55% for Elites (cannot choose The Common People, The Mutated, The Merchant Guild or Cults), rolled with a +15
Reward: Chosen organizations support-network unlocked. Choosing The Union of Herbalists triggers a mini-event.)

[ ] Cool Tempers - (Material Cost)
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%, +10% for 5 Materials, +20% for 12 Materials
Reward: +1% Piety, and 1 additional for every +10 rolling above 60)

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)

[ ] Charity Drive (X Goodwill)
It is an unfortunate truth that money does not grow from trees. This means that you need to get people to donate it to ensure that the Pilgrims can continue with their expansion.
(Chance: 0-30/50/70/95
Reward: Exchanges 1 Goodwill 0.5/1/1.5/2 Materials)

[ ] Write In


If you spot any mistakes or have questions, tell me so that I can provide a better experience for all.

Note: If the opinion on Mutated falls to -3, a PURGE is initiated.

Please vote for the write-in and the plan separately.

Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.

A moratorium will be until 12.06.20 at 17:00 CET.
Voting will be closed on the 14.06.20 at 17:00 CET.
I will roll on the 16.06.20 at 17:00 CET if no has yet rolled.
Updates will be online 2 days after rolls.
 
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Rumour Mill Turn 17
Expeditions Return Triumphant
Over one year ago, two expeditions from the Pilgrims traveled out into the Forest to search for forgotten glory and dead marvels. In that year, they managed to unearth a glut of artifacts that have been reverently preserved and sent into the Tree for further preservation, study, and the occasional sale. These last years, some exciting advances have been made, as seen by the cloaks the Tech-Scouts wear. Some even rumor that the Pilgrims are working hard on understanding the mysterious force of electricity, away from the Stupendously Scholastic Scholars of Science. Let's hope they succeed!

Pilgrims Officially Recognized By House Malarn
It came somewhat as a surprise as Lord Malarn officially announced that the Pilgrims had been recognized as a lawful and righteous religious organization, with all the ups and downsides that this entails. While some say that the Pilgrims tax should have been done sooner, others worry that this could hamper their willingness and ability to help others. Most are curious about how they will act on this announcement and how they will make use of their new privileges. These include the printing and distribution of their Holy Texts (do they even have those?) free of charge, the right to petition for opening orphanages and schools, and the honor of taking part in defense of the Empire. Good for them!

Target Of Crusade Rumoured To Be Starlight
As the forces and might of the Empire congregate in Castle Sevenguard, more and more supplies are drawn into the abyss that is an army. Several rumors about the target have focused on one in particular: Starlight. The mountain that had been hollowed out in ages past for the valuable Hikari-Stones that glow in a soothing blue. While they are now a rarity, most of the stones found anchored into the ceilings of the inhabited caverns, talk about new veins that are being exploited, seem to have attracted the interest of the Crown. One can only hope that the Starlighters have enough wit between them to realize that the protection of the Empire and the chance to become appropriately civilized is something that they should welcome with open arms.
 
Turn 17: Year 4; Month 0; What If I Am Wrong?
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.

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

4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity

5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) The nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the Pilgrims HQ ballots, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist
-h.) caring for any children that are born as a result of their actions

6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctoral orders

7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader

8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the expulsion after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason

9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin
-f.) Occupation
-g.) Mutation

10.) These crimes (but not excluding others) are immediate ground for exile without 8.a.1. coming into effect.
-a.) Murder
--1.) attempted or otherwise
-b.) Psychological Torture
-c.) Physical Torture
-d.) Rape
-e.) Conspiring to do any of the crimes listed here

11.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

Origin: Humanism:
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)

First Tenet: What was will be:
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)

Hidden Tenet: A Mythos Called Names:
It is undeniable that there is power in names. Nations, Organizations, Myths. All have one thing in common; a name gives meaning and identity, where there was none before. The Pilgrims have taken after the First Leader, Martyris, in His belief. A soldier, wary of death and destruction, a healer that failed too many times or someone honoring a vow, may choose to change their name to reflect what they believe to be. While a name given by one's parents may encompass their hopes and dreams for one's future, reality tends to disagree.
(Every Leader of the Pilgrims may rename themselves. All Pilgrims may rename themselves in honor or shame. -1 to Piety rolls)

Trait: Fail Better:
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Ressource Statistics
Members: 207
-Faithful: 4/8
-Followers: 199(-1 unoccupied)

Materials: 19.37(min. +3.46, max. +12.46 per turn, 12.50 Materials owed to: The Merchant Guild in 3(three) turns)

Income = 7.86-16.86Materials:
3.86 Followers
1.00-4.00 Desalination Basins
3.00-9.00 Inn (Eye of the Beholder)

Upkeep = 4.40Materials:
0.90 = 1 Soup kitchen - (-0.10 Due to Buying Goods In Bulk)
0.90 = Administration Center - Basic - (-0.10 Due to Buying Goods In Bulk)
1.40 = 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk)
0.40 = Hygenic Living Expanded
0.50 = Living Quarters Expanded
0.30 = Storerooms Expanded

Goodwill: 11.90(+1.31 per turn)

Piety: 51.5% (+/- 0 to personal rolls)(+4% per turn)
Relationsships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Unaware of your existence

Marquis of Tessen
Opinion: Neutral (0)
Plans: Interested

House Ulatarn
Opinion: Neutral (0)
Plans: Interested

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Plans: Further your usefulness

Military
Opinion: Neutral (0)
Plans: Ensure you are compliant with the law

Church of Eden
Opinion: Neutral (0)
Plans: Pointedly ignore you

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

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer you on

The Merchant Guild:
Contact: Abraham Lin
Opinion: Neutral (0)
Plans: Source of Artifacts and Customers

The Union of Herbalists:
Opinion: Neutral (0)
Plans: Con you
Factions:
-Unionists (-1/56% Control/Mali to Costs for Actions)
-Base (0/35% Control)
-Healers (1/9% Control/Enables Doctoral Training)

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Neutral (0)
Plans: Arrogantly dismissive of you

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Stabhappy/Waiting for bounties

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

Cults:
Opinion: Unfriendly (-1)
Plans: Antagonized
Uncovered:
-The Emberguard (-2/400-500 members/EXTREMELY ILLEGAL/???: 5/20)
-Further Unknowns

The Mutated:
Opinion: Neutral (0)
Plans: Confused but optimistic

General Opinion on Mutated: Semi-Hidden Hostility (-1)
Artefacts
Common
Thouroughly Burned Pile Of Electronics - 3.84 Materials - + 5 to Electronics
Diagram For A Waterwheel - 2.80 - + 5 to Machinery
Rusted Cogs - 1.25 - + 5 to Machinery
Drained Battery - 2.39 - +5 to Electronics
Non-Functional Lightbulb - 1.48 - +5 to Electronics
Parfume - 1.11 - +5 to Chemicals
Shattered Robotic Arm - 4.91 - +5 to Electronics
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Serrated Ax - 1.72 - +5 to Weapons
Reinforced Shield - 2.23 - +5 to Armor
Mechanical Pencil - 1.95 - +5 to Mechanics
Clockwork Pieces - 2.08 - +5 to Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 to Armor
Translated Transcripts - 2.50 - +5 to Linguistics
Well Kept Maps - 1.52 - +5 to Geology
Erotica - 0.82
Inscribed Rock - 0.09
Mechanical Lock - 2.65 - +5 to Mechanics
Lizard Cuirass - 2.66 - +5 to Armor
Rare
Rusted Motherboard - 5.29 - +20 to Electronics - Bound to Secret Of The Circuit Pt.1
Untranslated Book On Chemicals - 5.20 - +20 to Chemicals - Untranslated
Diagram Of A Rudimentary Icebox - 5.66 - +20 to Refrigeration
Assorted Books In Multiple Languages - 5.11 - +20 to Linguistics
Treaty On Brainwashing- 5.26 - +20 to Psychology
Broken Pump - 5.96 - +20 to Hydraulics
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lightweight Alloy - 5.22 - +20 to Metallurgy
Burned Theory On Cloning - 5.35 - +20 to Advanced Medicine
Untranslated Book - 5.25 - +20 to Linguistics
Black Rectangle - 5.53 - +20 to Advanced Electronics
Armor Piercing Ax - 5.49 - +20 to Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilipidated Prosthetic - 5.19 - +20 to Advanced Electronics
Rusted Block With Missin Circles- 5.48 - +20 to Advanced Metallurgy
Textbook On Cellular Theory - 5.47 - +20 to Biology
Layerd Plates - 5.25 - +20 to Advanced Armor
Schematic For Toys - 5.72 - +20 to Psychology
Report On Vivisections - 5.12 - +20 to Advanced Biology
Chemical Waste Bags - 5.32 - +20 to Advanced Chemicals
Electrical Conductor - 5.61 - +20 to Electronics
Lost Tech
??? - Knight of the Pilgrims - Cored
Unique
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Military
Units (1/2)
Tech-Scouts
6/6 Size
1/1 Armor
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in combat
Spears: 1 Damage per size (6 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
Upkeep: Free (Scavenger Past Unit)
Equipment
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a difference of 35 or higher, you gain one extra stealth attack.
+1 Armor. 2.00 Materials per Unit
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. (Ranged) After attacking, If the stealth-roll has a difference of 35 or higher, you gain one extra stealth attack.
+3 Armor. 5.00 Materials per Unit
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield, or equipment. 0.15 Materials per unit per size.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.2 Materials per unit per size.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.35 Materials per unit per size.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 1.00 Materials per unit.
Unique/Notable Assets
-Ashleaf Tea +10 to Diplomacy
1x Extremely Fertile Farmland
2x Fertile Farmland
1x Inn (Eye of the Beholder)
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up

Desalination Basins
- 250 Pilgrims receive water in case of a drought. +1d4 Materials per turn.

Administration Center - Basic
- +1 Personal Action, Unlocks Too Much To Do.

Hygenic Living - Expanded

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

Living Quarters - Expanded
- Up to 300 Pilgrims can live in your base before a mali starts to apply.

Storerooms - Expanded
-Up to 300 Pilgrims can survive for 6 months under siege conditions
Heroes
You, Martyris, The One That Suffers, Leader of The Pilgrims
4/6 Health (-2 permanent)
3/3 Armor
Training: Trained (3/6)
Breakpoint: NONE
Spear: 1 Damage per size (1 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +3 Armor
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-50% Chance to gain/lose 40% Piety should this Hero die in Combat.
-Gain 30% Piety should this Hero die of natural causes
-Immune against all poisons
Upkeep: Free (Because it's you.)

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

There are few things worse enough than dying to the poison of a Plague-Engine. You are enduring the least of the worst of those fates. Though many see your determination to face such a future for something beyond yourself as inspiring and have taken to more selfless actions as a result of this. A side effect of your medicine and the lasting damage seems to be a much-increased tolerance against any form of poison, though there may be more at play.
Effect: Reduced health, reduced lifespan, permanent -1 to Piety reduction rolls, grants immunity against poison

A Victims Ire: Holy Rose - Criminal Organizations
This world is not a kind one. It will chew you up and spit you out the moment you let your guard down. You did so, and almost paid the price for that. Your experiences now mark you, as does the anger you feel towards those that wronged you. Dealing with both "Holy" Rose and various Criminal organizations in a beneficial manner will require much more effort, but harming them will be much easier.
(-20 to aiding Criminal Organizations and Holy Rose, +10 to harmful actions against them. Reduced to -10/+5 respectively once Holy Rose dies.)

Lord Malarn was in his office and was currently holding his head in his hands, switching between looking at the two reports on his desk, the right one sent by the Pilgrims, the left by the captain of the "mercenaries" informing him about the amount of claimed artifacts. The one to the left made him smile at the fact that one of his gambles had paid off spectacularly, while the right one made him laugh. It was not a nice laugh, but one that is done by those that feel dread and simply find their situation hilarious.

"I gave them just some guards dressed as mercenaries, and I get back more artifacts than I could have gotten by buying. Ridiculous. But worst of all, they get slapped in the face by some idiots, track them down, and find a massive cult of the Evertorch in my backyard." A few seconds go by before he begins to laugh again, with a distinct edge in it.

"A bunch of naive do-gooders find more artifacts than a directed effort by me, as well as uncover a hidden cult that would rather let this city drown in blood than give up before one of the Internals even has gotten a whiff of them. And the Evertorchers have been here for YEARS!", at this, he stands up, grabs his table, and flips it over. With a scream of rage, he grabs his chair and throws it out of the window.

Several seconds go by, with only him breathing heavily, before his guard's barge into the room, weapons drawn, scanning the room for any would-be invaders. After none have been immediately found, the shorter one asks, "Everything alright, my Lord?"

Lord Malarn only fixes his clothes, resumes his regal posture, and tells the guard, "Send for the Internals, I have questions. Also, send someone to clean this up and repair the window. I have an announcement to dictate."

Not even bothering to wait for the guard to reply, he simply walks out of the room, his mind filled with ways to cull the cult before they can finish whatever they were planning. But he forces himself to think about something else, namely the Pilgrims. They were kind enough to tell him now, instead of enacting their revenge, but they could not be counted on to do so in the future. As such, he had to make sure that they saw him as trustworthy. While making them an official religion would bring some backlash against him from those already existing; he deemed the loss in reputation worth keeping them bound to him.

You never know when you required a friendly face after all.

***​

The message informing you that the Pilgrims are going to be officialized in less than a week races through the Tree in a matter of hours. Something like this is not to be taken lightly, as it means that you now have the official backing of a noble house behind you, smashing open many doors that had been shut before. Many are already having discussions on how those privileges should be used and how you would get about building and organizing an orphanage or school. Honestly, you are somewhat taken aback at the swiftness at it all, but you can't complain while it does not change all that much on a practical level, with the exception that you will need to pay taxes in a year, and that you may be required to send people to fight for the empire. The ability to operate an orphanage or school is excellent, and all, but the fact that you could print the Codex en mass is more achievable. It would also not require you to go through red-tape to get the permits.

Shaking those ruminations out of your mind, you turn to the reports that have been piled up on your desk lately. The only news from your expeditions is that they will arrive in about three days, linking up with each other and your scavengers, before making all haste towards home. They also hint that they have found something spectacular, but say that it should be a surprise for everyone. (See: A Knights Tale) There was also a note embedded into the report, stating that a Pilgrim had made some friends with the scouts of the military, and found out that they are mounting for a massive operation in a few days to finally bring down the Engine since an earlier attack had left it without the ability to produce its miasma. It is virtually guaranteed that the Engine will be destroyed, and the cases of poisoning are going to start dropping sharply in the next three months before growing minuscule as nature sorts itself out. Relieved, you archive the report and turn to the others still waiting to be read.

While the diplomats are starting to familiarize themselves with the intricacies and traditions of the Union of Herbalists, the miners have started digging out more space for the administrative work of organizing the Pilgrims. The general area of the new archives and workspaces has already been completed, with only the furnishing and stockpiling of paper, papyrus, ink, and many other things that need to be completed awaiting the supplies. Boring minutia that can be done by your assistants, but it will allow you to construct more structures at the same time. However, you are already toying with many ideas on how to make the space you already have more inviting and efficient.

Aside from these ongoing efforts, the teams send out to patrol for victims of the Plague-Engines are reporting the same old stories that they have been these last few months. Some accept the help gladly, while others scorn the Pilgrims and tell them to leave. This is usually reversed when they ask for help while their family or friend coughs out blood or writhes in agony. Most people on the outskirts are very paranoid about change and strangers, but you are glad that they do not put their pride and fear before their life or that of others.

Other than that, there is the long-awaited report on what types of crops should be planted on the farmland that was found some time ago. It is noted that the soil is so good that you only need to build a house for the farmers, and you will be able to start harvesting right away though they mention that the valley that holds the incredibly fertile soil should be guarded in the future, to prevent any would-be thieves digging up your dirt.

The obvious choice in crops is, of course, Sandwheat. Easy to plant, harvest, and care for. Just chuck it on the ground, and you are pretty much done for the next two-and-a-half months. After that, there is a period of quiet panic trying to harvest everything before the next period of mind-numbing boredom sets in. The amount of food that would be collected would even net you a tidy profit, after supplying a soup-kitchen with the harvest—a safe, comfortable choice for guaranteed benefit.

The second choice is Bloodbark. The blood in its name comes from the uses of its bark. After soaking the bark in water for a day, it dissolves in long hair-thin strands, that are used mostly in stitches and woven into bandages, since it supports the clotting of the patient's blood. It would be a massive boon for your hospice and any units that you will field. It also yields a steady profit, being able to reduce the Upkeep for your hospice year-round.

Then there is Helo-Fruit. The yellow fruit shaped like dice is most famous for the fact that it is delightfully sour. Unfortunately, most of the seeds used in planting are sterile and cannot produce any seeds on their own, as those bushes that can procreate are notoriously hard to cultivate and keep alive. As such, any planting would need to be paid beforehand and can carry the risk of only getting you a zero-sum harvest. Somewhat risky, though they are the least time-consuming cash-crop that you have access to.

Black Root is a short stubby bush, which grows the black roots that give it its name. They are nutritious and taste good if you know how to cook them properly. They take longer than Helo-Fruit to mature and regrow, though they do not have the disadvantage of needing to be replanted after every harvest. The only real downside is that the upfront cost is high and may require multiple harvests to pay off. Useful for long-term planning.

Asil Nuts are another matter entirely, as they are the cash-crop on the market. Growing in nine months to the size of a two-story house, the Asil plant provides not only a mass amount of material for paper, papyrus, and scrolls but also hand-sized nuts, coated in a shell of both hardened wood as well as tiny amounts of iron. Whether you melt the nuts down after removing the insides, sell the shells for processing or turn them into art, every part of the plant is capable of being used and has made many a farmer wealthy with a good harvest. It has also made many a farmer miserable because these plants are known to reproduce by explosive means occasionally. The resulting damage in both flesh and material is both costly and extremely uncomfortable to explain. Who wants to be known as the person that got injured or killed by a plant having an orgasm? Aside from that, efforts to reduce such instances have led to most Asil being rendered sterile, though some fertile ones manage to slip into every harvest now and then. Same deal as with the Helo-Fruit, though much riskier.

At the end of the report, the author mentioned that some tests had been made regarding the Ashleaf-Tree. It seems that it needs a specific type of soil and multiple other factors that, frankly, go over your head, to thrive. Factors that are present in the valley with extremely fertile soil. Projections and a bit of math have hinted at the fact that the Ashleaf would need about 30-years to mature but would provide the much-liked leafs the entire time in ever-growing numbers. Planting them would mean that you could not use the valley without resetting any progress, but the idea of having a monopoly on Ashleaf-Tea is exciting. A very profitable idea too.

Before you can further ruminate about the idea of getting rich by tea-mongering, you direct your mind to more pressing matters. Such as the upcoming meetings with both Holy Rose, the Leader of the largest and most influential criminal organizations, and Marthen Marthensons of the Stupendously Scholastic Scholars of Science.

...

One of them is going to end up on your hit-list, you just know it.

Aside from your dawning feeling of dread, the dossiers about their personhood are more enjoyable. "Holy Rose" is a Mutated that has the much-coveted "Eterna" mutation. While you thought that that mutation was a myth like Kraken, until you saw one's corpse a few years back in the Capital, that is, it drastically slows the process of aging. No one knows how old she is, though most think that she is somewhere at the beginning of her second century, about 120 years old. So that means that you will meet someone a bit less than a century your senior over matters that you had started to learn maybe two years ago. This can only go well.

Marthen Marthensons is another matter entirely. He has, by all accounts, the personality of wet paper. Anything not directly related to his "most important scientific endeavors" are of no consequence to him, and this is not a stance that is wildly different for many of his fellow "scientists." Though it is mentioned that he dramatically dislikes "Hobby-Scholars," You merely hope that he will see the merit in cooperation and see how much you could help Humanity, or failing that, how it would get him more grants for his research.

That the meetings are scheduled to happen on the same day, with Holy Rose in the morning and Marthen in the evening, is not something you liked. But needs must, and they were the types of people that could only be impressed once. You just hope nothing terrible happens.

***

WARNING: PG-18, Drugs, Sexual Harassment, Violence. Feel free to skip.
Holy Rose tries to drug you with an incredibly potent aphrodisiac to have sex against your will, but it does not work. You take offense to that. You punch her. You gain a trait.

Attitude: 1 Malicious?: 1 Trait revealed: Poisoned By A Plague-Engine - Medicated Immunity
Rage and disgust accompany you as you run out of the room you had been "negotiating" in with Holy Rose.

When you first got a letter that stated that Rose would like to "discuss intimate matters in a private setting in regards to services that could be performed," you merely thought that the letter was oddly worded and dismissed any feeling of this going very bad, very fast. You shouldn't have done that.

It began on a good note. Walking into the room that had been prepared for the negotiations, you were greeted by a woman that looked about 20 years old, decked out in a lavish dress accented with elegant golden embroidery. Though the dress was odd, it was seemingly segmented into many different parts that looked like they could fall off. Seemed impractical. Once the customary greetings were done, both of you took a seat on the provided pillows laid next to the low table and began negotiating what exactly could be offered and why you would agree to. The deal involving smuggling artifacts was done in less than ten minutes, the gist of it is that one artifact would be taken into custody, at which point Rose would organize an auction to sell it off. Of course, being an auction, there was always the fact that it would sell for less than the artifact was worth, but it could sell for a lot more than the Merchants Guild would pay you.

When that was done, Rose looked mortified as she realized that she had no refreshments to offer you and ordered a servant to bring the "good stuff" to make up for her oversight. As the servant returned, you were already deep in a discussion bout the going-ons in the upper political spheres, and how you may become privy to certain secrets that were being traded around. When the servant gave you a goblet filled with dark red wine, you thanked him and took a sip. It was surprisingly fruity, though it had a coppery aftertaste, something that you would later learn to be a thing to watch out for. But for the moment, you were too focused on getting a deal that would not involve selling the Pilgrims' identity, just for an edge in the great game.

Just as you finished getting a vague promise of "disgruntled workers and sudden logistical problems" out of her for various "donations," you noticed that she had a lot fewer clothes on than she did when you started the negotiation. That was odd, but you could not see any remains of her dress laying around and figured that they must have fallen off and been hidden in embarrassment. That turned out to be a mistake. While you were still determined to get perhaps one or more deals hammered out, Holy Rose had other plans. More and more, she would talk about things that were not even remotely relevant to the discussion, like a new dance in where partners hug each other very tightly, and her offer to teach you how to do it. You politely declined and tried to talk about something else, only for her to butt in and ask if you were not hot in your clothes, all that heavy fabric must feel uncomfortable, why don't you take it off? Taken off guard by this non-sequitur and now confused, you barely manage to open your mouth before she tells you that she is "positively melting in all this heat," and took off her dress, standing before you in only her underwear.

This took you so off guard that you only stared at her almost naked form, barely able to form a coherent sentence in your mind. Her action afterward did not help matters as she laid herself on top of the table, practically directly in your face, cleavage on full display and positively purred; "why don't you get more comfortable too? We could have so much fun. I am such a sucker for a pretty face like yours, after all."

It took you all of one second to stand two meters away from her. "Ma'am, I am charmed by this, but this is entirely inappropriate. I do not mix pleasure and business." Those words took her by surprise as she simply stared at you uncomprehending. "Why is it not...", she murmured, before quickly smiling and standing up. "Are you sure?", she asked as she twirled around the spot, losing every article of clothing she had left, supporting her breasts with her arms and saying; "I could teach you so-"

Before she could talk any further, you simply told her: "I am leaving," before trying to do such. Trying is the keyword here, as she immediately grabbed you by the arm and pulled you to her, hissing, "How the fuck are you not fucking me senseless right now?!"

With your free hand already around a hidden dagger, you simply told her: "I told you: I do not mix pleasure and business. Now. Let. Go." She only stared at you furiously before letting go reluctantly, spitting out, "So that fucker sold me some useless drug, great."

"Drug?", you cannot help but ask after backing off, a feeling of dread beginning to suffuse you while not letting her out of sight. "Great, so much money wasted for nothing. And he priced it as one that could drive a lizard into a fuck-frenzy."

"You, you gave me a lizard-grade drug so that I would fuck you. WHY?" you growl the last part, still not removing your hand from your dagger, feeling that old red haze you thought buried deep within you starting to creep up.

She only looks at you like you are an idiot; "So that you'd fuck me raw? None of you fuckers go the full mile if I do not help you out. But just my luck that I got a prude w-", she never finishes that sentence, as your fist lands square in her face, sending her back over the table, bleeding and with a broken nose.

You ignore her moan of pleasure as you storm out of the building, hoping that something will distract you soon before you burry a knife in that bitch's gut.

At the very least, Marthen will be hard-pressed to top that experience.

Gained Trait: A Victims Ire: Holy Rose - Criminal Organizations
This world is not a kind one. It will chew you up and spit you out the moment you let your guard down. You did so, and almost paid the price for that. Your experiences now mark you, as does the anger you feel towards those that wronged you. Dealing with both "Holy" Rose and various Criminal organizations in a beneficial matter will require much more effort, but harming them will be so much easier.
(-20 to aiding Criminal Organizations and Holy Rose, +10 to harmful actions against them. Reduced to -10/+5 respectively once Holy Rose dies.)

***​

Attitude: 3 Malicious?: 67
You were right. At least in the fact that you are bored out of your mind while being talked to like a child, rather than angry and disgusted at almost being drugged and raped.

You were still angry when you arrived at the Headquarters of the Stupendously Scholastic Scholars of Science, though that quickly morphed into awe at the marvels that were being displayed. Automatic doors opened before you, even if they took half a minute to do so, to allow you into the building. Electrical lights shone down onto you from the ceiling, cleverly put into colored glass-orbs, bathing the entire reception into a myriad of colors, from red to blue to green. The point of pride is a giant clock on the wall, with the slogan; "Verified by the Ministry of Time" written over the lower half. The real shock came as a machine; not a human greeted you.

It looked like someone had given one of those movable lambs that are sometimes found the ability to move on its own will and to speak. In a mechanical voice, the robot greeted you;

Hello Sir slash Madam. I am Greeter. Your arrival has been logged, and a notice sent towards my superior. Do you have an appointment?

Shocked at this massive display of technological might and the coherence of this machine-mind, you simply stared at "Greeter," slack-jawed as "he"(?) followed your head, staying on center as you moved slightly about. "Uh, yes. My name is Martyris, from the Pilgrims. I am here to discuss future relations and cooperation on matters of technological research with Marthen Marthensons. I have a scheduled appointment for 12."

There was a low hum, and Greeter turned his head 90 degrees to the right and then to the left. A soft ding echoed around the hall.

Your appointment is correct. Sir Marthensons has been notified of your presence. Please wait until he or an appointed employee begins the tour.

And with that, Greeter falls silent, retreating into his little alcove. You wait for a few seconds, before deciding that you won't get such a chance again if ever, to talk to a sane machine.

Unfortunately, despite your best attempts, Greeter seems wholly uninterested in any conversation, leaving you to just stand in the hall alone.

The first few minutes are spent simply marveling at the sights of technology displayed. The next half-hour after that sees you occupying yourself drawing everything down. Just before you can grow irate over the amount of time you were forced to spend waiting, a man appears from a side-entrance, drink at hand. Calming yourself, you step up to him and introduce yourself when he simply waves you off. "Stop that. I already know your name. Now, follow along, I have a schedule to follow, and we are already late." and with those words, he simply walks back to where he came from, slurping his drink through what seems to be a hollow tube.

Okay then, it seems that he is at least slightly aware of his tardiness towards punctuality. So you quickly follow him as he roams through the building, pointing out various objects and anecdotes about how they were acquired or created. What is odd to you is the fact that he occasionally asks you questions about some esoteric knowledge or demands to know how to create a specific item. While he seems genuinely surprised when you confidently answer his questions about the basics of electronics, mostly how to short-circuit or disassemble them without damage, he grows more and more annoyed at your inability to explain how organs function or at what temperature jewel becomes malleable.

This state of affairs continues for another hour, in which he starts to lecture you about the importance of a broad knowledge-base, and you start to continuously blank your mind more and more to escape, which luckily helps to repress the morning you had. Comments about the incredibly poor state of the public schools and the lack of interest of the "rabble" to learn are standard, as is the condescending nature of his comments about "those damned scav-rats stealing all those artifacts for profit." You mention that the Pilgrims have already found several dozen ancient artifacts and are studying them. Surely, a joint effort would be worth the time spent?

This had been all the wrong words at the wrong time, as his rant about "scav-rats" changes to one about "unskilled hicks mucking about with things they don't understand." You would be mad, but honestly, you are simply awed at how this man makes you feel like you are being chastised for stealing a sweet, while he simultaneously bored your brain out of your skull. The only upside to this was that he genuinely had some good advice to tell you about the handling of artifacts, most of which you knew, but some stuff was new to you. After half an hour, he seems to calm down again, leading you to a small room, at which point entry he simply hands you a stack of papers.

"Now, I know you may not be familiar with the bureaucratic process, but here at the Stupendously Scholastic Scholars of Science, we have something called "paperwork," in which you need to properly document the inclusion and cooperation with second-hand sources such as the Pilgrims. You can read and write, right?" he says, looking at you warily. You only nod, already feeling a comforting blanket of boredom settle into your mind.

"Ah, great. You never know with you people. Now open page 1 and write your name here, here, here ..."

It is late into the afternoon that you manage to stumble out of the building, your mind so utterly spent that you can barely remember how many times you signed and read that damn paper. How many pages do you need to agree to an exchange of books? 47.

With a groan, you start the trek home before stopping. Today was a shitty day, no two ways about that. Almost being drugged and raped is going to be something that will leave marks on you, though how heavy they will be after you broke that bitch's nose is something you do not look forward to. Then there were the hours of being belittled and treated like a dumb idiot, with you having to reign yourself in so that you would not stab someone.

Any distraction would be great right now like that park there. You have never been in one. Maybe today would be the day that you would see why they are in every noble's backyard?

***​

Shit got heavy, maybe something nice now?: 100 ... okay, I can work with that.
Selene, or Seli for short, is a maid in the employ of Lady Maranica. Currently, she was extremely giddy, skipping along the road of the park towards her favorite secluded spot. An ancient oak on a hill, giving shade to the rock shaped like a bench underneath it, which allows a breathtaking view to the city below with all its towers, walls and bridges connecting both towers as well as the opposite sides of the valley with each other in a chaotic crisscrossing of architecture and styles. The view is doubly as magnificent at sunrise and sunset.

The reason for her good mood is the simple fact that, as of today, she was a free woman. No more debts to the Followers of Light that raised her, no more pretending to be a devout follower out of fear of being forced to pay everything back in one go, no more worry about having enough money to pay not only the interest but also the actual debt. She is free, for the first time in her life—no strings attached to anyone, just the world ready to bow to her every whim.

She giggles at that particular fantasy. As if the world would do that to a Mutated, but it was nice to dream. Also, she would rather keep her job, since she made as much as an average human thanks to Lady Maranica. While Selene had primarily been employed so that the Lady could appear charitable before other nobles, she had taken a liking to her appearance, which was the factor that had boosted her pay. Who knew that having obsidian-colored fur on your digitigrade legs broken up by golden swirls could be seen as attractive?

The only thing that she dislikes about being a glorified showpiece to the Lady's guests and at parties was that she was required to take extensive care to always be in a presentable state. This meant that she could not simply take the short route to her favorite spot in the park, but instead, she had to take the long route, adding almost four minutes to the trip instead of thirty seconds.

But any of those troubles pale before the treasure in Selenes hands—a piece of cake.

Now, usually, this would be way out of her pay-grade, seeing as she were barely able to buy a sweet every other week, but the cook, Bernd, had taken a liking to her when she had started four years ago. She remembered him of his daughter that went to the military, and as such, he occasionally smuggled her something expensive to eat. Most of those things were the leftovers, however, not a full-blown piece of cake. So it was safe to say that she was in pretty high spirits as she arrived at her destination.

She jumped over the back of the bench with a small giggle, landing on top of it. "Ooohmpf!" "EEEP!" Except that someone was already occupying the space she just landed on. Shocked, she jumped up and away, before turning around, still clutching the parcel that held her cake tightly. On the bench was a young man, body, and face briefly distorted by pain, holding his stomach, softly whispering: "Sweet mother of mercy, why?" A few seconds later, he said a bit louder, "And here I thought that the day could not get worse. Ouch." Then he looked up, seeing Selene merely watching him, frozen in shock, clutching a packet to her face, eyes wide open.

"Are you alright? I have some weapons on me, did any of them cut you?" he asked, worry evident in his voice and features. Selene only stared at him, before shaking her head; "No, I'm good. But are you? That must have hurt!"

The man snorted; "Nothing I haven't felt much worse before. Now, you are clearly sorry, so let's just forget this happened. The day has been bad as it is, no reason to get upset over such a stupid thing."

Selene nodded to that and sat down, turning her mind and sight back to the cake still held in her hands. Unfortunately for her, Bernds wrapping skills were much better than her unwrapping ones, and as such, she spent the better part of two minutes trying to obtain the cake within, only to fail. Great, I walk the whole way out here, only to be unable to eat the damn thing. Wait, didn't the guy say that he had something sharp? Turning to the man she had jumped on a few minutes earlier, she was just about to ask him for a knife when she took in his appearance.

Physically, he looked in perfect health, maybe a year or two older than her, 25 or 26, but his stance was slouched. His elbows were on his knees while he had rested his face against his intertwined hands. When she looked at his face, she saw hollow eyes, like that of the few adventurers she had seen, who had just lost someone or a retired soldier retelling a particularly brutal battle. His gaze was unfocused on the world or the sight before him, but not buried in contemplation, but simply lost in negative thoughts. Wow, he looks like he has been through some shit.

"That obvious, huh?" he suddenly spoke up, spooking her. "Yeah, I have been through some unpleasant thing today, and being looked down upon as a dumb child for hours was the better part of it." "That... sounds rough. Do you want to talk about that? I mean we just met, but talking about it would maybe help", Selene offered, though not expecting him to take her up on that. I don't like talking about my problems with those close to me, much less a stranger, so it'd make sense if he refused.

"No, but thank you.", he said before realizing something and looking at her, stretching out his hand with a tired smile. "We never introduced ourselves, did we? Martyris, to your service, and it's nice to make your acquaintance."

Smiling back, she answered, "Selene, but most just say Seli to me. Say, do you have perhaps a knife I could use? I can't get that damn wrapping off." Immediately handing her a small dagger, Martyris spoke up again, intrigued. "Selene, huh. That's a nice name, what does it mean?" "That the orphan that held it before me moved out. Thank you," she said as she gave the knife back, hungrily staring at the price now in the open.

A Helo-Fruit cake, mixed with a dense filling of Asil Nuts. Bernd knows me. Grabbing the fork included, she quickly scooped up a forkful and happily began to eat. "Oh, I'm sorry.", Martyris said, sounding unsure of himself. "Don't be. I like the name, and today is not a day to cry for me, as of today? I am free!" she dramatically bellowed, striking a pose with her fork, the cake still on it. "Heh, you don't strike me as someone straight out of jail, maid outfit, and all that."

Confused, she looked at him, blinking uncomprehendingly. Jail? What is he? OH! "Oh, no, no, no. I am free of my debt to Little Light, the orphanage I grew up in. I'm not fresh out of jail." she giggled, waving away his comment. "I just managed to pay off the last fee for living there today." "Wait. You had to pay to live there?" Martyris replied, anger on his face, and an odd sort of fire stirring in his eyes. "Who in their right mind makes a child pay after losing their parents? Or simply being abandoned. That is disgusting!"

"Hmmm, yeah. But look on the bright side of that!" "What could be bright about that?" "If the kids go missing, they immediately send someone out to get them back! Free anti-kidnapping service!" Both of them stared at each other before Martyris snorted. "That was a terrible joke." "Yeah, but it got you to laugh, did it not!" she shot back, grinning. "And no offense, but you look like hell. And it is not a good look for hell. You sure you don't need someone to talk about? You can just vent to me if you want, I got a cake to keep me occupied."

He just looked at her. After a moment, he looked out over the city, his gaze distant. "Why not," though he sounded oddly defeated after saying that.

"I have never been the most pious man, I could never believe that there truly was a benevolent god watching over us, nor did I want to pray to one that brought us suffering for crimes we did not commit. But I have always held a belief in the goodness of Humanity. Of all Humanity," he said, looking at her hooves, then her legs and fur, over to her ears and horns, before settling on her face, a fire beginning in his eyes, jaw set and shoulders squared, looking larger than life in that single moment to Selene.

"None were able to convince me otherwise. None. Many talk about the sin in our hearts, how we are at our lowest, a vicious, hateful, and repugnant creature, only able to raise ourselves by the grace of divinity. Without one or more deities, we would have no morals, only seeking satisfaction, and hurting others. I hated that. Talking as if we were only able to do good by being threatened with eternal damnation, like dogs. Only driven by base desires!" He now spoke with a zeal that surprised her. Though there was an odd sort of draw to it, one that begged her to listen, simply listen.

"I have seen acts of mercy, kindness, and goodness that would be seen as miracles as bitter rivals fought to keep each other alive, not for the fact that they would die if they did not, but because they found it wrong to leave the other to die. As an old woman took in a scared little shit and gave him something to live for, even as he screamed and kicked at her the entire way. How there are simple acts of kindness everywhere in this world that seems so intent on stomping it out. People sharing food when they have none. Giving clothes to neighbors when they are in need—caring for animals, even as they starve—healing, giving, caring, living. For every act of malice that is done, a hundred acts of benevolence are never registered. For every man murdered in hate, ten are born in love. How there is so much beauty in us if only we are allowed to show it! Just look at the city!" he said, gesturing at the bustling cityscape, filled with thousands of people. "How many of them are monsters? How many of them would stab you in the back, rather than aid you? How many have none that they care for? I refuse to believe that Humanity is wicked. I refuse to do so, and I will do so until my dying day, even if it will be at a stake, before being burned for heresy! I have seen what we can achieve if we work together for the benefit of all! Hundreds saved, where before they would have died! Simply because it was right to help, not because of any reward," he was now standing, gesturing wildly, while an enraptured Selene listened.

"But there is always that one.", he continued, slightly deflating in his manners. "One that seems intent on proving that everything that is taught in the churches about the wickedness of man is right. One that cares not for others, only for themselves. One that simply takes and takes and takes! Just because they can." He now sat back onto the bench, sounding oddly defeated. "One that is intent in proving me wrong, showing me the worst we can be, by simply indulging without heed or care. Unshakable in the belief that because they can, they should."

Then he whispered the last part. "One that makes me question if I am wrong." Silence reigned, as Martyris simply stared out at the city, all the fire and fury of his speech having left his body, while Selene looked at him with newfound respect. Then he blinked and looked at her bashfully. "Sorry about that. I didn't intend to go full "Street-Preacher" just now. I just had an awful day, seemed I just needed to vent."

Selene simply smiled at him and spoke up; "Don't be, I was the one that offered to listen. Though, it sounds to me that you need something to distract you from your feelings for some time. At least until you have processed them enough to think straight. When was the last time you simply relaxed? Just do nothing more than enjoy a night out? No work or responsibilities waiting for you, just free time?" At her question, Martyris blinked, before thinking about that. Then he thought harder before he came to a startling conclusion. "Over four years."

"Wow. That is a long time.", Selene remarked before continuing, "I can see plain as day that what happened, bothered you deeper than simply on an emotional or logical basis. You need a distraction. There is going to be a festival in a week, how about we meet back here, and go there? Drink, party, eat, and just forget all troubles of life? It could be fun, and who knows? Maybe your problem will go away on its own."

Martyris thought about that before he asked, "Why? We just met, why would you go so much out of your way fora stranger?" Selene giggled at that; "Because I can see that you have your heart at the right place. Also, I may have a bet going with a friend that I can't get someone to go to the festival with me. There's cake on the line! So you have to!"

There was a moment of silence before both started to giggle at the silliness of her statement, which grew into full-blown laughter in short order.

Still laughing, she asked him, "What do you say?"

(See: A Wild Invitation)

***

A Wild Invitation

While relaxing in a park after an awful day, a young woman struck up a conversation with you, after she accidentally jumped on you. This quickly devolved into you going into a rant, venting your frustration about Rose, to which she listened without complaint, offering her insight once you were done. It was precisely what you needed at the moment, just a conversation with someone that did not have any motives beyond talking (just cake) and forgot the stress of the day. Even taking the experience with Rose into account, Selene managed to make this day a somewhat good one. She has also invited you to a festival so that you can take your mind off things and win a bet for cake. You are seriously considering going since it would be nice to have an outlet other than work. Also, she is cute.

-[ ] "Yeah, I'd love to!"
(Cost: 1 Personal Action locked
Reward: Interlude: A Hoofed Heart, ???, Martyris relaxes)

-[ ] "I would like to, but there is just, so much, I have to do."
(Cost: Nothing
Reward: Lost opportunity, Martyris does not relax)

***

A Knights Tale

It was two days after your talk with Selene when the expeditions returned. And what a sight it was! Carts laded with chests containing machines, texts, and art of significant value, to the point that many Pilgrims had to carry the smaller ones by hand! But that was not everything. For all the treasures that were maneuvered before the Tree to begin unloading, one stole the show. A Knight, towering over anyone, its scorched and blackened skeleton open to the air and to sight, servos straining to lift its feet and keep the balance, a rhythmic THUMP, THUMP, accompanying its laborious walk before the entrance. Complete silence reigned for several seconds before someone shouted: "WE GOT A KNIGHT!". Things quickly devolved into cheers, applause, and chaos. Everyone tried to shake down the expedition-members or the pilot about more information, while your scholars all but salivated about the chance to be able to examine this truly marvelous find. Only Nexa tried to ruin your mood by telling you that you would need to obtain a permit to operate a Knight, as they are too dangerous even under the almost non-existent weapon-laws of the empire. You tell her to prepare the document when she has time, before you go and annoy the Pilgrim, or rather "Knight-Pilot," that had operated the Knight. After grilling the woman (Samantha, small world), you begin to take in the pilgrims' good mood. Some are even talking about throwing a party to commemorate the event.

-[ ] Let Them Party
You do not have the money or time to organize anything fancy right now. If someone wants to celebrate, they are free to do so in their free time.
(Cost: Nothing
Reward: 1d4 Piety)

-[ ] Organize A Party
You know what? Yes, you'll organize a party. Getting officialized, having two one-year-long expeditions return with a glut of artifacts, including a Knight, having saved almost a thousand people from death, being a factor in the downfall of a Plague-Engine? Those are pretty good reasons to party. So let's do that!
(Cost: 1 Material
Reward: 1d20 Piety)

-[ ] PARTY!!!
Pretty much as above, except that you will make it indeed something to remember. Free food and drinks, professional musicians, games, and more. Hell, you'll even invite the neighboring villages to it!
(Cost: 1 Personal Action locked, 4 Materials
Reward: 3d20 Piety, 4d6 Recruits)

***

Battle Of The Wounding Nightmare
Status: Active
Military Casualties: 682
Civilian Casualties: 1.469 (941 saved)
Damage Inflicted: Deaths Door

***​

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

[ ] Wanna Join my Club?
You need people to hear the message of the Pilgrims, and you need more people if you want to make sure this does not die before you can get started.
(Chance: 99%
Reward: 1d20 Recruits)

[ ] The Pilgrims Need You!
Your missionaries can walk much further and stay out for much longer with the help of the inn. This directly translates to more people hearing the message of the Pilgrims, though you may want to focus on one group of people in the future to maximize the effect this will have.
(Turns: 2
Chance: 75%
Reward: 4d20 Recruits)

[ ] Of Books And Pilgrims
Printing the Codex in any quantity beyond two per month will allow the mindset and ideology of the Pilgrims to spread further and broader than feet ever could. It would also give the Pilgrims a chance to survive even if everybody at the Tree would die.
(Chance: 50%
Reward: Codex Printing, +0.6 Upkeep, +5 permanent passive recruitment for the Codex.)

[ ] Establish Soup-Kitchens (Bulk)(Mirn)
Now that you have a soup kitchen up and running, it is time to expand them to cover the city. About three more should give you a solid base for future expansions and provide your other ventures with places to attach to.
(Turns: 3
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d6 Recruits, +0.04 Goodwill per turn, 1d3-1 Goodwill, unlocks further actions)

[ ] Establish Another Soup-Kitchen (1/3)(Mirn)
Another soup-kitchen allows you to feed more people, which in turn makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per turn, unlocks further actions)

[ ] Establish A Poor-House
The Poor-houses in the empire are not great places to live in. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are also forced to work for a pittance of what they would have earned if they had done the same work in the streets. While the Pilgrims cannot provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 People in the city.
(Turns: 2
Chance: 70%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per turn, 1d4-1 Goodwill, unlocks further actions)

[ ] Build a House Of Pleasure, Brothel, ??? (Choose A Name)
Now that you have officialized the law regarding prostitution, some have suggested building a place where people can do so safely. They would be supplied with silphium and other medicine at cost, and there would be guards to ensure that no-one gets any wrong ideas. Someone also suggested that those who want to enter should pay an entry fee for the free amenities that are being provided. It would also ensure that the patrons are of the civilized sort.
-[ ] Stand-Alone
(Cost: 4 Materials
Reward: 1d4-1 Materials per turn)
-[ ] Attached To The Inn
(Chance: 75%
Cost: 1 Material
Reward: +1 Material per turn)

[ ] Establish Another Small Hospice - (1/2)(Mirn)
While a Hospice does cater to the dying, their primary purpose is healing the sick that cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic of medical procedures until you make some deals and agreements with those that have studied medicine.
(Chance: 30%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.1 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)

[X] Death Does Not Want You Today
Now that you have found out what poison is afflicting the people and how to neutralize the worst of it, you should see to it that there is an ample supply of the reagents ready for creation/consumption. The only difficulty will be in getting those in sufficient quantities and to the people that need them.
(Cost: 5 Materials
Chance: 50% per turn
Turns: Ends next turn
Reward: +27% Casualties reduction per turn (reduced by 8% per turn after this one due to insufficient supplies), saved lives, +0.4 Goodwill
Warning! Every turn this action is not taken, the Pilgrims lose 1d12 Followers and 1d4 Piety)

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

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. A word in the right ear at the wrong time has toppled many a nation. (1 Action Locked)

[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda-campaign to change the view of the Mutated, bringing the people together and start on the road to reconciliation.
(Cost: 20 Materials
Chance: 50% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[X] School The Diplomat-Corp - (Specialized) - (Union Of Herbalists) - (1/2 Turns)
Your training for the diplomats is as comprehensive as possible to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 50% for Locals, 35% for Elite
Reward: +15 to all rolls involving said faction.)

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 50% for Nobility and Churches (choose The Emperor, Marquis of Tessen, House Ulatarn, Church of Eden, The Followers of Light), rolled with a +10
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Train The Infiltrator-Corp - (Expanded)
What is done is done, now you can only ensure that they do the best job that they can do.
(Turns: 2
Chance: 65%
Reward: Can infiltrate factions for fewer Materials. Raised Chances to secret actions)

[ ] Infiltrate - (Target)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade.
(Cost: 4 Materials
Turns: 3
Chance: 55%
Reward: Target is Infiltrated, displays more information, raises chances for Exfiltrate and Illuminate)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 60%
Reward: Depending on the faction)

[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain. May my deed feed that which may eternally grow.
(Cost: 7 Materials
Chance: 30%
Reward: Target has their operations/structures halted/crippled/terminated.)

[ ] Change The Deal, Stay By The Letter
Well, the Union of Herbalists did say that you should tell people they were sponsoring you. No-one mentioned telling anyone who shouldered the most significant burden of the deal.
(Chance: 80%, 20% to not anger Unionists and Base
Reward: Increased control for the Herbalists, a chance to anger both Union and Base, increased opinion for the Herbalists.)

[ ] To Bid Welcome
The Herbalists are similar to the Pilgrims to an eerily degree. They believe that helping should be a priority for those that can render aid and only take as much as you need from those that offer rewards to keep helping others. Maybe you should sound their members out for more, personal, integrations?
(Chance: 45%
Reward: The Herbalists become interested in co-operating closer with the Pilgrims.)

[ ] A Grand Step
Being officially recognized as an official religion has done wonders for the number of doors open to the Pilgrims. Two of those doors are the right to open a school and orphanage. You should make sure that you have enough income to run them, however since those institutions eat money like it is going out of style.
(Chance: 45%
Reward: Can construct a school and orphanage.)

[ ] Get The Permit
The weapon-laws in Slatnan are non-existent at worst and a ban on siege-engines at best. As such, owning Knights is not illegal, though having explicit permission to own one is seen as a good form. With several mercenary companies utilizing Knights, it would not be unprecedented.
(Chance: 70%
Reward: Can use and own the Pilgrims Knight without reprisal.)

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

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

[X] So That None May Suffer - (5 Materials)
The battle is joined, the military clashes with the Engine and the poison has reached its maximum range, though it is likely spreading further than you fear. Many already suffer due to it; more will die in time. Help those too close to the Forest to leave and heal all that you can.
(Takes 1 Unit
Turns: Ends next turn
Reduction in Civilian Casualties: 35% per turn.
Reward: Reduced Civilian Casualties, +1.2 Goodwill per turn, +4% Piety per turn)

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

[ ] Build An Armory - (Basic)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 2
Cost: 3 Materials, 4 Goodwill
Reward: Can supply and equip 3 Units. Unlocks further actions)

[ ] Build A Training Field - (Basic)
Now that you have been officialized, there will be a time when the empire will call upon you to take up arms. Ensure that those that volunteer for their duty have at least a minimum of training
(Turns: 2
Cost: 5 Materials, 4 Goodwill
Reward: Can recruit Units at (2/6 Militia) instead of (1/6 Untrained), unlocks further actions)

[ ] Construct A Hangar
The repair and maintenance of Knights is an affair that requires both space and expertise. Since you can dig the former, you only need to supply the latter.
(Turns: 3
Cost: 9 Materials, 1 Goodwill
Reward: Can start repairs of the Pilgrims Knight, increased chance for Knight research, reduced numbers of successes needed.)

[ ] Watch Thy Neighbor, Carefully
It has happened. Someone has taken offense at the presence of the Pilgrims and has decided to burn your home down. Make sure they won't have the chance to claim lives next time they try.
(Cost: 9 Materials, 1 Goodwill
Reward:
Watchtower: When the Tree Of Knowledge is attacked, your units receive enough warning to equip themselves and create counter-ambushes
Security Station: Creates a DC for successful infiltration against the Pilgrims)

[ ] 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 rather to simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Untrained (1/6)

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

Learning: Knowledge is Power. (Choose 1 Action)(Artifacts can be attached to one learning action to provide the inherent bonus, but are consumed unless special buildings are present)

[ ] Tailor Your Messages - (Psychology/Culture)
Now that you understand the local culture, you can tailor your messages to increase your effectiveness in both diplomacy and recruiting.
(Chance: 70% Successes needed: 2
Reward: Increased chances for recruitment actions and diplomacy)

[ ] That Stone Is Talking - (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however...
(Chance: 30% Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))

[ ] Study The Minerals - (Geology/Mineralogy)
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)

[ ] Secret Of The Circuit Pt.1 - (Electronics)
While you have a functioning motherboard, you have no idea what it is supposed to do, or how it even functions. Start unraveling the mystery of circuitry.
(Cost: Rusted Motherboard
Chance: 35% Successes needed: 4
Reward: Unlocks Base Action, Unlocks Learning Action, +5% Piety, Progress towards Pilgrim-made Electronics.)

[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 40% Successes needed: 1
Reward: Translated Artifact)

[ ] Firebombs - (Weapons/Chemicals)
Someone has burned down the living quarters with flasks filled with burning chemicals. While some may find it distasteful to use them, having a way to lob liquid flame is a potent argument. Luckily, you already have (broken) examples and will soon have a target that has volunteered for testing the prototypes.
(Cost: 1 Material
Chance: 80% Successes needed: 1
Reward: Firebombs as a weapon and for sabotage)

[ ] Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics)
A Knight is in your camp. A cored, burned out and heavily damaged Knight, but a Knight nonetheless. Finding out which systems are salvageable and which should be removed is tantamount. As is understanding just what does what.
(Chance: 1% Successes needed: 17
Reward: Can start repairing the found Knight, may finish other Learning Actions due to osmosis, unlocks further actions.
Warning: Due to an absence of both a Lab and a Hangar, it is recommended to wait on starting this project.)

[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the action if you mark a relevant artifact for this research.)

Archeology: The secrets of the past will illuminate the future, may we learn from their mistakes. (Choose 1 Action)

[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
-SO-01: Est. artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 5 Turns. Mutants nearby.
-SO-02: Est. artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 5 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.

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

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

[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases lay dotted along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 80%
Reward: Sites in The Wall are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Gallery
Why the inhabitants gave taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to now. Whether or not you can access the different libraries and other book-stores is.
(Chance: 75%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Tower Of Pain
Intact electronics, architecture that makes the air scream, the certainty of a significant find. What is there not to like?
(Chance: 75%
Reward: Sites in The Tower Of Pain are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area, while the smokestack continues to belch black smoke into the air. What surprises await you once past the guardians, what greatness lies locked away?
(Chance: 65%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Pit
You are not sure what to find here, only that you are probably the first to look for artifacts. But your scouts have reported feeling like they are being watched...
(Chance: 99%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 25% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

Tree of Knowledge: The home of the Pilgrims, a bastion of all that they stand for, and a symbol of hope for the desperate. (1 Action Locked)

[ ] Living Quarters - Grand
While you have enough space for a small village in the Tree, you should look towards expanding what space is available. If anything, you will run out of rooms sooner rather than later.
(Cost: 10 Materials Upkeep: 1.5 Materials
Turns: 4
Reward: Up to 900 Pilgrims can live in your base before mali start to apply)

[ ] Storerooms - Grand
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least twelve months.
(Cost: 8.0 Materials Upkeep: 0.6 Materials Restock cost: 7 Materials
Turns: 3
Reward: Can support up to 900 Pilgrims for twelve months under siege conditions, before you need to gather new supplies)

[X] Administration Center - Expanded (Tree Of Knowledge) - (1/2 Turns)
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time, which means that you will have to create a bureaucracy to deal with this.
(Cost: 5 Materials Upkeep: 1.5 Material
Turns: 2
Reward: +1 Action to the specified section)

[ ] Laboratories - Basic
Researching is not done by sitting in a tent, doodling on parchment, or throwing ideas at a wall to see what sticks. It is done in specialized environments, with purpose build equipment, and stocked up on anything that could be needed for experiments and developing prototypes.
(Cost: 20 Materials, +3.5 Materials Upkeep
Turns: 3
Reward: Improved success-chances, DC for 1,2,3 Progress unlocked, fewer successes needed for Catalog Everything, unlocks Learning Action, unlocks Base Action)

[ ] Salt Refinement
The salt that is generated can be further refined to achieve higher quality. This would subsequently boost sales.
(Cost: 4 Materials
Turns: 2
Reward: +1 Materials through salt sales per turn)

[ ] A Farm For Starters - (Choose Farmland) - (Choose Crop)
You have soil, seeds, and the will to put the latter in the former. How hard could it be? (All choices are locked until you wish to change them. Extremely Fertile Farmland increases the rewards by 0.5 unless stated otherwise.)

- Ashleaf Trees - (Only in the Extremely Fertile Farmland)
Turns: 60
Reward: +5 to diplomatic bonus, the monopoly on Ashleaf Tee (1d4 Materials added every 3(three) turns of growth, caps at 20d4 per turn.)

- Bloodbark
Cost: 8 Materials, only for the first harvest
Turns: 2
Reward: -1 to all casualty rolls, -0.6 Upkeep to all medical institutions

- Sandwheat
Cost: 0.01 Materials for every harvest
Turns: 1
Reward: 1.5 Material in sales

- Helo-Fruit
Cost: 2 Materials for every harvest
Turns: 2
Reward: 2d4 Materials in sales

- Black Root
Cost: 3 Materials, only for the first harvest
Turns: 3
Reward: 3d4 Materials in sales

- Asil Nuts
Cost: 4 Materials for every harvest
Turns: 4
Reward: 6d4-6 Materials in sales

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

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

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

(10 Materials loaned for four turns at 25% interest)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.1 Materials, can only be taken once a turn.)

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

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

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

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

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

(Cost: 6 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[ ] Study Sessions
(Cost: 1 Faithful, 4 Material per turn, for 8 turns
Reward: 1 trained General Doctor)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] A Helping Hand - (Choose Faction)
Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)

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

(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] Suffer Their Arrogance
(Cost: 1 Faithful, 6 Material per turn, for 4 turns
Reward: 1 trained General Scientist)

[ ] Criminal Organisations - (1 Free Action)
-[ ] Auction- (Choose Artifact)

(Chance: 100%
Roll 1d2, on 1, add 1d50 to the price, on a 2, subtract 1d50)
-[ ] Sabotage - (Choose Target)
(Chance: 100%
Cost: 7 Materials
Reward: Chosen targets plans are temporarily halted due to attacks)
-[ ] And Oh, My! - (Choose Faction)
(Chance: 100%
Cost: 10 Materials
Reward: Blackmail of chosen faction obtained)

Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (Choose 2 Actions)

[ ] Condemn An Organization/Person As Heretical/Forbidden - (Choose Target) - (Write-In Reason)
You knew something like this would happen. Somehow, somewhere an organization or person would manage to draw your full ire. Not in the sense that you disagree with something they did, but what they represent and how they act in life. Well, you are now an official religion, and as such, are allowed to condemn them. Do so.
(Cost: All support options for the chosen organization will be void; the Leader will most likely hate you.
Reward: Opposing factions will love this act. A good enough reason can give you additional benefits.)

[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands to do it. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)

[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)

[ ] Personal Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 55% (choose The Emperor, Marquis of Tessen, House Ulatarn, Church of Eden, The Followers of Light), rolled with a +15
Reward: Chosen organizations support-network unlocked.)

[ ] Cool Tempers - (Material Cost)
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%, +10% for 5 Materials, +20% for 12 Materials
Reward: +1% Piety, and 1 additional for every +10 rolling above 60)

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)

[ ] Charity Drive (X Goodwill)
It is an unfortunate truth that money does not grow from trees. This means that you need to get people to donate it to ensure that the Pilgrims can continue with their expansion.
(Chance: 0-30/50/70/95
Reward: Exchanges 1 Goodwill 0.5/1/1.5/2 Materials)

[ ] Write In


If you spot any mistakes or have questions, tell me so that I can provide a better experience for all.

Note: If the opinion on Mutated falls to -3, a PURGE is initiated.

Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.

A moratorium will be until 23.06.20 at 17:00 CET.
Voting will be closed on the 25.06.20 at 17:00 CET.
I will roll on the 26.06.20 at 17:00 CET if no has yet rolled.
Updates will be online three days after rolls.
 
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