Turn 27: Year 6; Month 3; The Honored Dead
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

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

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

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

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

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

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

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

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

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

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

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

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

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

Trait: Fail Better:
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Resource Statistics
Members: 477
-Faithful: 9/16
--1 General Scientist - +12 to all research
-Followers: 461(61 unoccupied)(+14 per turn)
-Dead: 1 (Suzuki - Combat)

Materials: 22.82(min. +2.37, max. +38.37 per turn.)

Income = 33.22-69.22Materials:
9.22 = Followers
1.00 = Blightdog Lure/Repellant
1.00-4.00 = Desalination Basins
3.00-9.00 = Inn (Eye of the Beholder)
1.00-4.00 = Iron Mine
5.00-14.00 = Silver Mine
11.00-20.00 = Jewel Mine
2.00-8.00 = Ashleaf-Nursery
Upkeep = 30.85Materials:
3.60 = 3 Soup kitchens - (-0.10 Due to Buying Goods In Bulk)
1.00 = 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk)
1.75 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk)
4.50 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.35 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.40 = Hygenic Living - Expanded
1.75 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.30 = Storerooms - Expanded
3.35 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
0.75 = Jewel Mine - (-0.15 Due to Buying Goods In Bulk)
0.80 = Silver Mine - (-0.10 Due to Buying Goods In Bulk)
0.75 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
11.00 = Taxes

Goodwill: 23.58 (+0.11 per turn)
+0.04 3 Soup-Kitchens
+0.01 1 Small Hospice
+0.06 1 Expanded Hospice

Piety: 90% (+40 to personal rolls)
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Crusading

Marquis of Tessen
Opinion: Friendly (1)
Plans: Crusading/Dreadnought
Owes: 1 Favour

House Ulatarn
Opinion: Friendly (1)
Plans: Crusading/Dreadnought

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Plans: Crusading/Dreadnought

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

Military

Opinion: Neutral (0)
Plans: Crusading/Dreadnought

Church of Eden
Opinion: Neutral (0)
Plans: Looking down on you with scorn. The lower members have started to increase their Anti-Pilgrim sentiments in their sermons, which, as far as you can tell, are sanctioned by the higher clergy. They are trying to see how far you can be pushed. (-10 to all diplomatic rolls in Turn 27) Seek a permit to demolish some Slums to build a Temple in Ularn.
Boni: +15 on all Diplomatic rolls

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

Miscellaneous Nobles
-Lady Maranica (Ally (3)/???)

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on/Disapprove of Martyris
Mood: Very concerned about the outer villages being evacuated, and many are starting to prepare for evacuation to the bigger city's. The most pressing matter (besides the Titan) is a lack of sanitation, though expanded sewers are currently being constructed. Estimates say they will be finished in one year.

The Merchant Guild:
Contact: Abraham Lin
Opinion: Friendly (1)
Plans: Valued Customers and Suppliers

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance Medicine
Factions:
-Unionists (Rivals (-2)/20% Control/Mali to Costs for Actions)
-Base (Friendly (1)/39% Control/Cheaper Actions)
-Healers (Ally (3)/41% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

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

The Adventurer Guild:
Opinion: Neutral (0)
Plans: I like money
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/25 Members/Reliable Mercenary Company)
-???

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Plans: ???/War-Profiteering

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

The Mutated:
Opinion: Neutral (0)
Plans: Happy for you, not their situation.
Mood: Breathing freely for the first time in a long while amongst the masses of man. Not worried about the evacuations, are vacating the outer edges of the Slums.

General Opinion on Mutated: Open Racism (0)
Artefacts
Common
Rusted Cogs - 1.25 - + 5 to Machinery
Drained Battery - 2.39 - +5 to Electronics
Non-Functional Lightbulb - 1.48 - +5 to Electronics
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Reinforced Shield - 2.23 - +5 to Armor
Mechanical Pencil - 1.95 - +5 to Mechanics
Clockwork Pieces - 2.08 - +5 to Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 to Armor
Translated Transcripts - 2.50 - +5 to Linguistics
Mechanical Lock - 2.65 - +5 to Mechanics
Chocolate Recipe - 1.03 - +5 to Chemicals
Hygienic Instructions- 1.31 - +5 to Medicine
Chainsword - 1.24 - +5 to Mechanical
"Obedience And You - Training People!" - 1.34 - +5 to Psychology
Decorative Glass - 0.01
Steam-Valve - 1.48 - +5 to Hydraulics
How-To Romance Novel - 1.85 - +5 to Psychology
Fancy Dress - 0.43
Smelting Guide - 1.16 - +5 to Metallurgy
Decorative Urn - 0.20
Toy Weapon - 0.91
Embroidered Tapestry - 0.52
Assorted Lightbulbs - 1.88 - +5 to Electronics
Beaker Set - 1.04 - +5 to Chemicals
Broken Clock - 0.44
Ninja Doll - 0.90
"4D Rectangle" - 0.88
Silverware - 0.80
Sweets - 0.24
High-Grade Alloys - 0.73
Paper About Leverage - 1.32 - +5 to Mechanical
Glass-Violin - 0.87
Torture Instruments - 1.65 - +5 to Psychology
Assorted Plastics - 0.11
Rare
Rusted Motherboard - 5.29 - +20 to Electronics
Untranslated Book On Chemicals - 5.20 - +20 to Chemicals - Untranslated
Diagram Of A Rudimentary Icebox - 5.66 - +20 to Refrigeration
Assorted Books In Multiple Languages - 5.11 - +20 to Linguistics
Treaty On Brainwashing- 5.26 - +20 to Psychology
Broken Pump - 5.96 - +20 to Hydraulics
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lightweight Alloy - 5.22 - +20 to Metallurgy
Black Rectangle - 5.53 - +20 to Advanced Electronics
Armor Piercing Ax - 5.49 - +20 to Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
Rusted Block With Missin Circles- 5.48 - +20 to Advanced Metallurgy
Textbook On Cellular Theory - 5.47 - +20 to Biology
Layered Plates - 5.25 - +20 to Advanced Armor
Report On Vivisections - 5.12 - +20 to Advanced Biology
Chemical Waste Bags - 5.32 - +20 to Advanced Chemicals
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Armor
Lost Tech
??? - Knight of the Pilgrims - Cored
Gutted Core - 17.04 - +50 to Physics/Engineering/Psychology
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma torch - 18.40- +50 to Advanced Physics
Forgotten Diary - 19.24 - +50 to Advanced Psychology
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Basic Engine - 19.16 - +50 to Advanced Mechanics/Advanced Metallurgy/Advanced Chemicals/Advanced Hydraulic
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 1612 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Helmet- 17.22 - +50 to Advanced Armor
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube- 20.00 - +50 to All Physics/All Machinery/All Hydraulic/All Engineering/All Programming/All Metallurgy/All Electronics
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)

-Sandcrete Recipe
An ancient recipe that was used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can spend 22.5 Materials on reducing building times of one building by 1(one) Turn, per Turn by adding [Sandcrete] to said action.)

-Scientific Theory
There is more to this world than one life could ever grasp. More mysteries to discover, more questions to unravel, and even more, answers to find. Nothing could ever stop Humanity's thirst for knowledge, not even death. (Effect: +15 to Learning Rolls.

-Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death," is engraved in the middle of the blade. You have no idea what it does, as you need a Knight to activate the sword.
Military
Units (1/3)
Tech-Scouts
6/6 Size
3/3 Armor
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in Combat
Spears: 1 Damage per size (6 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Upkeep: Free (Scavenger Past Unit)
Equipment
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+1 Armor. 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 35 or higher difference, you gain one extra stealth attack.
+3 Armor. 5.00 Materials per Unit
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.30 Materials per Unit
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.06 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.08 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 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.
-(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.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.35 Materials per Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 1.00 Materials per Unit.
Unique/Notable Assets
-Ashleaf Tea +15 to Diplomacy
1x Extremely Fertile Ashleaf-Nursery - (7/60 Growth) - (2d4)
1x Black Root - (1/3 Turns Growth) - (3d4)
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins (1d4)
1x Inn - (Eye of the Beholder) - (2d4+1)
1x Iron Mine - (Mined) - (1d4)
1x Silver Mine - (Mined) - (3d4+2)
1x Jewel Deposit - (Mined) - (3d4+8)
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked.
Cons: Buildings take one extra Turn to mine and set up.

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

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

Hygenic Living - Expanded

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

Living Quarters -Grand
- Up to 900 Pilgrims can live in your base before a mali starts to apply.

Daycare
--1 to Piety rolls, +2 permanent recruitment due to births.

Storerooms - Expanded
-Up to 300 Pilgrims can survive for six months under siege conditions.
Heroes
You, Martyris, The One That Suffers, Leader of The Pilgrims
4/6 Health (-2 permanent)
3/3 Armor
Training: Trained (3/6)
Breakpoint: NONE
Spear: 1 Damage per size (1 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +3 Armor
Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-50% Chance to obtain/lose 40% Piety should this Hero die in Combat.
-Gain 30% Piety should this Hero die of natural causes
-Immune against all poisons
Upkeep: Free (Because it's you.)

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

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

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

Mutated Girlfriend - Selene - Beating Hearts At Ease - (4/4)
Few things can compare to the feeling of knowing that you belong with someone. To feel secure and loved in their arms, be able to doze the day away while cuddling, having that indescribable feeling of happiness found only in love. If only you could spend eternity like this.
(Unlocked The Choice.)
Turi Anoa wasn't what people would call a tidy person; instead, she tended to be scatterbrained, unorganized and managed to jump from one road of though to another. She tended to be shy and was easily intimidated when forced to speak up in crowds. Her past had not inspired her to be a hero, going out into the world, saving people from monsters. What it had inspired in her was a love for learning and libraries, a passion for the unknown hidden inside forgotten tomes, and the joy of figuring out the last piece of a puzzle.

She had long since held a fascination, and a knack, for learning things, even in her childhood. When she was ten, she went about collecting insects and plants, preserving them with what little skill and reagents she had and could buy from wandering merchants. At thirteen, she accepted an invitation to "play doctor *wink wink*" from one of her friends, coming prepared for a dissection, which made that night very weird. When she turned sixteen, she joined a group of scavengers in the hopes of grabbing the corpse of a Mutant, and three years later, she left her Home to wander the Empire in search of access to libraries both old and renowned and new. She spent years learning what she could before stopping in her travels along the Amber-Road in Mirn. There she saw a most peculiar sight: a Mutated ordering around a few Humans, all of them wearing strange clothing that seemed designed to blend into the Old Ruins.

Unable to contain herself, she asked the group where they had bought their clothing from, only to be surprised when they told her they had created them themselves. "Well," the Mutated added with a chuckle, his sharp tusks slurring his speech somewhat, pointing his scaled tail towards the Necropoli in the distance, "it was the scholarly types at the 'Tree. We only complain to them how they have to be improved."

A declaration that grabbed her attention, and her curiosity, prompting her to ask more questions. Who would be crazy enough to settle down near the Necropoli? Why would they go into those ruins crawling with monsters? How had they chosen what fabrics to dye, and whit what pattern? Badgering the group with evermore questions, the topic soon shifted, from her wanting to know more about the cloaks themselves, to try to meet their creators. Luckily for her, the group mentioned that they were going back there the next day, and she was free to follow. An opportunity she wouldn't pass up.

So it came that Turi Anoa walked with the Tech-Scouts of the Pilgrims, speaking about her passion for learning, their love of scavenging in ruins, and the Pilgrims. She entered the tiny village slowly growing around the 'Tree, thinking she would stay perhaps a week, writing down her discoveries and exchanging tips and tricks she had picked up.

She would not leave after a week, nor after a month. In fact, Turi Anoa decided to stay right where she was, in the middle of a people driven by the same yearning for forgotten glories and slumbering discovery. A people who tried to help those left behind, cared about the weak and the sick, searching for ways to improve the lives of all. Who saw her talent and asked her to utilize it to learn to build more, help more, heal more. Who gave her a real education that delved deep into what knowledge remained, without ever telling her she owed them anything. A sentiment she was very eager to repay in kind, trying to go above and beyond what was asked of her.

So it came that she sat before her desk inside a side chamber adjacent to the laboratory she spent most of her time in, staring at a green piece of crystal. Papers and scrolls were scattered about, some on the floor, others pinned to the walls, connected by strings that only made sense to her. Diagrams and sketches of dozens of waterwheels plastered everywhere, notes scribbled on and around them for ways on how they could be improved, the work of months condensed into a mere three pages before her, ready to be presented to the Council. Yet there was a single page, barely half of it filled, that vexed her the most.

"What are you?" She mused, turning the crystal around and putting it before her eye. Three months had been spent in a frenzy, with her and her team visiting various public libraries and private collections, even going to the 4S to skim through their records, yet nothing could be found to answer the questions that had sprung up. As it turned out, Jewel was technically a mineral, a fluid, and a gas simultaneously, by any measure and metric you cared to name, which was impossible. None of those things should be put together in such a fashion and remain a crystalline structure coupled with actual solidity. Taken with the fact that none knew how it formed and that no pattern had ever been discerned, Jewel remained a mystery of the worst kind, one she lacked the knowledge to understand. Yet, herself and her team's efforts had not been wasted, as finding out how Jewel could be utilized was far more straightforward.

Jewel's primary use was in the construction of Cores and the Muscles of Knights. When treated with blunt force, Jewel shattered. Still, it became malleable when cooled to temperatures below the freezing point, allowing it to be worked into any shape desired, able to soak in electricity in vast amounts, retaining their charge for years with almost no loss. When rapidly heated to about 2000 Celsius, it hardened, yet could become flexible once more when treated with electricity. Extremely useful for machines that had to deliver controlled bursts of strength, yet she wondered how it could be utilized in more esoteric fashions.

Was there not a report about some floating rocks in the Forest?

***​

The Church Of Eden preaches that God had given Man all that could be desired. Safety, Food, Drink, Warmth, Love, Purpose. All were given freely in God's mercy, with him not wanting any payment beyond that we enjoyed his gifts freely. Yet, Humanity was not kind, not good, but greedy, and always desired more. More food, more wealth, more everything. We took all of God's gifts and took them selfishly, robbing others from them, mocking them when they asked to have their share back, and shackled them in irons when they refused to heed to the will of those that had taken all they had been promised. We spent an era in wanton greed and lust, SinSin and apostasy, destruction, and death. And God wept, seeing his Children turn on each other, forgetting that what they had had been given by him. He tried to help, correct us on our path, mend what we broke for us, and send his Son.

We repaid his kindness with the death of the Son. With the defilement of His corpse and the declaration that Men needed no God when they had Machines. We had declared ourselves Gods in our own right, upon the earth as well as heaven, we shaped animals to our desire and laughed at the consequences that could arise. We were arrogant, greedy, and callous, as was our nature. And God saw in His wisdom, that Man need no kindness, no gifts, but a firm hand, and a lesson. And Man fell, as his creation turned on us, as the shackled arose, as the wrath of God consumed the Sinners in holy fire. Yet his work had been stifled, as some had hidden themselves away with pacts from demons, hiding from his eternal gaze, even for the moment of the cleansing. Seeing this, seeing his children take to the Failed Creation, he raged and marked their very souls, changing their outwards appearance to conform with inwards wickedness. They would never be hidden from the eyes of the faithful, never be allowed a moment of rest, never given a chance to pay for their Sin in the afterlife, never be allowed a glimpse at the Gates of Heaven.

Yet, even as the faithful hunted them down, others took them in, thinking mercy would reform them. But God's decrees were simple: "You shall rise on your own. You shall not live dependent on others. You shall give swift mercy to the monsters. You shall not shelter the marked sinners." And the Church Of Eden tried to make those misguided souls understand that there could be no saving, as they had doomed themselves. But they made a mistake; in their efforts to save the misguided, they delayed, until the vice of Man once more reared its head and the Unholy Progeny was born: the Mutated saw the light of creation.

These creatures were cursed by birth, blood, soul, body, and mind, twisted mockeries of Man. Walking on the legs of animals, wearing their colors, fur, scales, eyes, ears. The appearance of demons and fae, possessing organs not meant to be grown by humans or nature, changed minds thinking in strange and dangerous ways, and above all: corrupting. They hid away, spreading their blood far and wide, by all means, turning the last few pure away from the light of God through their curse. They have taken paradise from Humanity, and for that, they have to be eradicated, to prove that even as cursed by birth as them, Humanity is still faithful in the soul.

For the Church Of Eden, the death of all Mutated is not something that can be negotiated. It is a requirement for the salvation of Humanity, and until the last one is killed, we all shall suffer the wrath of God for their Sins.

***​

Bolt had had three unique months. After the revelation of exactly what she was looking at, she almost cried. An entire network, linked to a Dreadnought, ready to be used once more, transmit orders and divulge information as unique as it was ancient? Saying that this was beyond rare was an understatement, that it was not worth the cost of repairing a blasphemy. When the Pilgrims that had accompanied her told her that they had to leave and that she had to seal the chamber until they could return with more people, rations, and reinforcements from her Clan, she refused. How could she not? This place was holy, her duty clear, and the rewards eternal. She would stay behind, sealing herself in, and start the long work of restoring what she could, cataloging what she could not, and prepare to use these machines once more.

The Pilgrims tried to convince her to leave with them, saying all manners of arguments, but she refused them all. What if the computers were damaged? What if their work on finding this hall was rendered a waste because something wandered in from an unlocked entrance and nothing was there to stop it? They tried to tell her that she would hardly be able to prevent something doing so with her here anyway, this deep in the Forest. Her eight drones and Arc-Ax disagreed. Eventually, they left, telling her that they would return as fast as possible before she shut and sealed the outer doors once more. Then she turned around and started her work.

Two weeks were spent removing scrap, piling up burnt out wires, chips, destroyed motherboards, and all manner of malfunctioning electronics. Looting the looming Butchers' corpses for spare parts and marking promising spots and parts for later inspection and retrieval. Cracking open the shells of cooling units, surveying the damages that time had done, always aware that some danger could be lurking around. Yet, nothing attacked her, nothing sought out the Workshop, and she was left to her own devices and tasks until the Pilgrims returned. And they returned in force, not only with members of her Clan, eager and ready to assist her in restoring everything to live, but dozens of Pilgrims available to help in all manner of tasks. The first thing she cherished, more knowledgable hands were always a good thing to have, the latter? That was what had made the season interesting.

Having so many hands ready and eager to help, able to follow orders at a moment's notice had been a boon in restoring the machines to life. They were able to complete the tasks of weeks in mere days, moving junk out of the way, and she had been able to focus on her job wholly, yet problems arose. When not supervised by one of her kin, they would wander about and search for things they could take, ripping out machines and pocketing items, not theirs. They even dared to remove an entire Hololith from its resting place and smuggled it out of the Workshop before she had any idea they had even worked on it! To say nothing of when they had found an ancient military convoy resting at the end of the hall, taking weapons and armor, among them even a Knight weapon for themselves! And the worst part was that even she had to admit that they were allowed to some compensation. Even if they took it beyond all that she would ever give them, why could they not be satisfied with mere money? Why had they to take these machines?

But all that would soon be behind her, maybe in another six months, all of her works would pay off, and her Clan could take official custody of the Workshop, securing its secrets and treasures against those scavengers. But for now? Now all she had to do was flip a switch and begin the real work. And as she grinned, she switched a zero to a one.

A hum rose slowly from generators unused for centuries, and lights turned on on old screens and bulbs, active once more after their long slumber. With a mighty *KUNK*, one light shone into existence far above in the ceiling. With another *KUNK*, another light shone down, another and another, until the entire hall was flooded with light, illuminating everything in stark white light. Turning to the large screen in front of her, she saw it slowly rise and activate, a single white I blinking at the top left, before code began to scrawl along, speeding ever faster, until the entire screen blurred with ones and zeroes, rushing far too quickly for any mortal eyes until it stopped, and only a single phrase remained:

"Enter Password"

Bolt began to grin, while everybody else cheered at their collective success. "This will be fun."

***​

Everything had gone to shit. Su and her team had been assigned to the town of Argilla, along with a thousand others, and told to hold the fortress as long as possible. The narrow corridors and twisting alleys had been seen as a boon in defending, as the much higher numbers of the Flood would count for nothing in tight, cramped spaces. A good plan, seeing as the Flood was primarily composed of half-starved unarmored drones, unable to devise any higher thinking beyond "run at the enemy" and unskilled to the extreme. Those who had planned this defense had not considered the sheer number of ways one could evade and evade the same advantages they had bet could hold the Flood back. When the bodies arrived outside the walls, they only defended them to allow their archers to shoot into the sea of bodies until they ran out of arrows, and the corpses had built a ramp that allowed the rest to run up onto the wall.

When they retreated into the maze of streets, chokepoints held until walls buckled from inside, drones having smashed apart houses that connected to them and killed all unless those that had climbed over the roofs and dropped from above had not killed them first. When they stormed the Keep, every window, every courtyard, and every opening turned into an entry point, as hundreds of bodies spilled forth into every room. The only saving grace had been that they could pile the bodies of the slain up to block entire exits, allowing them a few hours of rest before the corpses had been hacked apart and deposed (or eaten) by the Flood itself. They had held out until their supplies had run low, as even the rations of those killed had been eaten, and a detail had been discovered that would almost certainly spell their doom. Every time they had retreated further back into the Keep or had been forced to abandon passages, they had lost more parts and had been forced to cover more avenues of attack, from servant entrances to hallways. And amidst the fighting, they had lost access to their only means of escape, a tunnel leading several kilometers outside, well away from prying eyes and the grasp of the Flood.

They had had nothing left to lose; their lives forfeit should they have stayed, the only chance at survival through a horde uncaring about their losses. They tried to fight through, seeking the shortest routes and breaking down walls to reach corridors and rooms closer to salvation, yet they died. From those six-hundred souls that had managed to retreat into the Keep and the two-hundred that managed to stay alive, only a hundred managed to reach the tunnel, with the Flood close on their heels. Through some miracle, Su managed to keep all five of her compatriots alive, even as they were wounded time and again. Yet they all knew that their luck was running on fumes, it had for months. All of them were prepared to see one of them die, a spear or ax in their body, a limb missing or drowned and ripped apart under a mob, even as they time and again charged forwards to save those that were taken, saving lives at the cost of wounds and scars.

Yet, they somehow managed to flee, escaping through the tunnel, sealing it shut behind them by causing a cave-in. When the survivors emerged, they saw that of the original 1.056; only 102 had survived the last three months of constant warfare and horrific slaughter. Steeling their hearts, the hundred set out to the nearest place they knew had supplies, scavenging what they could to stay alive. Yet, death in warfare does not always come from cold steel and the swing of a weapon.

It comes in the form of diseases, of infection, of a hundred myriad ways in which the human body can decay from inside out. When the survivors reached one of the few FOB's that they knew were far enough back to be safe, they carried with them the identifiers of 37 further dead. One among them had been Su.

***

The Honored Dead.

Everyone knew that this would happen sooner or later. With each passing month in which the news did not arrive speaking of losses, the certainty that next month would carry the lament of death with it. And now, here you stand, having read the letter in which Suzuki, one of the first to volunteer for the tithe the Empire demanded, who had kept her team and friends alive, and had served with excellence, had been declared dead. Posthumously awarded the Grey Shield, an award for outstanding conduct under siege, she had been buried in the soil of Starlight. And now you stand before all Pilgrims that had made time to mourn their dead comrade and friend, preparing to speak to them, in an attempt to ease their aching hearts. You open your mouth, and say:

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

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

[ ] Remember Their Names
Her Name had been Suzuki. In her life, she touched that of thousands, changing the world, as she did the people. She had no last name, for she was not born from a noble family, nor a Forge-Clan or a had married the person she loved. She only had one thing that could never be taken from her, her Name. And despite all that Suzuki had done, all that she accomplished, all that she changed in her time among us, she will one day be forgotten. Her Name erased from the minds of Man by time itself, as she dies a final time when the last that remembers her is laid to rest.

It is a tragedy to be forgotten by a world that you shaped, helped to bring into existence, and never recognized as one who lived in it. To have your Name, the only thing that one truly is, be as ash and dust in the eons of time. It should not be, and it will not be. They shall not be forgotten, their deeds recorded, and their memory carried over for generations.

Their Names will be remembered. It is the least we can do, for what they gave.

[ ] Write-In
What do you say to those grieving the death of Su? How do you ease their grief? What do you emphasize, and what do you focus on? In which way do the Pilgrims remember the dead, and what rites do they perform?
(This option will gain you a non-standard Tenet, subject to the QM's veto when unmistakably outside the Pilgrim's beliefs and philosophy. Questions to what does apply are encouraged.)

***

Doom Counter:
One round to enter Tessen.
Two rounds to reach a city.
Four rounds to process said city.
Two rounds to reach a new city.

***​

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

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

[X] The Pilgrims Need You! - (1/2 Turns Complete)
Your missionaries can walk much further and stay out for much longer with the inn's help, which directly translates to more people hearing the Pilgrims' message, though you may want to focus on one group of people to maximize its effect.
(Turns: 2
Chance: 95%
Reward: 4d20+10 Recruits)

[ ] Feed The Masses
There is a difference feeding the starving and hungry and ensuring that all people have a full belly at the end of the day. That would be the Pilgrims' first significant project, which would do more than keep things from growing worse for the poor.
(Turns: 8
Cost: 55 Materials Upkeep: 16 Materials
Reward: Grand Kitchen, -6 to Piety rolls, +0.5 Goodwill per Turn, 2d20 recruits, 2d12 Goodwill, 2d6 Piety)

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

[ ] Establish A Poor-House - (Choose City)
The Poor-houses in the Empire are not great places to live. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are forced to work for a pittance of what they would have earned had they done the same work in the streets. While the Pilgrims cannot provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 people.
(Turns: 2
Chance: 85%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per Turn, 1d4-1 Goodwill, unlocks further actions)

[ ] Establish A Small Hospice - (Choose City)
While a Hospice does cater to the dying, their primary purpose is to heal the sick who cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic medical procedures until you make some deals and agreements with those who have studied medicine.
(Chance: 40%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.01 Goodwill per Turn, 1d5-1 Goodwill, unlocks further actions)

[ ] Expand Your Hospices
While you have acceptable Hospices, there are many things you can improve. Capacity, treatments, things like that. Better get to it!
(Cost: 5 Materials per Hospice, Upkeep: +1 Material per Hospice
Reward: +0.05 Goodwill per Turn per Hospice, 1d5+1 Goodwill)

[ ] Healing For All!
You have the money; they have the expertise. Announce that the Pilgrims will shoulder all costs for any medical procedure done by the Herbalists for the next three months.
(Cost: 7 Materials
Chance: 85%
Reward: Healers gain influence, 1d3 Goodwill.)

[ ]A Home away from Home - (Location)
While the Tree of Knowledge is the center and Home of the Pilgrims, there are many projects and actions to help others that happen away from it. Traveling between the Tree and other cities takes time and, occasionally, resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 4 Materials, Upkeep: 1.5 Materials
Reward: Local Base, Upkeep of all structure in the chosen location reduced by 0.10 Materials)

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

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

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

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

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

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

[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, bringing the people together and starting on the road to reconciliation.
(Cost: 20 Materials
Chance: 60% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Choose Target)
Your training for the diplomats is as comprehensive as possible to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 55% for Locals, 40% for Elite, cannot choose The Union of Herbalists, The Church Of Eden
Reward: +15 to all rolls involving said faction.)

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and comply with any official and legal requests to ensure no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 65% for Nobility and Churches (choose The Emperor, Forge-Clan Vanar-Feer, Church of Eden, The Followers of Light), rolled with a +10
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Train The Infiltrator-Corp - (Greater)
What's done is done, now you can only ensure that they do the best job that they can do.
(Turns: 3
Chance: 45%
Reward: Can infiltrate factions for fewer Materials. Raised Chances to secret actions)

[ ] Infiltrate - (Target)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade.
(Cost: 3 Materials
Turns: 3
Chance: 80%
Reward: Target is Infiltrated, displays more information, raises chances for Exfiltrate and Illuminate)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Church Of Eden
Reward: 2d6-3 Materials + Chance for Secrets (The Church Of Eden))

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

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

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

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

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

[ ] Train The Militia
The world is not a safe place, even within sturdy walls and behind the shields of soldiers, people learn how to wield weapons to defend themselves. You have neither walls, nor do you have an army. Organize a militia to ensure that those willing to rise in the Trees defense have basic knowledge of doing so effectively.
(Turns: 2
Cost: 3 Materials, 9 Goodwill, +0.45 Materials Upkeep.
Reward: 3 (1/6) Militia units upgraded to (2/6), with spears and shields, will defend the Tree in case of an attack.)

[ ] Build An Armory - (Expanded)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 3
Cost: 9 Materials, 12 Goodwill
Reward: Can supply and equip 6 Units. Unlocks further actions)

[ ] Build A Training Field - (Expanded)
A big field to run laps around with some practice dummies for bot ranged and melee combat is lovely and all, but it isn't enough. Buy state-of-the-art equipment, have a dedicated trainer on hand, and refine your methods to turn people into soldiers.
(Turns: 4
Cost: 18 Materials, 6 Goodwill, 1 Faithful, +2 Materials upkeep
Reward: Can recruit Units at (3/6 Trained) instead of (2/6 Militia))

[ ] Create A Dedicated Range
One of the main problems you have had in your training is that there wasn't enough space to learn how to use a ranged weapon effectively and switch to CQC in a moment's notice. See to establishing proper ways to do so.
(Turns: 2
Cost: 5 Materials, 0.5 Goodwill
Reward: Lowers malus when switching from ranged to -10.)

[X] Construct A Hangar - (2/3 Turns Complete)
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.)

[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but instead, simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)

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

Learning: Knowledge is Power. (Choose 2 Actions)(Artifacts can be attached to one learning action to provide the inherent bonus, but are consumed unless unique buildings are present)

[ ] Building up Steam - (Advanced Metallurgy/Advanced Alloys/Advanced Mechanics/Mechanics/Advanced Hydraulics/Hydraulics/Advanced Machinery/Machinery)
While the Ancients used many kinds of technology to power their inventions and tools, most of them are lost to the people today. This Artefact is part of such a technique, not nearly as advanced as electricity but still beyond the Pilgrims waterwheels. Research into this Artefact could help the Pilgrims develop an understanding of steam-technology, without the risk of explosions, like what happened to some scholars that tried to create it from scratch.
(Needed Artifact: Steam-Valve
Chance: 15/-10/-35% for 1/2/3 Successes, Successes needed: 8
Reward: Starts the steam-tech Tree (railroads, steam-powered factories/tools/vehicles, safe boilers, etc.)

[ ] 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.
(Needed Artifact: Rare Electronic
Chance: 50/25/05% for 1/2/3 Successes, Successes needed: 4
Reward: Unlocks Base Action, Unlocks Learning Action, +5% Piety, Progress towards Pilgrim-made Electronics.)

[ ] Beyond Mortal Ears - (Metallurgy/Biology)
The Pilgrims have probably the highest amount (seen proportionally) of Mutated in their armed ranks. It makes sense even; enhanced hearing, sight, smell, strength, and many more make Mutated a valuable addition to any Unit. Using the hearing part to relay orders would grant the Pilgrims an edge in Combat (as long as said Mutated are alive). As such, developing pipes that humans cannot (or just barely) hear to relay simple orders should be looked into and rudimentary codes.
(Cost: 1 Material
Chance: 65/40/25% for 1/2/3 Successes, Successes needed: 1
Reward: All Pilgrim Units gain a +3 co-ordination bonus for every Unit present in a battle, caps at +15, cannot be provided by a Unit a half-strength.)

[ ] Repair The Hammer - (Weapons/Metallurgy/Alloys)
Finding this weapon was a stroke of luck! After all, making a weapon for Knights is much more complicated than giving them a big metal piece! While damaged, patching the hammer up and reinforcing it should provide your Knight with a powerful weapon in future fights. It would also allow you a glimpse into the inner workings of Knight-Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 75/60/45% for 1/2/3 Successes, Successes needed: 2
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)

[ ] Repair The Shield - (Armor/Metallurgy/Alloys)
Together with the hammer, your scavengers found a discarded shield. While there is a rather big hole in the middle and the edges have been somewhat melted, you should nonetheless be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 75/60/50% for 1/2/3 Successes, Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics)
A Knight is in your camp. A cored, burned out and heavily damaged Knight, but a Knight nonetheless. Finding out which systems are salvageable and which should be removed is tantamount. As is understanding just what does what.
(Chance: 31/15/-22% for 1/2/3 Successes, Successes needed: 8
Reward: You can start repairing the found Knight, finish other Learning Actions due to osmosis, and unlocks further actions.
Warning: Due to the absence of a Hangar, it is recommended to wait on starting this project.)

[ ] 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: 45/30/15% for 1/2/3 Successes, Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))

[ ] Get To The Point
The best-ranged weapons the Pilgrims can give to their volunteers are currently bows and slings. That's enough for self-defense but not enough for a war. Use the examples of crossbows you have or bought to develop your own.
(Cost: Artifact Type: Weapon + Crossbow, or bought Crossbow.
Chance: 80/65/50% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: "Pointer" +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls)

[ ] Reach Out And Stab Someone - (Weapons)
A weapon the Pilgrims found in the Forest that could be studied for re-creation. While this would be less useful for your scouts, it is a good weapon for guards and other warriors who don't have to be mobile. The extended reach is also helpful if some Mutant tries to eat you, so it's worth researching.
(Needed Artifact: Glaive
Chance: 85/70/65% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: Glaive, has traits "Two-Handed," "Reach," and "Monster-Slayer")

[ ] A Shielded Approach - (Armor)
While shields are more of a hindrance to your scouts, the Pilgrims found several pre-Fall examples that could change that, or at least allow you to make better shields.
(Chance: 80/65/50% for 1/2/3 Successes, Successes needed: 1
Reward: A better shield.)

[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Another Artefact which was found in the ruins of the old world. While it may not be as impressive as other Artefacts, the scribes and bookkeepers of the Pilgrims are very interested in finding ways to produce them for themselves. Which wasn't that important to Martyris until Nexa joined them in their demands. Who knew she would develop such a dislike for paperwork? The downside of trying to produce it is that you need some very complicated parts.
(Needed Artifact: Mechanical Pencil
Chance: 50/35/25% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for the Administration Center, +2 Materials Income from sales.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
While the Armored Camo-Cloaks of the Pilgrims are excellent pieces of armor, it is a fact that they don't focus on being armor. Sooner or later, Pilgrims will get into a fight where stealth is not an option, and the basic leather armor won't be enough. Use some of the knowledge the Pilgrims found to develop armor that is better than the basic versions.
(Chance: 85/60/35% for 1/2/3 Successes, Successes Needed: 1/1/2
Reward: Armor.)

[ ] Lock and Key - (Mechanics)
Two times the Tree was infiltrated, and it was only thanks to luck that nobody died. While organizing guards will make the Tree safer, you can do more. With this Artefact, the Pilgrims can develop ways to make it even more difficult for any enemy to infiltrate their Home.
(Needed Artifact: Mechanical Lock
Cost: 2 Materials
Chance: 90/70/55% for 1/2/3 Successes, Successes Needed: 1
Reward: Raised DC for infiltrators.)

[ ] Keeping Cool - (Electrical/Mechanical)
Food storage and preservation are, compared to before the Fall, rather limited. While salted and dried food exists, those are more useful for long-term storage than day to day use. Research of this Artefact should allow the Pilgrims to preserve and store food that is more useful for daily use and could allow other further-reaching developments.
(Needed Artifact: Diagram Of A Rudimentary Icebox
Chance: 20/15/10% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep of the Storerooms, selling of iceboxes, upgrade to the inn, unlock further Learning Actions.)

[ ] Under Pressure - (Mechanical/Hydraulic/Electrical)
Another Artefact, the Pilgrims, found which analysis would affect a variety of fields. The prevention of mines being flooded, over improvements to the water supply, and even better irrigation of fields. The ability to move large quantities of water without buckets has many uses.
(Needed Artifact: Broken Pump
Chance: 70/45/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Hygenic Living, Improved Desalination Basins, increased income from Mines.)

[ ] The Return of the Can Opener - (Weapons)
While the Pilgrim already developed an ax for their use, the Bloodletter is most useful against "soft" targets. Melee against a heavily armored enemy should be avoided, but the Pilgrims' scouts never know what they might find in the old ruins. In such cases, having an option to deal with armored enemies would be useful.
(Needed Artifact: Armor Piercing Ax
Chance: 85/70/55% for 1/2/3 Successes, Successes Needed: 1
Reward: Weapon: AP-Ax)

[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only basic materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal various injuries and develop advanced protocols for their proper use.
(Needed Artifact: Surgeons Kit
Chance: 60/50/40% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Medikits, reduced Upkeep for the Medical Wing.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the Ancients' ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims lack the knowledge to bring back the technology of the Ancients, for now, that is not true for their fashion. Use the clothes found in the old world's ruins and bring back the fashion of the past!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 80/60/40% for 1/2/3 Successes, Successes needed: 1
Reward: +1 permanent Material income per clothing-related Artifact and success, changing the fashion around Mirn, outraged moral guardians)

[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 55/50/45% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

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

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

[X] 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: 4 Turns, Mutants nearby.
-WO-03: Est. Artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-06: Est. Artifact-grade: General Mundane, Dice:2d3 per Turn, Max. Yield: 4 Turns. No danger.
-SO-01: Est. Artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 5 Turns. Mutants nearby.
-SO-02: Est. Artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SO-03: Est. Artifact-grade: General Mundane-, Dice:3d2-2 per turn, Max. Yield: 6 Turns. No danger.
-SO-04: Est. Artifact-grade: General Mundane, Dice:2d2 per Turn, Max. Yield: 5 Turns. No danger.
-TOP-01 Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 5 Turns. Machines nearby.
-TOP-02 Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:2d2 per turn, Max. Yield: 4 Turns. No danger.
-TOP-03 - [Locked - Security Systems Active - 3 Turns to clear]

-[X] Prepare An Expedition - (TOP-02) - (1/2 turns) - (House Mirn support: N)
-[X] Expedition - (WO-02) - (House Mirn support: Y) - 3 Turns remaining

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

[ ] Raid The Workshop
Towering cranes, ancient walkways, and dead computers litter these halls, in which survivors once sought shelter, but found naught but death. But where they had fallen, their bodies turned to dust; the machines live on, ready to perform their duty. See what you can find, amidst the ashes of a dead nation.
(Chance to discover something special: 5%
Yield: 1 Turn
Reward: 3d5 Artifacts)

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

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

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

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

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

[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one has to wonder what would necessitate such a large flat area. Or what could be beneath it?
(Chance: 31%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the action fails, 34% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] The Crystalgarden
Containing large crystals, arranged in geometric formations, and seemingly immune to the elements. This oddity has attracted the attention of many scavengers, yet none found anything of worth in it. Removing these crystals is seen as a waste of time since separated crystals seem to deteriorate in days and are incredibly brittle. Also, the crystals float when struck by lighting. (???)
(Chance: 66%
Turns: 2
Reward: The Crystalgarden is mapped and surveyed for any oddities.
Warning! If the action fails, 17% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] The Berth
An area containing dozens of large warehouses holding what seem to be ships suspended in the air. Unfortunately, those ships are useless, seeing as there is no water and no way to transport these ships, alongside the fact that they were made out of metal. Whoever build these things had the means to carry them, or they were meant as pure prestige objects.
(Chance: 42%
Turns: 3
Reward: Sites in The Berth are located and mapped.
Warning! If the action fails, 23% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Search for the Zone
Your efforts to learn more about the region have yielded an unusual fruit, knowing that your Knight was most likely part of the Revival Initiative. This polity operated deep inside the Forest, scavenging for artifacts like you, but they took it a step further. They build a small town in the Necropoli. Foolish, yet finding it could end up unearthing treasures beyond imagination or prove a giant disappointment.
(Chance: ???%
Turns: ???
Reward: The Zone can be scavenged.)

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

[ ] Living Quarters - Expansion
While you have enough space for a small village in the Tree, you should expand what space is available. If anything, you will run out of rooms sooner rather than later.
(Cost: 10 Materials Upkeep: 1.5 Materials
Turns: 3
Reward: Up to 1500 Pilgrims can live in your base before mali start to apply)

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

[ ] Laboratories - Expanded
Now that you have some built, it is time to expand those labs! Unfortunately, building and equipping those labs will be extremely costly. To put it lightly.
(Cost: 65 Materials, +7.5 Materials Upkeep
Turns: 7
Reward: Improved success-chances)

[ ] Sandcrete Mixer
Sandcrete is a miraculous substance. It can be mixed by using ubiquitous materials, reduces the time to build structures by months, and can be adapted to local needs practically on the fly! If only it weren't so damn hard to produce without specialized facilities.
(Cost: 35 Materials
Turns: 4
Reward: Sandcrete option costs reduced by 10 Materials, +10 to all Chemical research)

[ ] Beautification
Now that you have more clerks keeping the Tree in order and organized, you could start a longterm project. Like, say, chiseling a ludicrous amount of art and engravings into the stone so that people will like living here more? Maxcim does have all those ideas.
(Cost: 10 Materials, Upkeep: 1 Material
Turns: 3
Reward: -1 to Piety rolls, the Tree will be much more beautiful.)

[ ] Medical Wing
Now that you have both silver, a self-cleaning metal, and a population that requires one, a medical wing would do much to reduce both plagues and heal injuries.
(Cost: 15 Materials, Upkeep: 1 Material
Turns: 2
Reward: Plagues roll a with mali to infect the Pilgrims, supports up to 900 Pilgrims before it becomes useless.)

[X] Blacksmiths Abode - (Basic) - (1/2 Turns Complete)
Humanity was born without claws or scales. So we forged them in the fire, hardened by iron and oiled by our blood. It's a good saying, but some Mutated with claws and scales find its implications insulting. At least you now have a smithy, so having to wait days for a new tool is a thing of the past.
(Cost: 7.5 Materials, Upkeep: 1 Material
Turns: 2
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made od metal, can be upgraded.)

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

[ ] Improved Waterwheels For (Choose Mine)
Using the power of the elements, you will crank those profits up to the sky!
(Cost: 13 Materials, +0.6 Materials Upkeep
Turns: 1
Reward: +6/9/13 income for your Iron, Silver, and Jewel Mine respectively)

[X] A Farm For Starters - (Fertile Farmland) - (Black Root) - (1/3 Turns Complete)
You have soil, seeds, and the will to put the latter in the former. How hard could it be? (All choices are locked until you wish to change them. Extremely Fertile Farmland increases the rewards by 0.5 unless stated otherwise.)

- Black Root
Cost: 3 Materials, only for the first harvest
Turns: 3

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

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

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

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

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

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

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

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

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

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

(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (5/8 Turns)
(Cost: 1 Faithful, 2.34 Material per Turn, for 8(eight) turns
Reward: 1 trained General Doctor)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] A Helping Hand - (Choose Faction)
Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)

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

(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] Suffer Their Arrogance - (Locked For 3 Turns)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)

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

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

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

[ ] Marry Selene
Every tradition will be observed, every bell and whistle pulled out, no expense spared, nothing left to chance. Traditionally, those asking the question give their hopefully soon-to-be spouse a weapon -this weapon is intended to be a signifier of their love. The gathered materials were a sign of the dangers they would brave for them, the craftsmanship a proof of their sweat, the scene carved upon the blade or hilt showing the one moment in which they couldn't live without the other anymore. I will gather the materials, cast it without help, carve into it my love for her, and give it to her at the place we met not so long ago. It will take much of my time, but she is worth every second, and more besides.
(Effect: Interlude: Two Hearts, One Soul
Will take up 2 Personal Actions.
Warning: The Church of Eden will try to reduce the standing of the Pilgrims with The Common People and try to inflame hatred, maybe even a Purge(Crit needed) [50(Slander)-28(Eden Influence)+40(Pilgrim Standing) -1 (Refugees)= 61, 95(Reluctance For Murder)-28(Eden Influence)= 67 respectively] and declare you heretical [-2 opinion]. The Common People may lose their respect for the Pilgrims [35(Marrying A Mutated)+40(Pilgrim Standing)= 75]. ??? will ???. Recruitment of Mutated will skyrocket [65(Helped Us)+20(Fought Succescully For Our Rights)+10(Cute Together = 95)].)

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

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

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

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

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

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

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

[ ] Write In


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

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

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

A moratorium will be until 23.09.20 at 17:00 CET
Voting will be closed on the 25.09.20 at 17:00 CET
Boni can be assigned until the 25.09.20 at 20:00 CET
I will roll on the 26.09.20 at 17:00 CET if no has yet rolled.
Updates will be online four days after rolls.
 
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Rumor Mill Turn 28
Rumors:

News From The Front! Valiant Heroes Saving Civilians By Paying Ultimate Price!
The armies of Slatnan are the mightiest in the world, only eclipsed in numbers by the fanatical hordes of the Eversun or in power by the greedy companies of mercenaries bought by Dul. They have time and again proven that few things can stand against our combined might and courage. Yet, we do not face Humans, Mutated, Mutants, or Machines in Starlight, but an abomination against man in its entirety, mindless and insane. Which would choose to pile up its corpses against walls to make a ramp, rather than build and climb ladders. One which cares no for the sanctity of childhood, the iron bonds that a surrendering enemy places upon the victor, or even the acknowledgment that civilians are not to be killed in wanton slaughter as one pleases. An enemy that broke our ranks, not by valor, but by numbers, which forced our soldiers to retreat, shielding the Starlighters, which had escaped the insanity of the Council. Without our Knights, many would have had to choose between duty and life, between allowing a village to flee and their salvation. Yet, even as we are pushed back, we prepare to receive the Flood at the walls of the Cities, which have sworn fealty to the Empire and Emperor Elianus, in exchange for safety from the crimes of the Council. And as the shell-shocked survivors hide in their homes, our soldiers will ensure that these new subjects and soon-to-be citizens of the Empire will not regret their decision. We will win, and we will triumph, as we always have.

Forge-Clans Rejoice At Massive Order!
After many Knights fell in both defense and attacks against the Flood, Emperor Elianus has commissioned the Forge-Clans to construct over 2.000 Knights! They are not only intended to cover the recent losses, but to allow for the founding of five new Chapters that are to be stationed inside Starlight to hunt the Mutants, Monster, and Bandits that are sure to spring up in a region choking on the dead as it currently does. However, It has dropped the treasury to a record-low in decades, as Knights' construction and materials are not cheap. At least trade with the Shieldbelt-Alliance is kicking up, with the brewing Cold War between them and the Eversun, despite the disruption of the Tessen-Route because of the Dreadnought.

The Dreadnought Has Arrived!
A piece of news that is received with terror beyond all else; the arrival of the Butcher. The dreaded Machine has already claimed settlers too stubborn or idiotic to abandon their homes in favor of safer havens, beginning its rampage and path of carnage to its destination. Sources tell that Jokvi, Strul, or Mirn could be its intended target, set on killing all that seek refuge in those cities. But fret not! Marqui Tessen and the Chapter of The Blue Lance are beginning to dig in, co-ordinate with Forge-Clan Vanar-Feer, and various Mercenary Companies to meet the dreaded Machine in battle! After they have weakened it with several Harpoons, of course, and forced it into a disadvantageous position. There are even rumors floating around that an expedition from the Forge-Clan went deep into the Forest of Rust to discover where the Butcher came from and seek a way to shut it down if possible. Let us hope that they succeed!

Mass Murder In Zulmni And Jokvi!
At first, it had been an isolated incident. Only another unsolved murder, while terrible and uncommon, was expected in a city housing over a hundred thousand souls. What was unexpected was the symbols carved into the flesh of the killed; a circle with several inward-facing triangles. Worrying, but there had been weirder things, as it could merely be a personal thing between the dead and the killer. Yet, the worst came true, as more corpses were found, each having the same symbol carved into them. At first, the guard thought it was merely the work of a serial-killer whose favored targets were too random to predict. Then the body count rose, and rose, and rose. Until Jokvi reported the same murders and the same symbol, indicating that something more is at work. The Captains of both cities have sworn that they will see the perpetrator found, tried, and hanged, though that is barely any consolation for the 38 deceased's families.

Baron Esker Recognizes Mutated Son!
In a shocking twist of events, Baron Esker reverted on his decision and officially recognized Jari as his son, even born with his chitin-armor and multi-hued eyes as he is. Doing so has given the newly born Mutated many rights and duties of other noble sons of similar status, though without the right of inheritance or the privilege to pilot a Knight. What had driven the Baron to do such a controversial act is unknown, though there are whispers of him receiving a visitor wearing a white triangle on their clothing a few months prior.

***

Spy-Network:

The Church Of Eden looks down on you with disdain. The lower members incorporated Anti-Pilgrim sentiments in their sermons, which, as far as you can tell, are encouraged by the higher clergy. Several traders seem to have been "convinced" to take their trade elsewhere. But there are reports of some in the upper echelons panicking due to a break-in into an archive, where several important financial and confidential ledgers were taken. Though who could have done that and why is unknown. Except it was you, and what you now know is deliciously hypocritical. (-25 to all diplomatic rolls in Turn 28, +2 Material cost to all actions due to traders refusing to sell.)

The Common People
seem ready for whatever may come out of the coming struggle. Many have readied themselves for emergency evacuations of their homes. The most pressing matter (besides the Titan) is a lack of sanitation, though expanded sewers are currently being constructed. Estimates say they will be finished in six months.

The Mutated are acclimatizing to their new normal. Sure, they are still not allowed to visit or buy in many of the same places as humans do, but they won't be beaten for being near one for more than a few minutes. Some have started to own businesses outside the slums, which have seen an uptick in sales due to panic-buying in reaction to the Titan. No refugees have harassed them, and if what you are reading is correct, the refugees are more or less friendly or neutral to the Mutated.
 
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Turn 28: Year 6; Month 6; Blackest Heresy And A Dress
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Trait: Fail Better:
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Resource Statistics
Members: 524
-Faithful: 10/17
--1 General Scientist - +12 to all research
-Followers: 506(81 unoccupied)(+14 per turn)
-Dead: 1 (Suzuki - Combat - Infection)

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

Income = 56.12-92.12Materials:
10.12 = Followers
1.00 = Blightdog Lure/Repellant
1.00-4.00 = Desalination Basins
3.00-9.00 = Inn (Eye of the Beholder)
1.00-4.00 = Iron Mine
14.00-23.00 = Silver Mine
24.00-33.00 = Jewel Mine
2.00-8.00 = Ashleaf-Nursery
Upkeep = 37.20Materials:
3.60 = 3 Soup kitchens - (-0.10 Due to Buying Goods In Bulk)
0.80= 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark)
1.75 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark)
4.50 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.35 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.25 = Hygenic Living - Expanded - (-0.15 Due to Buying Goods In Bulk)
1.75 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.30 = Storerooms - Expanded
3.35 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
1.00 = Blacksmiths Abode - Basic
1.55 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk)
1.40 = Silver Mine - Improved - (-0.10 Due to Buying Goods In Bulk)
0.75 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
15.50 = Taxes

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

Piety: 89% (+35 to personal rolls)
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Crusading

Marquis of Tessen
Opinion: Friendly (1)
Plans: Crusading/Dreadnought
Owes: 1 Favour

House Ulatarn
Opinion: Friendly (1)
Plans: Crusading/Dreadnought

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Plans: Crusading/Dreadnought

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Neutral (0)
Plans: Dreadnought/Workshop

Military

Opinion: Neutral (0)
Plans: Crusading/Dreadnought

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

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

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

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

The Merchant Guild:
Contact: Abraham Lin
Opinion: Friendly (1)
Plans: Valued Customers and Suppliers

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance Medicine
Factions:
-Unionists (Rivals (-2)/10% Control/Mali to Costs for Actions)
-Base (Friendly (1)/45% Control/Cheaper Actions)
-Healers (Ally (3)/45% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

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

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

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

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

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

General Opinion on Mutated: Open Racism (0)
Artefacts
Common
Rusted Cogs - 1.25 - + 5 to Machinery
Drained Battery - 2.39 - +5 to Electronics
Non-Functional Lightbulb - 1.48 - +5 to Electronics
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Reinforced Shield - 2.23 - +5 to Armor
Mechanical Pencil - 1.95 - +5 to Mechanics
Clockwork Pieces - 2.08 - +5 to Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 to Armor
Translated Transcripts - 2.50 - +5 to Linguistics
Chocolate Recipe - 1.03 - +5 to Chemicals
Hygienic Instructions- 1.31 - +5 to Medicine
Chainsword - 1.24 - +5 to Mechanical
"Obedience And You - Training People!" - 1.34 - +5 to Psychology
Steam-Valve - 1.48 - +5 to Hydraulics
How-To Romance Novel - 1.85 - +5 to Psychology
Smelting Guide - 1.16 - +5 to Metallurgy
"4D Rectangle" - 0.88
Assorted Lightbulbs - 1.88 - +5 to Electronics
Beaker Set - 1.04 - +5 to Chemicals
Paper About Leverage - 1.32 - +5 to Mechanical
Food Preservatives - 1.15 - +5 to Chemicals
Molds Of Binoculars - 1.10 - +5 to Metallurgy
Rare
Untranslated Book On Chemicals - 5.20 - +20 to Chemicals - Untranslated
Diagram Of A Rudimentary Icebox - 5.66 - +20 to Refrigeration
Assorted Books In Multiple Languages - 5.11 - +20 to Linguistics
Treaty On Brainwashing- 5.26 - +20 to Psychology
Broken Pump - 5.96 - +20 to Hydraulics
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lightweight Alloy - 5.22 - +20 to Metallurgy
Black Rectangle - 5.53 - +20 to Advanced Electronics
Armor Piercing Ax - 5.49 - +20 to Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
Rusted Block With Missin Circles- 5.48 - +20 to Advanced Metallurgy
Textbook On Cellular Theory - 5.47 - +20 to Biology
Layered Plates - 5.25 - +20 to Advanced Armor
Report On Vivisections - 5.12 - +20 to Advanced Biology
Chemical Waste Bags - 5.32 - +20 to Advanced Chemicals
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Armor
Lost Tech
??? - Knight of the Pilgrims - Cored
Gutted Core - 17.04 - +50 to Physics/Engineering/Psychology
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma torch - 18.40- +50 to Advanced Physics
Forgotten Diary - 19.24 - +50 to Advanced Psychology
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Basic Engine - 19.16 - +50 to Advanced Mechanics/Advanced Metallurgy/Advanced Chemicals/Advanced Hydraulic
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 1612 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Helmet- 17.22 - +50 to Advanced Armor
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube- 20.00 - +50 to All Physics/All Machinery/All Hydraulic/All Engineering/All Programming/All Metallurgy/All Electronics
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)

-Sandcrete Recipe
An ancient recipe that was used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can spend 22.5 Materials on reducing building times of one building by 1(one) Turn, per Turn by adding [Sandcrete] to said action.)

-Scientific Theory
There is more to this world than one life could ever grasp. More mysteries to discover, more questions to unravel, and answers to find. Nothing could ever stop Humanity's thirst for knowledge, not even death. (Effect: +15 to Learning Rolls.

-Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death," is engraved in the middle of the blade. You have no idea what it does, as you need a Knight to activate the sword.
Military
Units (1/3)
Tech-Scouts
6/6 Size
3/3 Armor
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in Combat
Spears: 1 Damage per size (6 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Upkeep: Free (Scavenger Past Unit)
Equipment
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+1 Armor. 1.80 Materials per Unit
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. (Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+3 Armor. 4.00 Materials per Unit
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.15 Materials per Unit
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.06 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.8 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield or equipment. 0.05 Materials per Unit.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.16 Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.20 Materials per Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.85 Materials per Unit.
Unique/Notable Assets
-Ashleaf Tea +15 to Diplomacy
1x Extremely Fertile Ashleaf-Nursery - (8/60 Growth) - (2d4)
1x Black Root - (2/3 Turns Growth) - (3d4)
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins (1d4)
1x Inn - (Eye of the Beholder) - (2d4+1)
1x Iron Mine - (Mined) - (1d4)
1x Silver Mine - (Mined) - (3d4+11)
1x Jewel Deposit - (Mined) - (3d4+21)
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked.
Cons: Buildings take one extra Turn to mine and set up.

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

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

Hygenic Living - Expanded

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

Living Quarters -Grand
- Up to 900 Pilgrims can live in your base before a mali starts to apply.

Daycare
--1 to Piety rolls, +2 permanent recruitment due to births.

Storerooms - Expanded
-Up to 300 Pilgrims can survive for six months under siege conditions.

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

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

Knight-Hangar
Houses 1(one) Knight, allowing to enact both repairs and modifications.
Heroes
You, Martyris, The One That Suffers, Leader of The Pilgrims
4/6 Health (-2 permanent)
3/3 Armor
Training: Trained (3/6)
Breakpoint: NONE
Spear: 1 Damage per size (1 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +3 Armor
Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-50% Chance to obtain/lose 40% Piety should this Hero die in Combat.
-Gain 30% Piety should this Hero die of natural causes
-Immune against all poisons
Upkeep: Free (Because it's you.)

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

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

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

Mutated Girlfriend - Selene - Beating Hearts At Ease - (4/4)
Few things can compare to the feeling of knowing that you belong with someone. To feel secure and loved in their arms, be able to doze the day away while cuddling, having that indescribable feeling of happiness found only in love. If only you could spend eternity like this.
(Unlocked The Choice.)
The last three months had been a challenge to Turi Anoas' composure, her ability to not cry in public, and her very dignity itself. You see, when she had been tasked with overseeing a new effort of creating locks that could not or were at the least very hard to be lockpicked, she had been introduced to someone new, the blacksmith who took residence inside the newly built smithy. Marianna Elasia, 31 years old, blacksmith for 19 years, mother of nine children. Marianna Elasia had arrived at the 'Tree a few weeks back with her family in tow, looking like she would rather be anywhere else, or more accurately, at her smithy in the tiny two hundred people village she had called home. She explained that if not for her husband asking her to do so, she would not have come, as she preferred having her peace.

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

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

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

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

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

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

***​

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

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

***​

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

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

***​

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

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

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

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

"Is. This. Real?"

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

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

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

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

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

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

She froze.

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

A second passed.

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

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

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

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

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

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

***​

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

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

***

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

You are Selene.

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

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

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

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

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

It was Food.

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

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

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

***

Doom Counter:
Casualties: 217
In Tessen!
Two
rounds to reach a city.
Four rounds to process said city.
Two rounds to reach a new city.

***​

Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 2 Actions)

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

[ ] The Pilgrims Need You!
Your missionaries can walk much further and stay out for much longer with the inn's help, which directly translates to more people hearing the Pilgrims' message, though you may want to focus on one group of people to maximize its effect.
(Turns: 2
Chance: 95%
Reward: 4d20+10 Recruits)

[ ] Feed The Masses
There is a difference feeding the starving and hungry and ensuring that all people have a full belly at the end of the day. That would be the Pilgrims' first significant project, which would do more than keep things from growing worse for the poor.
(Turns: 8
Cost: 55 Materials Upkeep: 16 Materials
Reward: Grand Kitchen, -6 to Piety rolls, +0.5 Goodwill per Turn, 2d20 recruits, 2d12 Goodwill, 2d6 Piety)

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

[ ] Establish A Poor-House - (Choose City)
The Poor-houses in the Empire are not great places to live. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are forced to work for a pittance of what they would have earned had they done the same work in the streets. While the Pilgrims cannot provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 people.
(Turns: 2
Chance: 85%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per Turn, 1d4-1 Goodwill, unlocks further actions)

[ ] Establish A Small Hospice - (Choose City)
While a Hospice does cater to the dying, their primary purpose is to heal the sick who cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic medical procedures until you make some deals and agreements with those who have studied medicine.
(Chance: 40%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.01 Goodwill per Turn, 1d5-1 Goodwill, unlocks further actions)

[ ] Expand Your Hospices
While you have acceptable Hospices, there are many things you can improve. Capacity, treatments, things like that. Better get to it!
(Cost: 5 Materials per Hospice, Upkeep: +1 Material per Hospice
Reward: +0.05 Goodwill per Turn per Hospice, 1d5+1 Goodwill)

[ ] Healing For All!
You have the money; they have the expertise. Announce that the Pilgrims will shoulder all costs for any medical procedure done by the Herbalists for the next three months.
(Cost: 7 Materials
Chance: 85%
Reward: Healers gain influence, 1d3 Goodwill.)

[ ]A Home away from Home - (Location)
While the Tree of Knowledge is the center and Home of the Pilgrims, there are many projects and actions to help others that happen away from it. Traveling between the Tree and other cities takes time and, occasionally, resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 4 Materials, Upkeep: 1.5 Materials
Reward: Local Base, Upkeep of all structure in the chosen location reduced by 0.10 Materials)

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

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

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

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

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

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

[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, bringing the people together and starting on the road to reconciliation.
(Cost: 20 Materials
Chance: 60% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Choose Target)
Your training for the diplomats is as comprehensive as possible to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 55% for Locals, 40% for Elite, cannot choose The Union of Herbalists, The Church Of Eden
Reward: +15 to all rolls involving said faction.)

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and comply with any official and legal requests to ensure no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 65% for Nobility and Churches (choose The Emperor, Forge-Clan Vanar-Feer, Church of Eden, The Followers of Light), rolled with a +10
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Train The Infiltrator-Corp - (Greater)
What's done is done, now you can only ensure that they do the best job that they can do.
(Turns: 3
Chance: 45%
Reward: Can infiltrate factions for fewer Materials. Raised Chances to secret actions)

[ ] Infiltrate - (Target)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade.
(Cost: 3 Materials
Turns: 3
Chance: 80%
Reward: Target is Infiltrated, displays more information, raises chances for Exfiltrate and Illuminate)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Church Of Eden
Reward: 2d6-3 Materials + Chance for Secrets (The Church Of Eden))

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

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

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

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

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

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

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

[ ] Train The Militia
The world is not a safe place, even within sturdy walls and behind the shields of soldiers, people learn how to wield weapons to defend themselves. You have neither walls nor do you have an army. Organize a militia to ensure that those willing to rise in the Trees defense have basic knowledge of doing so effectively.
(Turns: 2
Cost: 3 Materials, 9 Goodwill, +0.45 Materials Upkeep.
Reward: 3 (1/6) Militia units upgraded to (2/6), with spears and shields, will defend the Tree in case of an attack.)

[ ] Build An Armory - (Expanded)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 3
Cost: 9 Materials, 12 Goodwill
Reward: Can supply and equip 6 Units. Unlocks further actions)

[ ] Build A Training Field - (Expanded)
A big field to run laps around with some practice dummies for bot ranged and melee combat is lovely and all, but it isn't enough. Buy state-of-the-art equipment, have a dedicated trainer on hand, and refine your methods to turn people into soldiers.
(Turns: 4
Cost: 18 Materials, 6 Goodwill, 1 Faithful, +2 Materials upkeep
Reward: Can recruit Units at (3/6 Trained) instead of (2/6 Militia))

[ ] Create A Dedicated Range
One of the main problems you have had in your training is that there wasn't enough space to learn how to use a ranged weapon effectively and switch to CQC in a moment's notice. See to establishing proper ways to do so.
(Turns: 2
Cost: 5 Materials, 0.5 Goodwill
Reward: Lowers malus when switching from ranged to -10.)

[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but instead, simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)

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

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

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

[ ] Building up Steam - (Advanced Metallurgy/Advanced Alloys/Advanced Mechanics/Mechanics/Advanced Hydraulics/Hydraulics/Advanced Machinery/Machinery)
While the Ancients used many kinds of technology to power their inventions and tools, most of them are lost to the people today. This Artefact is part of such a technique, not nearly as advanced as electricity but still beyond the Pilgrims waterwheels. Research into this Artefact could help the Pilgrims develop an understanding of steam-technology, without the risk of explosions, like what happened to some scholars that tried to create it from scratch.
(Needed Artifact: Steam-Valve
Chance: 19/-6/-31% for 1/2/3 Successes, Successes needed: 8
Reward: Starts the steam-tech Tree (railroads, steam-powered factories/tools/vehicles, safe boilers, etc.)

[X] Secret Of The Circuit Pt.1 - (Electronics) - (1/4 Successes)
While you have a functioning motherboard, you have no idea what it is supposed to do, or how it even functions. Start unraveling the mystery of circuitry.
(Chance: 55/30/10% for 1/2/3 Successes, Successes needed: 4
Reward: Unlocks Base Action, Unlocks Learning Action, +5% Piety, Progress towards Pilgrim-made Electronics.)

[ ] Beyond Mortal Ears - (Metallurgy/Biology)
The Pilgrims have probably the highest amount (seen proportionally) of Mutated in their armed ranks. It makes sense even; enhanced hearing, sight, smell, strength, and many more make Mutated a valuable addition to any Unit. Using the hearing part to relay orders would grant the Pilgrims an edge in Combat (as long as the Mutated is alive). As such, developing pipes that humans cannot (or just barely) hear to relay simple orders should be looked into and rudimentary codes.
(Cost: 1 Material
Chance: 75/50/35% for 1/2/3 Successes, Successes needed: 1
Reward: All Pilgrim Units gain a +3 co-ordination bonus for every Unit present in a battle, caps at +15, cannot be provided by a Unit a half-strength.)

[ ] Repair The Hammer - (Weapons/Metallurgy/Alloys)
Finding this weapon was a stroke of luck! After all, making a weapon for Knights is much more complicated than giving them a big metal piece! While damaged, patching the hammer up and reinforcing it should provide your Knight with a powerful weapon in future fights. It would also allow you a glimpse into the inner workings of Knight-Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 95/80/65% for 1/2/3 Successes, Successes needed: 2
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)

[ ] Repair The Shield - (Armor/Metallurgy/Alloys)
Together with the hammer, your scavengers found a discarded shield. While there is a rather big hole in the middle and the edges have been somewhat melted, you should nonetheless be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 95/80/70% for 1/2/3 Successes, Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics)
A Knight is in your camp. A cored, burned out and heavily damaged Knight, but a Knight nonetheless. Finding out which systems are salvageable and which should be removed is tantamount. As is understanding just what does what.
(Chance: 42/28/01% for 1/2/3 Successes, Successes needed: 8
Reward: You can start repairing the found Knight, finish other Learning Actions due to osmosis, and unlocks further actions.)

[ ] That Stone Is Talking - (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however.
(Chance: 50/35/20% for 1/2/3 Successes, Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))

[ ] Get To The Point
The best-ranged weapons the Pilgrims can give to their volunteers are currently bows and slings. That's enough for self-defense but not enough for a war. Use the examples of crossbows you have or bought to develop your own.
(Cost: Artifact Type: Weapon + Crossbow, or bought Crossbow.
Chance: 90/75/60% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: "Pointer" +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls)

[ ] Reach Out And Stab Someone - (Weapons)
A weapon the Pilgrims found in the Forest that could be studied for re-creation. While this would be less useful for your scouts, it is a good weapon for guards and other warriors who don't have to be mobile. The extended reach is also helpful if some Mutant tries to eat you, so it's worth researching.
(Needed Artifact: Glaive
Chance: 100/95/85% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: Glaive, has traits "Two-Handed," "Reach," and "Monster-Slayer")

[ ] A Shielded Approach - (Armor)
While shields are more of a hindrance to your scouts, the Pilgrims found several pre-Fall examples that could change that, or at least allow you to make better shields.
(Chance: 90/75/60% for 1/2/3 Successes, Successes needed: 1
Reward: A better shield.)

[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Another Artefact which was found in the ruins of the old world. While it may not be as impressive as other Artefacts, the scribes and bookkeepers of the Pilgrims are very interested in finding ways to produce them for themselves. Which wasn't that important to Martyris until Nexa joined them in their demands. Who knew she would develop such a dislike for paperwork? The downside of trying to produce it is that you need some very complicated parts.
(Needed Artifact: Mechanical Pencil
Chance: 55/40/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for the Administration Center, +2 Materials Income from sales.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
While the Armored Camo-Cloaks of the Pilgrims are excellent pieces of armor, it is a fact that they don't focus on being armor. Sooner or later, Pilgrims will get into a fight where stealth is not an option, and the basic leather armor won't be enough. Use some of the knowledge the Pilgrims found to develop armor that is better than the basic versions.
(Chance: 95/75/45% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)

[ ] Keeping Cool - (Electrical/Mechanical)
Food storage and preservation are, compared to before the Fall, rather limited. While salted and dried food exists, those are more useful for long-term storage than day to day use. Research of this Artefact should allow the Pilgrims to preserve and store food that is more useful for daily use and could allow other further-reaching developments.
(Needed Artifact: Diagram Of A Rudimentary Icebox
Chance: 25/20/15% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep of the Storerooms, selling of iceboxes, upgrade to the inn, unlock further Learning Actions.)

[ ] Under Pressure - (Mechanical/Hydraulic/Electrical)
Another Artefact, the Pilgrims, found which analysis would affect a variety of fields. The prevention of mines being flooded, over improvements to the water supply, and even better irrigation of fields. The ability to move large quantities of water without buckets has many uses.
(Needed Artifact: Broken Pump
Chance: 75/50/35% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Hygenic Living, Improved Desalination Basins, increased income from Mines.)

[ ] The Return of the Can Opener - (Weapons)
While the Pilgrim already developed an ax for their use, the Bloodletter is most useful against "soft" targets. Melee against a heavily armored enemy should be avoided, but the Pilgrims' scouts never know what they might find in the old ruins. In such cases, having an option to deal with armored enemies would be useful.
(Needed Artifact: Armor Piercing Ax
Chance: 95/80/65% for 1/2/3 Successes, Successes Needed: 1
Reward: Weapon: AP-Ax)

[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only basic materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal various injuries and develop advanced protocols for their proper use.
(Needed Artifact: Surgeons Kit
Chance: 70/60/50% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Medikits, reduced Upkeep for the Medical Wing.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the Ancients' ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims lack the knowledge to bring back the technology of the Ancients, for now, that is not true for their fashion. Use the clothes found in the old world's ruins and bring back the fashion of the past!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 85/65/45% for 1/2/3 Successes, Successes needed: 1
Reward: +1 permanent Material income per clothing-related Artifact and success, changing the fashion around Mirn, outraged moral guardians)

[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 60/55/50% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

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

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

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

-[X] Prepare An Expedition - (TOP-02) - (House Mirn support: N) - 4 Turns remaining-
-[X] Expedition - (WO-02) - (House Mirn support: Y) - 2 Turns remaining

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

[ ] Raid The Workshop
Towering cranes, ancient walkways, and dead computers litter these halls, in which survivors once sought shelter, but found naught but death. But where they had fallen, their bodies turned to dust; the machines live on, ready to perform their duty. See what you can find, amidst the ashes of a dead nation.
(Chance to discover something special: 5%
Yield: 1 Turn
Reward: 3d5 Artifacts)

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

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

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

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

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

[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one has to wonder what would necessitate such a large flat area. Or what could be beneath it?
(Chance: 31%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the action fails, 34% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] The Crystalgarden
Containing large crystals, arranged in geometric formations, and seemingly immune to the elements. This oddity has attracted the attention of many scavengers, yet none found anything of worth in it. Removing these crystals is seen as a waste of time since separated crystals seem to deteriorate in days and are incredibly brittle. Also, the crystals float when struck by lighting. (???)
(Chance: 66%
Turns: 2
Reward: The Crystalgarden is mapped and surveyed for any oddities.
Warning! If the action fails, 17% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] The Berth
An area containing dozens of large warehouses holding what seem to be ships suspended in the air. Unfortunately, those ships are useless, seeing as there is no water and no way to transport these ships, alongside the fact that they were made out of metal. Whoever build these things had the means to carry them, or they were meant as pure prestige objects.
(Chance: 42%
Turns: 3
Reward: Sites in The Berth are located and mapped.
Warning! If the action fails, 23% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Search for the Zone
Your efforts to learn more about the region have yielded an unusual fruit, knowing that your Knight was most likely part of the Revival Initiative. This polity operated deep inside the Forest, scavenging for artifacts like you, but they took it a step further. They build a small town in the Necropoli. Foolish, yet finding it could end up unearthing treasures beyond imagination or prove a giant disappointment.
(Chance: ???%
Turns: ???
Reward: The Zone can be scavenged.)

Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (Choose 1 Action, 1 Action Locked)

[ ] Living Quarters - Expansion
While you have enough space for a small village in the Tree, you should expand what space is available. If anything, you will run out of rooms sooner rather than later.
(Cost: 10 Materials Upkeep: 1.5 Materials
Turns: 3
Reward: Up to 1500 Pilgrims can live in your base before mali start to apply)

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

[ ] Laboratories - Expanded
Now that you have some built, it is time to expand those labs! Unfortunately, building and equipping those labs will be extremely costly. To put it lightly.
(Cost: 65 Materials, +7.5 Materials Upkeep
Turns: 7
Reward: Improved success-chances)

[ ] Sandcrete Mixer
Sandcrete is a miraculous substance. It can be mixed by using ubiquitous materials, reduces the time to build structures by months, and can be adapted to local needs practically on the fly! If only it weren't so damn hard to produce without specialized facilities.
(Cost: 35 Materials
Turns: 4
Reward: Sandcrete option costs reduced by 10 Materials, +10 to all Chemical research)

[ ] Beautification
Now that you have more clerks keeping the Tree in order and organized, you could start a longterm project. Like, say, chiseling a ludicrous amount of art and engravings into the stone so that people will like living here more? Maxcim does have all those ideas.
(Cost: 10 Materials, Upkeep: 1 Material
Turns: 3
Reward: -1 to Piety rolls, the Tree will be much more beautiful.)

[ ] Medical Wing
Now that you have both silver, a self-cleaning metal, and a population that requires one, a medical wing would do much to reduce both plagues and heal injuries.
(Cost: 15 Materials, Upkeep: 1 Material
Turns: 2
Reward: Plagues roll a with mali to infect the Pilgrims, supports up to 900 Pilgrims before it becomes useless.)

[ ] Metalsmiths Abode - (Expanded)
Humanity was born without claws or scales. So we forged them in the fire, hardened by iron and oiled by our blood. It's a good saying, but some Mutated with claws and scales find its implications insulting. At least you now have a smithy, so having to wait days for a new tool is a thing of the past. Adding smelters, various tools, and more space for some more smiths would allow you to work more materials and intricate creations.
(Cost: 20 Materials, Upkeep: 7 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made of metal, can be upgraded.)

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

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

[X] A Farm For Starters - (Fertile Farmland) - (Black Root) - (2/3 Turns Complete)
You have soil, seeds, and the will to put the latter in the former. How hard could it be? (All choices are locked until you wish to change them. Extremely Fertile Farmland increases the rewards by 0.5 unless stated otherwise.)

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

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

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

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

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

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

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

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

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

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

(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (6/8 Turns)
(Cost: 1 Faithful, 2.34 Material per Turn, for 8(eight) turns
Reward: 1 trained General Doctor)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] A Helping Hand - (Choose Faction)
Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)

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

(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] Suffer Their Arrogance - (Locked For 2 Turns)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)

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

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

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

[ ] Marry Selene
Every tradition will be observed, every bell and whistle pulled out, no expense spared, nothing left to chance. Traditionally, those asking the question give their hopefully soon-to-be spouse a weapon -this weapon is intended to be a signifier of their love. The gathered materials were a sign of the dangers they would brave for them, the craftsmanship a proof of their sweat, the scene carved upon the blade or hilt showing the one moment in which they couldn't live without the other anymore. I will gather the materials, cast it without help, carve into it my love for her, and give it to her at the place we met not so long ago. It will take much of my time, but she is worth every second, and more besides.
(Effect: Interlude: Two Hearts, One Soul
Will take up 2 Personal Actions.
Warning: The Church of Eden will try to reduce the standing of the Pilgrims with The Common People and try to inflame hatred, maybe even a Purge(Crit needed) [50(Slander)-28(Eden Influence)+40(Pilgrim Standing)-2(Refugees)+20(Dreadnought)= 81, 95(Reluctance For Murder)-28(Eden Influence)+20(Dreadnought)= 87 respectively] and declare you heretical [-2 opinion]. The Common People may lose their respect for the Pilgrims [35(Marrying A Mutated)+40(Pilgrim Standing)= 75]. ??? will ???. Recruitment of Mutated will skyrocket [65(Helped Us)+20(Fought Succescully For Our Rights)+10(Cute Together) = 95].)

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

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

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

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

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

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

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

[ ] Write In


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

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

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

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

A moratorium will be until 3.10.20 at 17:00 CET.
Voting will be closed on the 5.10.20 at 17:00 CET.
Boni can be assigned until the 5.10.20 at 20:00 CET.
I will roll on the 6.10.20 at 17:00 CET if no one has rolled yet.
Updates will be online four days after rolls.
In this instance, the Update will be online on the 13.10.20 at 17:00 CET.
 
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Rumor Mill Turn 29
Rumors:

THE FLOOD IS DEAD! DEATH TO THE COUNCIL!
Eighty-three consecutive hours of combat. Eighty-three hours of sweat, blood, terror, bravery, and heroisms uncounted. Eighty-three hours of slaughtering the last of a horror that should have never been. That is how long it took to destroy the last of the Flood, as it broke upon the Walls, Spears, and Will of the Empire, defending those that have sworn themselves to our nation, and those that lay beyond. Some positions have been protected until the last laid slain, no mercy given to ours, as no mercy was granted in return. But many more resisted beyond all expectations, with even humble farmers rising to glory, as Knights gave the Last Mercy to the long-dead bodies assaulting our people. Forge-Clan Artillerists brought Honor and Accolades to their Clans as they pushed their machines to their breaking points, some even beyond, working for days to keep them firing hell and death. Reports suggest that more shots have been fired in those four days than in the entire war combined! And now that the Flood has been broken, the Empire marches, and it knows only one target.

The Chambers of the Starlight Council. Where the madness started, and will now end!

SINFUL BISHOP EXPOSED! READ ALL ABOUT IT HERE!
Within a single day, newspapers published a report that nearly pushed every city with a COE congregation into open anarchy. With undeniable evidence that their highest religious authority had not only engaged in sex but had married and produced three Mutated children with a female Mutated, many followers took to the streets. It came to the point that the guards had to hire Adventurers to keep the situation from deteriorating from "light rioting" to "open revolt." Given a blanket cheque to keep order, the merc's took to their task with glee, much to the pain of many which had been swept up in the violence. Luckily, the Pilgrims had been moving many medicinal goods through the region in preparation for another charity drive where they sponsored all medical treatments in agreement with the Union Of Herbalists. Without hesitation, the volunteers and attending Pilgrims gave aid to those who had been injured in the violence, whether they were, or were not, a COE follower. But while the Pilgrims and Guards were busy restoring order and helping people, the COE severed all ties with Ex-Bishop Jesica. Within a day, the man had been stripped of his rank, condemned for his sins, excommunicated, declared a heretic and cast out through the front gates of their Cathedral, into the masses which had laid siege to it. None can say if it was a miracle or a curse, but the man survived long enough for a squad of brave guards to rescue the man, who had since escaped the region. But despite this quick resolution of the damning evidence, the unrest continued, as allegations of the Bishop only being a scapegoat, that the higher-ups in the church had been complicit, of rumors of more priests having Mutated families and many more rumors started circulating. While the COE Priesthood tries to figure out what to do now, the Great Houses have made it very clear that they do not appreciate the massive disruption of daily life. They have arrested, tried, and hanged several priests that have attempted to use this turmoil to incite mobs to attack Mutated, which "have corrupted the Bishop, seeking to do the same to our immortal souls!" Unrests continue regardless, with many wondering how long it will take for the situation to return to normal.

+++Known Religions Updated+++

Seven Hanged Men Found! No New Ritual Murders Reported!
The murders in Zulmni and Jokvi have stopped as suddenly as they have flared into existence. None knew whether this was because those responsible had merely wandered onwards or if they only waited for things to calm down-until now. Then, seven men, between the ages of 17 and 58, were found inside an abandoned warehouse, hanged by their dried entrails, cut open, ribs removed, and arranged into a profane idol, with their eyes sewn into their hands facing each other. Above them, a rose painted out of their blood prominently displayed its thorns, and the words: "Our Playground. Our Rules." were written around it. Analytics of the DNA has proven that the seven were the killers the guard had been searching. It seems that when two murder cults meet, one will destroy the other. Now they only have to add another case to the local Rose-Cult. And start a search again, though many doubt that they will find any evidence. They have seen none in twenty years of searching after all.

Dreadnought Explodes.
Well, that was anticlimactic. Seems that the Forge-Clan Scriptors were able to make the thing go the way of the horse. Welp, back to work.

Pilgrim Leader Martyris Marries Mutated!
Marriage. A powerful word, capable of uniting two nations, families, and ending feuds that started centuries ago. And in our home, there is a distinction between marriage before the Emperor and Law, and a Religion. As no Human and Mutated marriage is recognized before the law as legal, many seek either dangerous bribery or a religious ceremony. Like the Followers Of Light, the Pilgrims have used their granted privileges to do just such a thing. The leader of the Pilgrims, Martyris, has married a Mutated, much to the jubilation of the Mutated, seeing the statements and actions of the Pilgrims once more reaffirmed as they flock to their banner. While many grumble about this public reaffirmation of their beliefs and doctrine, some whisper that a child may be on the way, and be why Martyris did such...

***

Spy-Network:

The Church Of Eden is in chaos. They are either trying to calm their congregations, screaming at each other, or get beaten up by adventurers/guards when they try something "sketchy." The adventurers seem to have an extensive definition of "sketchy." Furthermore, important documents are missing, more with every day...

The Common People are shocked at the revelations of Bishop Jesica's sins, with many COE followers venting their aggression on the church's property. The most pressing matter is a lack of sanitation, though expanded sewers are currently being constructed. Estimates say they will be finished in three months.

The Mutated find the hypocrisy of the Bishop delightful. They are pleased about the Pilgrims throwing their political weight around and making Mutated/Human marriages official doctrine.
 
Interlude: Two Hearts, One Soul
There will be a lot of sexual innuendos in this interlude. The reason, for those of you who didn't catch it, is: Selene and Martyris rolled 2d12 for what they are doing on their dates. One rolled things like stargazing, dancing, festivals, etc. While the other rolled one thing and one thing only, every single time. And that is Sex, which has consequences. Which resulted in the thread having a bit of a panic/happiness reaction last update.

Now, the two would have had Sex regardless, they are a couple after all, but not to the degree in which the dice decided. Think two rabbits without a refractory period, and you get the general idea of what the two were doing when they got horny(which was always).

On the plus side: ~Baby Incoming!~

It was in the middle of high summer when the rains stopped falling, and the storms turned sandy, that outside one city, a truly vicious bout of haggling came to an end. One trade among many, as the caravaners had opened their bazaar days prior, attracting many customers looking for the exotic, strange, and curious. Scavengers sold metal, ancient art, electronics, and rare food, while merchants vied for the best price of spices, herbs, textiles, and much more. Two members of those two groups had met like they always did, and started trading, haggling, and lying to each other as old friends selling to each other ever did.

"A Crown? One whole Crown? Are you trying to ruin me? Is that is? Oh, look at poor old Marius over there, plying his trade, selling honest wares at honest prices, let me pull him over the table, and extort him! Do you have no heart? How do you think my family will afford food if I pay you what you demand? How will I stay in business if you force me to sell at such horrendous prices? 14 Kings, no more, I say! And even that is too much!" The man, broad in the shoulder and of a slight build, said, looking like he genuinely was outraged at the price his friend had demanded. Clothed in fine silk and cotton, dyed red and blue, the man cut an unusual figure, though his bodyguards convinced any would-be thieves that there were easier targets around.

The woman in front of him looked nothing like him. Age had bent her back, the eternal glare of the sun, the shifting sand, and the winds had cut her skin into leather and crinkles, making the impression of a frail old woman. A mistake, as the twin axes at her sides glinting deviously, could attend, as could her watchful eyes and sharp mind. Smiling, she made as if to remove the black slab lying between her and the merchant. "In that case, I may take my business elsewhere. There are plenty of buyers for my wares, are there not?" A quick look of panic rushed over Marius's face before he sighed in defeat and took out a golden coin, stamped with a depiction of a crown on one side and the words: "Strength, Justice, Perseverance." around the face of the Empress on the other.

"Okay, okay. Take a pound of my flesh like the others, won't you? Not like I have to re-sell this thing again," he said resigned, looking like he had taken a genuine hit in his finances, much to the woman's amusement. "Oh, cheer up, Marius! The Clanners will rip this thing out of your hands faster than you can set up an auction, not even mentioning the nobles trying to one-up each other for it! And don't act like you don't have a little Urish side-trade going on." "Silent woman! Do you want the guards to hear you?" Marius replied in a panic, looking around to see if anyone had noticed his friend's words. Seeing no-one turn or take interest, he relaxes. "And I stopped selling that. It turns out; my wife didn't like her husband selling an utterly harmless drug. But speaking of family, how's the boy? I didn't think I would ever be the one to ask you that, miss, "I will have children when I'm dead." "Hah, well. The world turns in unexpected ways; does it not? And he's fine, better than I ever thought he'd be, considering what he survived. Still denser than a sack of brick, though! Can you believe it, a girl asked him out for a dance, and he rejected her, in favor of going to some collapses library north of here! I swear, that boy needs someone to jump on him before he realizes they are interested."

Chuckling at her joke, she nods Marius goodbye, standing up and securing the coin in her robes. "Well, that reminds me that I need to look at what foolishness the boy is doing now, take care, and tell your wife I said hello, would you?" Grumbling in affirmative, Marius, on his part, begins to look over the slab, noting down its physical features as the woman walks away. It is not a long walk to where she had set up her tent, only interrupted by two purchases of fruit and a new waterskin. And once there, she sees a sight that has become depressingly common: the boy sitting in the sun, tools arrayed around him on a piece of fabric, while some ancient doodad was systematically cleaned, taken apart, and reassembled. And just on the edge of intrusion, a group of girls stood or sat, watching the boy with all the stealth teenagers were able to muster when looking at someone they had taken a liking to. The boy didn't notice the group of girls, though, and the woman was too old to give a shit anymore about proper behavior, directly walking trough the girls, and called out, "BOY!"

The young man startled, looking up from his work with a mixture of confusion, dread, and panic. "Yeh? What is it, Mrs.Drell?" "First off, don't look like you fucked up; you ain't in trouble. Second, I distinctly remember telling you to go off and enjoy yourself, not to stay here and tinker with some electric shit you had. Wait, I just sold the thing you restored; where did you get that thing anyway?" "Oh, I, eh, bought it? Okay, look, look, I can explain! After you told me to go away, I searched for something I could study and found this electronics piece. No idea what it does, but I'm sure that I can sell it for thrice what I paid!"

Mrs.Drell sighed in disappointment and sat down, shaking her head. "Damn boy, get your head out of your ass and start looking around! The girls over there are not interested in what you are doing!" She said, gesturing over to the gaggle of girls, which immediately dispersed at her words, and the attention was now on them. "How will you give someone a weapon at this rate? Or receive one?" At this, the boy paused, thought for a second, and looked at her confused. "Why would someone give me a weapon? I have my spear right here?" He said, lifting his spear. "And why would I need to give someone a weapon? Only some of the city-folk are stupid enough not to wear one everywhere they go."

Mrs. Drell looked at him with a mixture of confusion and disbelief and started opening her mouth to say something before recognition bloomed in her mind. "Of course no-one told him that. And of course, he never asked." She murmured, shaking her head. "Alright, listen up, boy! Explanation time! You see these axes?" she said, gesturing to the axes at her side. "Yes?" "Good. Now, tell me. How did I get those?" Thinking about it for a few seconds, he answered warily, "You bought them?" "Nope! You see this?" she responded, unhooking one of her axes and showing him the engraved blade of said ax. A picture of a proud deer, standing over a dead Stone-Dog, the lines inlaid with red paint, featured prominently on both sides.

"My late husband, Reia rest his bones, made them for me when he proposed—waxed some poetic shit about me being proud and strong, trying to get into my pants. Hey! Don't give me that look; you'll do it too one day! Anyway, he made the ax for me when he proposed, now why would he do that?" "Because he... wanted to impress you?" "No. Tell me, when you love someone, when you wish to live with them for the rest of your life, what do you give them to make sure that you will be able to do that?" "Oh! A weapon so that they can defend themselves! Now I get it! So he bought you a weapon with his proposal?" "Sometimes, I am wondering where your head is. The weapon is the proposal, one he made himself! You give it to them, hoping that they will stay safe even if they don't marry you. You present an ax for strength and pride, a spear for an unyielding spirit and honor, a dagger for intelligence and kindness. You built that thing out of materials you collected yourself to show your willingness to work for your relationship. You carve art into the item, a scene of much importance of your relationship. Its tradition, boy!" "Oh. But, what is so important about a Deer standing over a beaten Stone-Dog?" "That's when I beat the shit out of him twice!"

***​

Okay, you can do this. I say to myself, looking nervously at the front door to the manor where Selene currently lived. You have checked everything. There is nothing to worry about; nothing will go wrong. I further think, trying to calm my nerves. It is not working. Somehow, there is a difference between thinking about doing something you wish to do and doing it. Of course, I knew that, but there is a difference between wanting to delve into ruins and proposing to the woman you love and wish to spend the rest of your life together. And yet, the latter feels more dangerous.

"Alright," I say out loud, chasing off the negative thought by starting to walk towards the front doors. This night is the night. The one in which I will propose, no matter what happens. Reaching the doors, I immediately knock to stop any impulse of running away, waiting with determination. Then the door opens, and one of the maids looks at me before disappointment and worry washes over her face. "Oh, just you, Marty. Sorry, but have you seen the Lady anywhere? We have not seen her or her bodyguards for the last four hours and are starting to be worried. She hasn't even left any notice about her whereabouts or when we should expect her back."

"Oh. No, sorry, Mar. I arrived only this morning, and haven't met Lady Maranica today," I reply. "Well, thanks. At least she has her bodyguard with her, so she should be fine."
+++Undisclosed Location+++
"YEAH! PUNCH HIS FUCKING FACE IN!"
"BREAK HIS ARMS!"
"OH, OUCH! MY DEAR GUESTS, SEEMS LIKE MARANICA IS DETERMINED TO DEFEND HER TITLE FOR THE SEVENTH YEAR IN A ROW! BUT WORRY NOT, THERE ARE PLENTY OF FOOLS WILLING TO TRY PRYING IT OUT OF HER HANDS!"
"But come in, Selen is in the parlor, obsessing about how her dress fits her. And if it is any indication, you ~horny dogs~ won't be getting any ~sleep tonight~," Mar replies with a wink and a chuckle, before swiftly walking away and turning one of the corners before I can respond. Leaving me standing in the hallway like a lost idiot, thinking about what Selene would be wearing to elicit that response. She only ever dressed modestly, even if her perfect butt tended to ruin that, not that I could complain. And why would she call us Horny Dogs? It's not like we did it every time we met! There was that, no wait, but the- no. ...did we seriously do it every time we met?

Before I can lose myself searching through memories and trying to find a date that did not end with us doing it, my feet carried me to the parlor, where one person (and her butt) greeted me. Or rather, only her butt, as Selene glared at a mirror, not noticing me, which left me to appreciate the beauty that stood in front of me.

It was elegance, mixed with temptation. Intricate suggestions, combined with brute demands. The dress she wore was breathtaking, screaming at me to admire the one wearing it. And I did. Everything about her was art made flesh, her fur immaculate and shining, her golden hair braided and falling onto her back in several braids, her figure stunning as always, her horns polished to a mirrors shine, her face held beauty beyond mortal words. Even if it was scrunched in displeasure, and her green eyes clouded by worry. Oh shit, am I too late?

"Forgive me, my Lady, for my tardiness," I said, smiling at her startled reaction, proving that she had indeed not seen me enter. Walking over to her, she tries to act as if she hadn't been just about ready to jump out of her skin. Pouting and crossing her arms, she tried to look haughty, and as if she had been expecting me all the time. "You are indeed late, Sir. I have been waiting for minutes for your arrival, and yet you think that a mere sentence will be enough for me to forgive you?" She asked, acting all proper and high, though a small smile and twinkle in her eyes told me all that I needed to know. "Then how about a kiss? One for my love, my star, and my mpfhf-" I tried to say while wrapping my arms around her and leaning in, only to be stopped by her hand over my mouth.

"Do you think me easy, mister? You shall have to earn your forgiveness tonight, not try to take advantage of my mercy," Selene purred into my ear, laughing while twisting out of my embrace and standing at the entrance with a grin. "The seats have been reserved, and dinner will be provided. The sights as enchanting as ever, and the entertainment after a ~delight~. Let us enjoy ourselves."

"As you command," I cannot help but say, taking her outstretched hand and walk out into the streets at her side, towards one of the most stressful, and hopefully the happiest nights of my life.

Towards my proposal to her, as the case hidden on me weighs as much as lead.

***​

The forge's heat filled the entire area, oppressively smothering even the breeze flowing through the open room, though the two men inside the room ignored both the heat, as well as the sweat forming on their bodies, too focused on their work. The younger one lifted a piece of hot burning iron out of the forge onto the anvil with an only slightly clumsy motion. Immediately, he began to strike the weapon into shape, one heavy blow after the other, pounding it into the shape required of it. With the older man's motion, the younger put the piece back into the forge to heat it once more, before repeating the process. Despite the work put into the item, the two continued to work for another hour, until the older judged it ready, instructed the younger to cool it in the nearby water, and made ready for the next step.

Minutes later, after the weapon had been allowed to cool to the right temperature under the gaze of an expert, the younger began to clean the dagger he held, judging it for any imperfections he saw in the weapon. With a displeased snort, he shook his head, resulting in an eye-roll from the older man.

"You know, if you just told me to do it for you, you'd have the dagger by last month. Why do you insist on making it yourself, even if your perseverance is admirable, not like what my apprentices show," he remarked, casting a disapproving gaze towards a young boy and girl standing to the side, trying to look busy and not bored. "And you are even using your iron. Haven't heard of anyone going the full sprint when making a weapon for themselves as you do."

The younger man looked up from the weapon in his hands, shaking his head. "It is not for me," he said, looking at the pendant around his neck—a pendant shining a brilliant green, carved in the image of a ram's head.

A glint of recognition entered the blacksmith's eyes, before grunting at Martyris in disapproval. "Well, why didn't you say so sooner? Thought you were just another idiot thinking he can do better than a trained smith!" Then he turned to his apprentices. "EY! YOU TWO! GET THE FORGE BURNING, OR GET OUT OF THE SMITHY! And you, let me help you make something worth your beloved! Can't have people go about and say I let a youngster go out of my smithy and make a fool of himself, no can I? EY! I SAID, MOVE IT!"

***​

It is a sight that the old tree has seen for over two hundred years, since it was nothing more than a mere acorn planted by an old man in honor of his dead wife, to the towering behemoth it was now. A young couple laid beneath its canopy, sheltered from the curious by its trunk and the hill it grew on, yet still able to look out into the sky, to see the myriad of stars shining down. A night of romance, of eternal promises, whispered in hushed tones and love, with no thoughts wasted on what may come tomorrow. Yet, the two under it had a very different date than usual, as one shoved her head repeatedly into the gaze of the other, in much less subtlety than a mere hour before, and the other adamantly refused to comment or make any indication that he saw what was shown to him.

"You genuinely do not see anything? I could swear there was something that I wanted to show you," Selene said, almost rubbing her horns against the face of Martyris. He studiously ignored that, hemming and hawing, before perking up much to Selene's hopeful face. "Oh, yes, now that you mention it, I do!" He said as Selenes face lit up in happiness and pride before turning grumpy at his next words. "The Lover is in the sky! A good catch Seli!" Selene, for her part, looked very unamused before gently headbutting Martyris and pushed his head and torso into the dirt.

"So, care to say that you aren't seeing anything now?" She said, glaring at Martyris, pointing at her horns after rolling on top of him. "You see nothing at all?" She asked again, now almost aggressively pointing at her horns. Martyris, for his part, only laughed, even if hed had some trouble with Selene sitting on top of him. "I have no idea what you are talking about, my love! Your horns are as lovely as ever! Oh, did you get a new haircu-umpfh," he managed to bring out before Selene collapsed on top of him, groaning in frustration. "My horns, you idiot! I had them engraved! How can you not see that? They are black, and the writing is in gold! Even a fool could see that!"

"Of course I saw it! Do you think me blind? The Hope Of Life, a poem made all the more beautiful as you wear it and masterfully done. You look even more stunning now, though I had never dreamed that could be possible!" He said, kissing her on the top of her head, much to her annoyance. "Do not try to flatter me now! You had your chance to be sweet; now your pants stay on! You are not having any fun tonight; let's see how you like that!" Selene declared with a pout after sitting up and crossing her arms.

Martyris, for his part, only smiled back, speaking at the moment as Selene noticed her mistake. "In public? Again? And then by ~sitting~ on me, how nostalgic, like the first time we met," he declared to Selenes reddening face before she managed to put her hands over his mouth in a panic. "Shut up! There are people in the park! And that was a one-time thing! I just... felt like it. Once! And why are you waggling your eyebrows like that?!" She said, slowly lifting her hands, but still being ready to shut him up once more.

"Because we are all ~alone~, my dear," he answered in a whisper, watching in satisfaction as her face reddened by the second, and her ears swiveled about unconsciously, seeking any noise that would prove him wrong. And with every second she failed to find anything, her breathing turned more and more ragged, and an emotion crept up her face he knew very well.

Then her eyes turned to him, lust and accusation in them as she leaned forwards, face red. "Not. One. Word."

***​

"Imagine this: A nascent religion is led into your home-region, and elects to make their home, not at the base of a cliff, but inside it. In the following years, they burrow deeper and higher, seeking to unearth enough space for themselves to live and create the marvels they excavated in the Necropolis directly to the north of their new home. Taking great pains, they bring them back, shielding those artifacts from Raiders, Mutants, Machines, and worse. And once back home, those very same artifacts are safely secured inside the deepest bunker, the thickest doors, and the strongest guards they can find!" A woman says to a man opposite her. "Or not, as apparently no-one has heard of security around these parts!" She continues, throwing her hands up in frustration and anger.

"I mean, has no-one ever thought of the fact that someone could, quite literally, Walz into the Vault and rob us blind? We have, what? Two guards? Even if you disregard the Lost Tech we have, there are enough Artifacts that one haul could set someone for life! And don't you have anything to say to this, Aurel?" She continued, now pointing a finger at the man trying his best to ignore her. Holding up the finger for two minutes before she had to lower her aching arm, she thumped her head against the desk in front of her. "Come on! It's not nearly as much fun to complain if you don't engage me in it! Why do you have to be such a bore?"

For his part, Aurel finished writing his column in the book laying on his table, before looking up. "One, you complain every day about the same things. Two, the two guards could, even without training, kill an armored man in seconds due to their mutations. Three, we have high-quality crossbows that we are trained in to use against anyone foolish enough to attack. Four, We are over 70 meters over the earth, and anyone trying to steal anything would have to go through dozens of guards. Five, the artifacts we have are not moved out unless guarded by a caravan and are not worth enough to try fighting against the said caravan. Your complaints are unfounded, and something is already in the works to secure them more, Laurel. Now stop pestering me; I have to write up the receipts for the artifacts we will sell this quarter."

Aurel looked up from her table, puffed unhappily, before deciding that if she couldn't get a rise out of her brother, she would go to sleep. Unfortunately for her, the moment she laid her head into her arms, the door opened. Looking up, she immediately straightened as Martyris walked into the room. "Adjudicator. How can we help you?" Aurel asked, not even bothering to look up from his book.

"Yes," was all that Martyris said, procuring a slip of paper from a pouch and handing it over to Aurel, which took one look at it before taking out a register and crossing out a line on it. Laying the slip of paper inside another folder, he then gestured at Laurel. "Please hand the Artifact in K04/16/04 over to Martyris." Nodding, Laurel quickly stood up and retrieved the box from storage, returning with it a minute later, looking quite puzzled at the small label on top of the box. "Lingerie?" She whispered, confused, looking up at the very embarrassed face of Martyris.

"'Aight, not asking, boss." "Thanks."

+++3 Days Later+++
+++Lunch Break+++​

"Ugh, why did you have to send Michael? You know that he will waste time flirting with the baker!" Zenia complained, spread out over the bench near her post. "That's because, unlike you, he will get a discount on our orders, and not cause the price to rise due to your abysmal haggling," Selene remarked, pointing a fork at her friend, before returning to twirling it around. "And he will still be faster, even if he succeeds in his flirt!" Jumping up in mock indignation, Zenia began to gather steam before Michael slapped down the food he held in his hands on the table in front of her, along with a small parcel, much to everyone's surprise.

"Well, well, well. I am gone, not even fifteen minutes, and you two devolve into bickering and besmirching my good name! I have you know, I do not flirt for mere materials gain, I flirt for earthly pleasures! That the baker happens to give me a discount is a mere coincidence! Nothing less, nothing more!" Michael remarked while sitting down, grinning at the two women. "Oh, and you got another package from your boy-toy, Selene."

"Hey, he's not my 'boy-toy' Michael! He's my boyfriend! Unlike you, my relationship is founded on mutual love, respect, and-" Selene replied back before Zenia cut in with a laugh, "Sex. A shit-ton of Sex! Do you really think nobody heard you? Or how you try to sneak back in the morning? Seriously, you two lewd each other like there's no tomorrow!" "Amen to that, sister!" Micheal said with his hands in the air, as Selenes face reddened by the word, "But enough about her over-active love life. Open the package! I want to see what he sent you!" Huffing in annoyance, Selene flipped both her friends off, much to their amusement, but nonetheless started cutting open the parcel in front of her.

Once open, she looked at the contents in confusion, lifting them out into the light. "What is that? Looks like someone ripped apart a shirt," she asked out loud, looking at the clothing in front of her. Michael likewise had no idea and shrugged his shoulders, as Zenia spied something hidden inside the open box. "Hey, there's a card. Let's see.
'Dear Selene, and possible friend/s reading this.'
Oh, he's good.
'During an expedition into the Forest Of Rust, our scavengers found this piece of clothing. I hope you enjoy it as much as I enjoy the thought of you wearing it.
Faithfully yours, -Martyris.'

Well, that's not cryptic at all. And who sends someone old ripped clothing as a present?" She read and pondered. That was until Michael leaned over and whispered into her ear, putting a devious smile on her face, much to Selenes concern. "Why are you two smiling like this? Did I miss something?"

Leaning forward, Zenia put on her best Cheshire-cat smile, while Michael tried to suppress a chuckle. "Say. Haven't you bought a dress recently? One scandalously suggestive? Because I think your man just spared you the task of choosing your undergarments." "Ah, yes?" Selene answered, offset by the change in tone in her friend's behavior. "But what does that have to do with a ruined piece of clothing?"

Now, Michael couldn't hold his laughter back in as Zenia's grin grew wider. "You should put it on! I think you will find that the holes are very much deliberately placed, you lewd deer."

"What do you-oh. OH, GOD!" Selene shouted, trying to stuff the lingerie back into the box as her face reddened like a tomato, to the laughter of her friends.

***​

The night was perfect. Just at the edge of High Summer, going over into Late Summer, when the night's breeze was still warm enough to enjoy the outside, while no clouds obscured the stars, and the moons were in full. The location was, likewise, chosen expertly. The nearby Emerald Falls had given bloom no many flowers and plants alike, shining in the darkness of the night in their bioluminescence, vying for the attention of the local bees. Their lights shone in mesmerizing colors and patterns, as the gentle whispering of the falling water added to the ambiance. Even the food was exceptional, as several novice cooks had heard that the main attendant of Lady Maranica had placed an order for a meal and had competed with each other to be the one to make the food. It was a night where the nearby concert hall played, where the few birds singing, and the brooks' murmurs combined to a beautiful symphony of tone and music. A night born for lovers, for couples, for the declaration of love, the exaltation of life, and the silent contentment of the elderly looking back at a life worth living.

Yet, for Selene, it was intended to be a night of playful seduction, jest, and enjoyment, of holding and being held by the one she loved with all her heart. A night that should have ended with her settling a childish score, with not so innocent methods, a night to remember. Oh, it had been such a night, one she would treasure for months if it ended here and now, but not the night she tried to create. Because Selene had one problem she had no idea how to solve; Martyris was uncomfortable. It was odd, to say the least. Martyris had never been anything but happy in her presence, as was she in his. Sure, he could be exhausted, tired, angry, or restless, but never at the end of a date of theirs. He had either shared his worries or had forgotten all that plagued his mind after seeing her. There was always comfort and peace in his steps, when they danced, kissed, joked, talked, or played with each other, stemming from the knowledge that she would love him no matter what.

Now? Now he was nervous, looking here and there, but never long enough into her eyes to really mean anything. Fidgeting in his seat, stammering when answering her questions, looking that little bit thrown off his earlier confidence that made her worry. Even now, as they were walking through a park adjacent to the Emerald Falls, having eaten their meals long ago, his walk was that little bit off, with him not paying as much attention to her as he always had done. A circumstance she was not really sure how to solve before Martyris stopped her in the middle of a bridge, spanning over one of the larger brooks, a small river in its own right. It was here that he looked at her with conviction, with an intensity that seemed scarily at odds with his earlier demeanor. It was here that he took out a small case from behind him, taking a deep breath.

"Selene. We have been together for what feels like a lifetime. In reality, it has only been two years?" he asked, stumbling over his words, yet never wavering in his determination. "Yet, those years have been the best of my life, without question. Meeting you was worth every single hardship I have endured, and I would gladly walk a thousand kilometers just to meet you. I-i am not words I have to say to express my feelings for you, what would do justice to you. Instead," he said, unlocking the case with a quiet 'clack.' "I will ask this," Martyris continued, opening the box, allowing Selene to peer inside.

For a second, one whole second, she failed to realize what Martyris showed her. It was a dagger, along with a green sheath. The sheath had been expertly made, using valuable Jewel, carved with geometric patterns snaking up its whole length. And the dagger? Laying there above the sheath, unassuming, quiet, and only barely reflecting the moon's light? On it was a scene of two silhouettes sitting on a bench next to each other and under a massive tree, one's head adorned by horns, while a sun rose behind a vast cityscape. The engravings had been inlaid with gold, silver, obsidian, and blue, drawing the eyes to details hidden here and there.

When the second was over, Selene almost shouted, "No! Don't ask, don't you fucking dare ask! You, you can't!" Tears gathered in her eyes, her lip quivering as she understood what he wanted. But despite her outbreak, Martyris did.

"Will you marry me, Selene?"

Time stood still for her, as everything she ever thought would never be in her grasp; having a family, a husband, children, suddenly and violently became a reality, screaming at her to take the chance. Without thinking, she kissed him, only letting go of him to draw breath, and say, "Yes! Yes, I will!" with tears streaming down her cheeks and sobs wracking her frame. There was nothing else for long minutes, but her, him, and the overwhelming euphoria both felt—an euphoria which continued well after sunrise and into the day much to the delight both.

***​

Marriage is a simplistic concept, yet it can differ from person to person, much more from cultures to ages to nations. It is a concept inherently understood, yet challenging to describe correctly, to indeed encompass everything it represents and what it means.

For the Church Of Eden, a marriage is a communal event, one where you invite your family, friends, and even as many people in your village, town, or city as you can. They have a grand ceremony, where the two lovers are clothed in white, as a choir sings, and a priest unifies them before the grace of God.

The Followers Of Light have no special ritual to signify marriage, explaining that being wed by a governmental official is akin to having your marriage be blessed and recognized by their God Slatnan, as the official wields Their power.

The Rassemblement Vivant hold a private gathering between only the two that will be wed and the shaman, at which point they will undergo rites to seek the blessing of the spirits for their union and strengthen their bonds.

The Order Of The Flaming Sword gives those seeking marriage, not a ritual, but a challenge. They are required to go out into the world together and slay a foe, either one they have been assigned by their rabbi, or one they feel is sufficient. "The couple that slays together stays together," as they like to say.

The Pilgrims, however, observe a ritual as ancient and as widespread as it comes. A tradition coined and created amid the Fall, surviving a millennium of society piecing itself together, rising from the ashes of what was. It is a custom which survived, not in spite, but because of its simplicity, practiced by those living at the edges of civilization, whether scavengers or colonists eeking out a life near the wastes.

And it is here, on the 33.07.1105, that Selene and Martyris undergo just that ritual, in front of many Pilgrims, their friends, and a grinning Lady Maranica. Martyris' long-time friend and confidant Nexa stood in front of them, holding a spear with three colored fabric pieces wrapped around its shaft, fluttering in the slight breeze.

Red, for the blood that had flown to allow the two to be together, whether it had been spilled by fighting or by running through the veins of loving hearts.

Green, for the hope of a better tomorrow, where their sacrifices of today would be worth it.

And White, symbolizing the innocence which will be born by their union.

Holding the spear aloft, Nexa grinning wildly, she began to shout into the crowd around the two, silencing even the last murmur of conversation. "By the powers invested in me by those that will marry, the state, and the Emperor through the Pilgrims. I now ask of you, Martyris and Selene, will you fight to keep your love alive?"

"Yes," they both answered back to her, barely holding back their emotions.

"Then there is nothing else to say except this: KISS!"

And kiss they did, to the cheering of the crowd, the cries of Lady Maranica, and the whistling of their friends. A state that Axel had been tasked with breaking, dumping the bucket of water over the both of them, much to everyone's laughter. Yet, they did not separate, even as the water splashed against them and soaked their clothes, not separating from their kiss, accompanied by a second cheer from the crowd as musicians began to play, food was distributed, and caskets of alcohol were opened.

And in the middle of the starting festivity, the two stood. Finally, they interrupt their kiss and look at each other, not as lovers, but as Husband and Wife.

And they kissed again, with an enthusiasm which caused Selene to sweep Martyris off his feet, causing both to tumble down, evoking the third cheer from all present.

***​

"Mart? Do you really think they won't have any objection to me helping them?" Selene asked, looking at herself in the mirror with worry. Martyris, for his part, stopped admiring his wife to answer her. "Objections? They barely waited long enough for me to walk out of the door before they begged me to talk you into working with them. You will do fine, probably better than fine! Unlike you, our diplomats have had to learn on the job; you had the benefit of essentially growing up around nobles. They will pray to the ground you walk on," he continued, standing up and wrapping his arms around her, kissing her on top of her head. "Well, if you say so."

A minute of silence reigned as both enjoyed the close embrace of the other before Selene spoke up again, a bit insecure and unhappy. "Say, do you think I am fat? I put on some weight recently, didn't I?" Martyris only grinned at that, holding her tighter. "No. You are perfect, from head to toe. Your pregnancy has only added to your elegance; it could never take your beauty from you." At that, she laughed sarcastically but smiled nonetheless. "If you are trying to squeeze a quicky-wait." Selene looked up at Martyris, then at her belly, then at the mirror, as her eyes widened in realization.

"Pregnancy?"
 
Last edited:
Turn 29: Year 6; Month 9; Nothing To See Here
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Trait: Fail Better:
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Resource Statistics
Members: 548
-Faithful: 11/18
--1 General Scientist - +12 to all research
-Followers: 530(69 unoccupied)(+15 per turn)(+10 Temporary Increase Due To: Marriage)
-Dead: 1 (Suzuki - Combat - Infection)

Materials: 37.68(min. +27.65, max. +63.65 per Turn.)(11.70 Materials owed to The Merchant Guild in 3(three) Turns, 25.00 Materials owed to The Merchant Guild in 4(four) Turns.)

Income = 65.60-101.60Materials:
10.60 = Followers
1.00 = Blightdog Lure/Repellant
1.00-4.00 = Desalination Basins
3.00-9.00 = Inn (Eye of the Beholder)
7.00-10.00 = Iron Mine
14.00-23.00 = Silver Mine
24.00-33.00 = Jewel Mine
2.00-8.00 = Ashleaf-Nursery
3.00-12-00 = Black Root
Upkeep = 37.95Materials:
3.60 = 3 Soup kitchens - (-0.10 Due to Buying Goods In Bulk)
0.65= 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
1.60 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
4.50 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.35 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.25 = Hygenic Living - Expanded - (-0.15 Due to Buying Goods In Bulk)
1.75 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.30 = Storerooms - Expanded
3.35 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
0.85 = Blacksmiths Abode - Basic - (-0.15 Due to Buying Goods In Bulk)
1.55 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk)
1.40 = Silver Mine - Improved - (-0.10 Due to Buying Goods In Bulk)
1.35 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
16.00 = Taxes

Goodwill: 23.90 (+0.11 per turn)
+0.04 = 3 Soup-Kitchens
+0.01 = 1 Small Hospice
+0.06 = 1 Expanded Hospice

Piety: 91% (+40 to personal rolls)
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Crusading/The Who?

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

House Ulatarn
Opinion: Friendly (1)
Plans: Crusading

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

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

Military

Opinion: Neutral (0)
Plans: Crusading

Church of Eden
Contact: N/A
Opinion: Unfriendly (-1)
Influence Inside Tessen: 2.117
Plans: Nope. (For 6(six) Turns.)
Boni: +15 on all Diplomatic rolls

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

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

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on
Mood: Shocked at the revelations of Bishop Jesica's sins, with many COE followers venting their aggression on the Church's property. The most pressing matter is a lack of sanitation, though expanded sewers are currently being constructed. Estimates say they will be finished in three months.

The Merchant Guild:
Contact: Abraham Lin
Opinion: Friendly (1)
Plans: Valued Customers and Suppliers

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance Medicine
Factions:
- Foundation (Neutral (0)/52% Control/Cheaper Actions)
-Healers (Ally (3)/48% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

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

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Kicking the COE
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/45 Members/Reliable Mercenary Company)
-???

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Plans: ???/War-Profiteering

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

The Mutated:
Opinion: Friends (2)
Plans: Enjoy the chaos. Beat COE members.
Mood: Find the hypocrisy of the Bishop delightful. They are pleased about the Pilgrims throwing their political weight around and making Mutated/Human marriages official doctrine.

General Opinion on Mutated: Open Racism (0)
Artefacts
Common
Rusted Cogs - 1.25 - + 5 to Machinery
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Reinforced Shield - 2.23 - +5 to Armor
Mechanical Pencil - 1.95 - +5 to Mechanics
Clockwork Pieces - 2.08 - +5 to Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 to Armor
Chocolate Recipe - 1.03 - +5 to Chemicals
Hygienic Instructions- 1.31 - +5 to Medicine
Chainsword - 1.24 - +5 to Mechanical
"Obedience And You - Training People!" - 1.34 - +5 to Psychology
Steam-Valve - 1.48 - +5 to Hydraulics
How-To Romance Novel - 1.85 - +5 to Psychology
Smelting Guide - 1.16 - +5 to Metallurgy
"4D Rectangle" - 0.88
Beaker Set - 1.04 - +5 to Chemicals
Paper About Leverage - 1.32 - +5 to Mechanical
Food Preservatives - 1.15 - +5 to Chemicals
Molds Of Binoculars - 1.10 - +5 to Metallurgy
Ancient Soda - 0.16
Rare
Diagram Of A Rudimentary Icebox - 5.66 - +20 to Refrigeration
Treaty On Brainwashing- 5.26 - +20 to Psychology
Broken Pump - 5.96 - +20 to Hydraulics
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lightweight Alloy - 5.22 - +20 to Metallurgy
Black Rectangle - 5.53 - +20 to Advanced Electronics
Armor Piercing Ax - 5.49 - +20 to Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
Rusted Block With Missin Circles- 5.48 - +20 to Advanced Metallurgy
Textbook On Cellular Theory - 5.47 - +20 to Biology
Layered Plates - 5.25 - +20 to Advanced Armor
Report On Vivisections - 5.12 - +20 to Advanced Biology
Chemical Waste Bags - 5.32 - +20 to Advanced Chemicals
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Armor
Industrial Electric Foundry - 9.64 - +20 to Advanced Electronics
Turbine Coolant System - 8.88 - +20 to Hydraulics
Lost Tech
??? - Knight of the Pilgrims - Cored
Gutted Core - 17.04 - +50 to Physics/Engineering/Psychology
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma torch - 18.40- +50 to Advanced Physics
Forgotten Diary - 19.24 - +50 to Advanced Psychology
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Basic Engine - 19.16 - +50 to Advanced Mechanics/Advanced Metallurgy/Advanced Chemicals/Advanced Hydraulic
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Helmet- 17.22 - +50 to Advanced Armor
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube- 20.00 - +50 to All Physics/All Machinery/All Hydraulic/All Engineering/All Programming/All Metallurgy/All Electronics
Physic Theorems - 18.32 - +50 to All Physics
"Night-Fun/Sleep" Pills - 19.09 - +50 to All Chemicals
Scaled Armor - 17.00 - +50 to Advanced Armor
Flexible Circuitry - 19.04 - +50 to Pioneer Electronics
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Advanced Machinery
Electric Collars/Shackles/Implants - 19.72 - +50 to Advanced Psychology/Advanced Electronics/PioneerMedicine/Pioneer Biology
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)

-Sandcrete Recipe
An ancient recipe that was used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can spend 22.5 Materials on reducing building times of one building by 1(one) Turn, per Turn by adding [Sandcrete] to said action.)

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

-Scientific Theory
There is more to this world than one life could ever grasp. More mysteries to discover, more questions to unravel, and answers to find. Nothing could ever stop Humanity's thirst for knowledge, not even death. (Effect: +15 to Learning Rolls.

-Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death" is engraved in the middle of the blade. You have no idea what it does, as you need a Knight to activate the sword.
Military
Units (1/3)
Tech-Scouts
6/6 Size
3/3 Armor
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in Combat
Spears: 1 Damage per size (6 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Upkeep: Free (Scavenger Past Unit)
Equipment
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+1 Armor. 1.80 Materials per Unit
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. (Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+3 Armor. 4.00 Materials per Unit
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.15 Materials per Unit
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.06 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.8 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield or equipment. 0.05 Materials per Unit.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.16 Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.20 Materials per Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.85 Materials per Unit.
Unique/Notable Assets
-Ashleaf Tea +15 to Diplomacy
1x Extremely Fertile Ashleaf-Nursery - (9/60 Growth) - (3d4)
1x Black Root - (3d4)
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins (1d4)
1x Inn - (Eye of the Beholder) - (2d4+1)
1x Iron Mine - (Mined) - (1d4+6)
1x Silver Mine - (Mined) - (3d4+11)
1x Jewel Deposit - (Mined) - (3d4+21)
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked.
Cons: Buildings take one extra Turn to mine and set up.

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

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

Hygenic Living - Expanded

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

Living Quarters -Grand
- Up to 900 Pilgrims can live in your base before a mali starts to apply.

Daycare
--1 to Piety rolls, +2 permanent recruitment due to births.

Storerooms - Expanded
-Up to 300 Pilgrims can survive for six months under siege conditions.

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

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

Knight-Hangar
Houses 1(one) Knight, allowing to enact both repairs and modifications.
Heroes
You, Martyris Dall, The One That Suffers, Leader of The Pilgrims
4/6 Health (-2 permanent)
3/3 Armor
Training: Trained (3/6)
Breakpoint: NONE
Spear: 1 Damage per size (1 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +3 Armor
Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-50% Chance to obtain/lose 40% Piety should this Hero die in Combat.
-Gain 30% Piety should this Hero die of natural causes
-Immune against all poisons
Upkeep: Free (Because it's you.)

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

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

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

Mutated Wife - Selene Dall - Pregnant - (1/3)
While it took far longer than you wanted, you are now finally married to Selene! And, best of all, your (considerable, exhausting, and very enjoyable) efforts in bed seem to have paid off! She is now pregnant! She had started worrying about her weight until you pointed out that she was pregnant, not fat. Which resulted in another enjoyable night!
Early morning came for the people of Tessen like it had done every day. The sun rose, birds began to sing, people readied themselves for work, and the newspapers started selling their newest story about the war, the world, the empire, and everything else. A routine that even with the looming dread of the Dreadnought in the region could not truly break. And as people finished eating their meals and made their way to work, some paused and looked at the newspapers in confusion.

They saw the headlines and bought the papers in outrage, trying to find out what lies were being told about their Bishop.

And they read the papers, their outrage guttering out like a candle in a hurricane, while their anger rose by the sentence.

Everybody saw the photographs, and anger turned into rage.

They began to talk, and as discussions turned to shouting-matches, as reality started to set in, as people realized that what they saw was real without any doubt, they demanded answers.

Violently.

***​

When people think about the office of Bishop Jesica, they think about a room filled with holy icons, where incense is burned, one stuffed to the brim with silks and riches, ostentatious and pompous. One fitting for one of the most powerful men ruling a powerful church, where he pulls the strings of nobles and guards alike to his liking and that of his church. Something that inspires awe in those entering the highest domain of the Church Of Eden in Tessen.

The truth could not be farther.

His office was spartan in the extreme. There were no decorations, no ostentatious art, no silk or incense, only a table, two chairs, and writing supplies. It was a room more at home for a lowly bureaucrat, not a Bishop, yet it was the one in which Jesica worked to better his church. It was a work that would end violently, quickly, and unexpectedly on this day, as the door to the room was thrown open with a crash.

"YOU MOTHERFUCKER!" Screamed Fernias, pointing his finger at Jesica, his face in apoplectic rage, as spittle flew from his mouth. "YOU KEPT THE FUCKING PICTURES!" He continued, slamming his fists and a piece of paper in them onto the table in front of a shocked Jesica, who had rarely seen his friend in such a mood. "DO YOU KNOW HOW FUCKED WE ARE YOU ASS?"

Rising from his seat in anger at the insults, the Bishop towered over the smaller man and did not attempt to hide his displeasure, "I would advise you to reign in your voice and think about what you are saying. We may be friends, but in His temples, I am His actor upon the earthly-" "Shut Up." Fernias interrupted him, barely holding back his anger, and opened the piece of paper he held in his hands. Prominently, in the middle and framed with colors, was a picture of one man, one woman, two girls, and one boy. An image that caused the blood in Jesica's veins to freeze as he read the article's headline published by one of the most prominent newspapers in Tessen.

"What. How-" he began to ask in shock before his friend interrupted him again. "That doesn't matter; what matters is that this shit is in every paper from here to the frontier! Do you have any idea what is currently going on in the streets? People are demanding your head! And all because. YOU. KEPT. THE. FUCKING PICTURES! THEY SHOULD HAVE BURNED WITH THE REST OF HIM!" Fernias continued to scream into the face of Jesica before said man looked up with pure wrath in his eyes. "Despite his failings, he was still my brother. Do not dare to talk about him like this; you were there with me when we tried to convince him to repent!"

Both stared at each other, reluctant to back down as they slowly regained control over their tempers. Making a visible effort to calm down, Fernias spoke up again, "This does not help. We can scream at each other as we want, but the people will only see what they want to see. They will not accept the truth, much less us telling them that 'he just so happens to have a twin that conveniently has the same scar as him!' Shit, I didn't believe you until I had him on my table!" "Yes, what we have to focus upon now is to declare this a forgery and-" "No."

"...Excuse me?" The Bishop asked, not understanding why he would not hear what to do now. "You are no longer in charge. Do you think that the other priests could even remotely have you in office without being lynched by the public? I am sorry, but you are now ordered by the Assembly to defend the accusations of Heresy fielded against you." Fernias continued, unveiling a scroll at his side with the collected signatures of all higher priests of the Church Of Eden.

"For what it is worth it, the trial will be a show only. You won't have to speak before they throw you to the masses as a sacrificial lamb."

***​

The Adventurers Guild, a place for the daring, the seekers of adventure, glory, and gold, where people go to when they are fed up with the monotony of their lives, seeking excitement and daring rescues of those in danger. A place where good-for-nothings can become heroes, where dreams are fulfilled with every breath taken, and companions fight, live, and party side by side. That is what the Adventurer Guild is, and much more!

Or at least what they want people to think about them. Much easier to demand more money when people think you are heroes than common sellswords, you know? Still, they did not exaggerate when they tell people about the companion part of their profession. When faced with death at a thousand crossroads, you either grow closer together or go indifferent and die forgotten and left behind. It is a profession that lets you grow old, but it is one where the rewards outshine the risks dramatically.

It is also one of the few professions which welcomes the Mutated with open arms. Once you have a 2.30-meter tall meatshield with muscles that can bend steel rods and punch through a thick brick wall, you don't go back, or so they joke. In truth, many Mutated enter the Adventurer Guild in desperation, seeking easy and fast money, and end up staying, either for the camaraderie or because they have been treated as equals for the first time in their lives by those that wanted them in their groups. Some even find love there! But most get what they have signed on for: money in exchange for violence.

It should not be surprising for those reading this that an organization which provides violence also offers less legal avenues for that violence. Enter the BlackBoard. A semi-official way people can seek mercenaries, whether it be security for extortion, old fashioned intimidation, theft, investigations, or even putting up announcements for more money being paid for taking, or not taking, specific jobs. One of those jobs now encouraged by anonymous benefactors had been the ever unpopular "Enforcer" jobs posted by the guards in crisis times. The payout for enforcer jobs had always been lousy, the guidelines strict, and the oversight oppressive.

But that had been when only one portion of a city or a whole town had been in turmoil, not the entire region. When the COE followers took to the streets, the guards had been overwhelmed instantly and had immediately posted the notice for reinforcements by the guilds. A message which had been followed enthusiastically, as the payout had nearly tripled and the oversight was too busy wrestling control of the streets from rioting fanatics.

Too bad that the guards didn't realize that asking Mutated to put COE followers in their place may not be the best idea.

But good that Needle did.

***​

"Okay, we checked the code?" Bolt's voice rang out into the hall as several other Scriptors stopped in their tasks. "Yes, triple checked it even. We are ready to implement the virus," one of her juniors answered, as the others made various noises of assent. "Great! Volt, is the connection good?" Bolt continued, now looking at her brother, who answered with a 'chirp' from his voicebox. "Fantastic! Now. Ohm, if you please?" "As you command, Sister," the girl acknowledged, tipping a string of commands into the computer set up near her before hitting enter.

Nothing happened. "Uh, shouldn't something be happening by now?" One of the nearby Pilgrims asked, pausing in his blatant looting of the place, much to Bolt's frustration. "We are not shooting at the Butcher with Bright-Lances; we are implementing a code that will cause a chain-reaction in its systems, causing overheating and junk-data to flood its processors. The only indication we will have is when that one becomes a zero," she bit back in annoyance, pointing at the big screen which had started everything off, now converted into a processing unit for the efforts of the Scriptors.

"Ah, okay then," the Pilgrim replied, carting off a massive array of tubes and pumps on a tiny trolley, whistling a merry tune as they went, leaving a simmering Bolt behind. "Fucking scavengers can't even appreciate the beauty of a job well done." "Hey, look on the bright side, sister; we get to say that we killed a Dreadnought all by ourselves! If that ain't gonna get Volt to crack a smile, I don't know what will!" Her sister responded, much to the laughter of the other Scriptors present, and a raised middle finger from her brother.

Then the one changed to a zero.

"Oh, hey! We killed it. That was easy!"

***​

"We are all in agreement, then?" Raji asked, looking into the round of concerned faces. He and his co-workers worked under Turi since she returned from the 4S, applying her knowledge to all kinds of things. They had recently, well, a week ago, finished translating the medical book they had found in the Forest, deciphering its language with the help of private and public libraries. Finding out that it was about drugs was not unexpected, as the cover had prominently displayed a person doping.

What was unexpected was that Turi would create one of the more simplistic concoctions to see if she could recreate it with ingredients at hand, which was three days ago.

Three days in which the laboratory saw frantic activity, with barely anyone seeing her except at mealtimes where she inhaled her meal before shutting herself back in, a state that everyone had decided had to end before it could grow worse-which was why they had assembled in force to stop her.

"Yes, now open the door," someone called out, to agreeing with murmurs. Nodding, Raji took one step towards the door, raise a hand to test if it had been unlocked or barred. Only for the door to open immediately, smashing into his face and knocking him out cold, as a disheveled Turi stepped out, holding up a book over her head.

"BEHOLD! THE BOOK!" She proclaimed, looking at the gathered and shocked crowd with pupils the size of pinpricks, before falling over in exhaustion.

It would only take two weeks before she was allowed to walk, with strict orders never to touch whatever this 'Crymbal Math' was again. Amazingly, it would only take three more weeks with the help of her to decipher what she had written down and transcribe it into an eligible form.

Considering that she had designed everything from electricity generation to how lightbulbs can be built and even admittedly basic electronics. The scholars of the Pilgrims thought it time well spent and an impressive accomplishment, submitting the projected costs for the creation of a Workshop and the electrification of the assets of the Pilgrims.

The Pilgrims' accountants had never submitted themselves to the infirmary for suspected heart attacks faster than before.

***

The Butchers Bill:
459 Dead.

***​

Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 2 Actions)

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

[ ] The Pilgrims Need You!
Your missionaries can walk much further and stay out for much longer with the inn's help, which directly translates to more people hearing the Pilgrims' message, though you may want to focus on one group of people to maximize its effect.
(Turns: 2
Chance: 95%
Reward: 4d20+10 Recruits)

[ ] Feed The Masses
There is a difference between feeding the starving and hungry and ensuring that all people have a full belly at the end of the day. That would be the Pilgrims' first significant project, which would do more than keep things from growing worse for the poor.
(Turns: 8
Cost: 55 Materials Upkeep: 16 Materials
Reward: Grand Kitchen, -6 to Piety rolls, +0.5 Goodwill per Turn, 2d20 recruits, 2d12 Goodwill, 2d6 Piety, COE loses 4d100 Influence)

[ ] Establish A Soup-Kitchen - (Choose City)
Another soup-kitchen allows you to feed more people, which also makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per Turn, unlocks further actions, COE loses 1d50 Influence)

[ ] Establish A Poor-House - (Choose City)
The Poor-houses in the Empire are not great places to live. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are forced to work for a pittance of what they would have earned had they done the same work in the streets. While the Pilgrims cannot provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 people.
(Turns: 2
Chance: 85%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per Turn, 1d4-1 Goodwill, unlocks further actions, COE loses 1d100 Influence)

[ ] Establish A Small Hospice - (Choose City)
While a Hospice does cater to the dying, their primary purpose is to heal the sick who cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic medical procedures until you make some deals and agreements with those who have studied medicine.
(Chance: 40%
Cost: 3 Materials Upkeep: 0.75 Material
Reward: +0.01 Goodwill per Turn, 1d5-1 Goodwill, unlocks further actions, COE loses 1d20 Influence)

[ ] Expand Your Hospices
While you have acceptable Hospices, there are many things you can improve. Capacity, treatments, things like that. Better get to it!
(Cost: 5 Materials per Hospice, Upkeep: +0.85 Material per Hospice
Reward: +0.05 Goodwill per Turn per Hospice, 1d5+1 Goodwill, COE loses 1d30 Influence)

[ ] Healing For All!
You have the money; they have the expertise. Announce that the Pilgrims will shoulder all costs for any medical procedure done by the Herbalists for the next three months.
(Cost: 7 Materials
Chance: 85%
Reward: Healers gain Influence, 1d3 Goodwill, COE loses 1d40 Influence.)

[ ]A Home away from Home - (Location)
While the Tree of Knowledge is the center and Home of the Pilgrims, there are many projects and actions to help others that happen away from it. Traveling between the Tree and other cities takes time and, occasionally, resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 4 Materials, Upkeep: 1.5 Materials
Reward: Local Base, Upkeep of all structure in the chosen location reduced by 0.10 Materials, COE loses 1d20 Influence.)

[ ] Build A School - (Small/Medium/Big) - (Choose City)
A place of learning, of growing, and of change. All are welcome to learn in these halls, whether beggar or lord; none are turned away or asked to pay. Knowledge is a gift that should ever be shared, for it does not diminish when given to others.
(Turns: 3/5/6
Cost: 15/27/39 Materials, 1/2/3 Faithful, Upkeep: 5/9/13 Materials
Chance: 50%
Reward: 0.1/0.3/0.5 Goodwill, -1/3/5 to Piety Rolls, COE loses 1/3/6/ d 20/40/60 Influence.)

[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City)
Many will question you building this; who will push against you doing so. Screw them! These children deserve a future where they can choose the path they walk, not one determined by their supposed caretakers' greed and callousness! They deserve happiness, safety, and love!
(Turns: 3/5/7
Cost: 25/47/68 Materials, 2/4/5 Faithful, Upkeep: 10/17/25 Materials
Chance: 20%
Reward: 0.2/0.5/0.8 Goodwill, -2/4/7 to Piety rolls, COE loses 1/3/6/ d 20/40/60 Influence.)

[ ] Screw You; Eden!
Well, it seems like those fuckers think that choosing not to respond to petty insults is the same as being unable to respond at all. Let's see how they will react when you start fighting back! They think that help is earned and that the poor deserve their lot in life for their sins. Let's see how they like it when you start doing blasphemy in front of their temples by handing out alms.
(Cost: 2 Materials
Reward: Weaponized kindness, helped people, gave the COE a (sometimes literal) middle finger, lessened mali from malicious COE actions, +0.1 Goodwill, COE loses 1d20 Influence.)

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

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

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

[ ] I Heard From a Guy...
The Church of Eden is in turmoil, thanks to the local Bishop's family life becoming publicly known. But they will calm down soon and start looking for whoever aired their dirty laundry. Naturally, the Pilgrims don't want them to succeed. Spreading extra rumors, exaggerating events, and creating false trails could all make the Church's investigation attempts more difficult, so that's what you're going to do! All while staying anonymous, of course.
(Chance: 45%
Reward: -?? to the COE investigations)

[ ] Kick 'Em While They're Down! - (6 Turns Remaining)
While the Church Of Eden is busy putting out fires, calming their congregations, and calming down, you will start fires, rile up the congregations, and make them panic. Covertly.
(Chance: 90% (-15% For every use)
Reward: COE loses 2d100 Influence)

[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, bringing the people together and starting on the road to reconciliation.
(Cost: 20 Materials
Chance: 60% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Choose Target)
Your training for the diplomats is as comprehensive as possible to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 55% for Locals, 40% for Elite, cannot choose The Union of Herbalists, The Church Of Eden
Reward: +15 to all rolls involving said faction.)

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and comply with any official and legal requests to ensure no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 65% for Nobility and Churches (choose The Emperor, Forge-Clan Vanar-Feer, Church of Eden, The Followers of Light), rolled with a +10
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Train The Infiltrator-Corp - (Greater)
What's done is done; now, you can only ensure that they do the best job that they can do.
(Turns: 3
Chance: 45%
Reward: Can infiltrate factions for fewer Materials. Raised Chances to secret actions)

[ ] Infiltrate - (Target)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade.
(Cost: 3 Materials
Turns: 3
Chance: 80%
Reward: Target is Infiltrated, displays more information, raises chances for Exfiltrate and Illuminate)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Church Of Eden
Reward: 2d6-3 Materials + Chance for Secrets (The Church Of Eden))

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

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

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

[ ] Mutated Corps.
It seems like the marriage has pushed a lot of Mutated from merely supporting to outright joining you. A situation that is already working in your favor, but perhaps you could stack the deck more? See if any of the Mutated with combat-applicable mutations want to join your scouts.
(Turns: 2
Chance: 65%
Reward: +3 Armor, +2 Damage for all Units.)

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

[ ] Train The Militia
The world is not a safe place; even within sturdy walls and behind soldiers' shields, people learn how to wield weapons to defend themselves. You have neither walls, nor do you have an army. Organize a militia to ensure that those willing to rise in the Trees defense have basic knowledge of doing so effectively.
(Turns: 2
Cost: 3 Materials, 9 Goodwill, +0.45 Materials Upkeep.
Reward: 3 (1/6) Militia units upgraded to (2/6), with spears and shields, will defend the Tree in case of an attack.)

[ ] Build An Armory - (Expanded)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 3
Cost: 9 Materials, 12 Goodwill
Reward: Can supply and equip 6 Units. Unlocks further actions)

[ ] Build A Training Field - (Expanded)
A big field to run laps around with some practice dummies for bot ranged and melee combat is lovely and all, but it isn't enough. Buy state-of-the-art equipment, have a dedicated trainer on hand, and refine your methods to turn people into soldiers.
(Turns: 4
Cost: 18 Materials, 6 Goodwill, 1 Faithful, +2 Materials upkeep
Reward: Can recruit Units at (3/6 Trained) instead of (2/6 Militia))

[ ] Create A Dedicated Range
One of the main problems you have had in your training is that there wasn't enough space to learn how to use a ranged weapon effectively and switch to CQC at a moment's notice. See to establishing proper ways to do so.
(Turns: 2
Cost: 5 Materials, 0.5 Goodwill
Reward: Lowers malus when switching from ranged to -10.)

[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but instead, simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)

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

Learning: Knowledge is Power. (Choose 2 Actions)(Artifacts can be attached to one learning action to provide the inherent bonus but are consumed unless unique buildings are present)

[ ] Mutated And Their Bodies
Due to the recent surge of Mutated recruits into the Pilgrims ranks, someone asked, "Can they be made use of?" After clarifying, they questioned if there isn't some way in which the Mutated could use their Mutations to a more significant effect other than lifting heavy things or running fast. There may be something to that, but you would have to make some inquiries to find out what could come of that.
(Chance: 100/99/85% for 1/2/3 Successes, Successes Needed: 2
Reward: ???)

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

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

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

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

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

[ ] Building up Steam - (Advanced Metallurgy/Advanced Alloys/Advanced Mechanics/Mechanics/Advanced Hydraulics/Hydraulics/Advanced Machinery/Machinery)
While the Ancients used many kinds of technology to power their inventions and tools, most of them are lost to the people today. This Artefact is part of such a technique, not nearly as advanced as electricity but still beyond the Pilgrims waterwheels. Research into this Artefact could help the Pilgrims develop an understanding of steam-technology, without the risk of explosions, like what happened to some scholars that tried to create it from scratch.
(Needed Artifact: Steam-Valve
Chance: 19/-6/-31% for 1/2/3 Successes, Successes needed: 8
Reward: Starts the steam-tech Tree (railroads, steam-powered factories/tools/vehicles, safe boilers, etc.)

[ ] Secret Of The Circuit Pt.2 - (Electronics/Advanced Electronics)
Now that you have the absolute basics of electronics and how to generate them, it is time to look into much more advanced forms. Maybe even in producing your first usable computer!
(Chance: 10/-25/-60% for 1/2/3 Successes, Successes needed: 14
Reward: Unlocks/Upgrades Base Action, Unlocks Learning Action, +20% Piety.)

[ ] 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: 45/31/04% for 1/2/3 Successes, Successes needed: 8
Reward: You can start repairing the found Knight, finish other Learning Actions due to osmosis, and unlocks further actions.)

[ ] Beyond Mortal Ears - (Metallurgy/Biology)
The Pilgrims have probably the highest amount (seen proportionally) of Mutated in their armed ranks. It makes sense even; enhanced hearing, sight, smell, strength, and many more make Mutated a valuable addition to any Unit. Using the hearing part to relay orders would grant the Pilgrims an edge in Combat (as long as the Mutated is alive). As such, developing pipes that humans cannot (or just barely) hear to relay simple orders should be looked into and rudimentary codes.
(Cost: 1 Material
Chance: 75/50/35% for 1/2/3 Successes, Successes needed: 1
Reward: All Pilgrim Units gain a +3 co-ordination bonus for every Unit present in a battle, caps at +15, cannot be provided by a Unit a half-strength.)

[ ] Repair The Hammer - (Weapons/Metallurgy/Alloys)
Finding this weapon was a stroke of luck! After all, making a weapon for Knights is much more complicated than giving them a big metal piece! While damaged, patching the hammer up and reinforcing it should provide your Knight with a powerful weapon in future fights. It would also allow you a glimpse into the inner workings of Knight-Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 95/80/65% for 1/2/3 Successes, Successes needed: 2
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)

[ ] Repair The Shield - (Armor/Metallurgy/Alloys)
Together with the hammer, your scavengers found a discarded shield. While there is a rather big hole in the middle and the edges have been somewhat melted, you should nonetheless be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 95/80/70% for 1/2/3 Successes, Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] That Stone Is Talking - (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however.
(Chance: 50/35/20% for 1/2/3 Successes, Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))

[ ] Get To The Point (Weapons/Mechanics)
The best-ranged weapons the Pilgrims can give to their volunteers are currently bows and slings. That's enough for self-defense but not enough for a war. Use the examples of crossbows you have or bought to develop your own.
(Cost: Artifact Type: Weapon + Crossbow, or bought Crossbow.
Chance: 90/75/60% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: "Pointer" +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls)

[ ] Reach Out And Stab Someone - (Weapons)
A weapon the Pilgrims found in the Forest that could be studied for re-creation. While this would be less useful for your scouts, it is a good weapon for guards and other warriors who don't have to be mobile. The extended reach is also helpful if some Mutant tries to eat you, so it's worth researching.
(Needed Artifact: Glaive
Chance: 100/95/85% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: Glaive, has traits "Two-Handed," "Reach," and "Monster-Slayer")

[ ] A Shielded Approach - (Armor)
While shields are more of a hindrance to your scouts, the Pilgrims found several pre-Fall examples that could change that, or at least allow you to make better shields.
(Chance: 90/75/60% for 1/2/3 Successes, Successes needed: 1
Reward: A better shield.)

[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Another Artefact which was found in the ruins of the old world. While it may not be as impressive as other Artefacts, the scribes and bookkeepers of the Pilgrims are very interested in finding ways to produce them for themselves. Which wasn't that important to Martyris until Nexa joined them in their demands. Who knew she would develop such a dislike for paperwork? The downside of trying to produce it is that you need some very complicated parts.
(Needed Artifact: Mechanical Pencil
Chance: 55/40/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for the Administration Center, +2 Materials Income from sales.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
While the Armored Camo-Cloaks of the Pilgrims are excellent pieces of armor, it is a fact that they don't focus on being armor. Sooner or later, Pilgrims will get into a fight where stealth is not an option, and the basic leather armor won't be enough. Use some of the knowledge the Pilgrims found to develop armor that is better than the basic versions.
(Chance: 95/75/45% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)

[ ] Keeping Cool - (Electrical/Mechanical)
Food storage and preservation are, compared to before the Fall, rather limited. While salted and dried food exists, those are more useful for long-term storage than day to day use. Research of this Artefact should allow the Pilgrims to preserve and store food that is more useful for daily use and could allow other further-reaching developments.
(Needed Artifact: Diagram Of A Rudimentary Icebox
Chance: 40/35/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep of the Storerooms, selling of iceboxes, upgrade to the inn, unlock further Learning Actions.)

[ ] Under Pressure - (Mechanical/Hydraulic/Electrical)
Another Artefact, the Pilgrims, found which analysis would affect a variety of fields. The prevention of mines being flooded, over improvements to the water supply, and even better irrigation of fields. The ability to move large quantities of water without buckets has many uses.
(Needed Artifact: Broken Pump
Chance: 85/60/45% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Hygenic Living, Improved Desalination Basins, increased Income from Mines.)

[ ] The Return of the Can Opener - (Weapons)
While the Pilgrim already developed an ax for their use, the Bloodletter is most useful against "soft" targets. Melee against a heavily armored enemy should be avoided, but the Pilgrims' scouts never know what they might find in the old ruins. In such cases, having an option to deal with armored enemies would be useful.
(Needed Artifact: Armor Piercing Ax
Chance: 95/80/65% for 1/2/3 Successes, Successes Needed: 1
Reward: Weapon: AP-Ax)

[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only basic materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal various injuries and develop advanced protocols for their proper use.
(Needed Artifact: Surgeons Kit
Chance: 70/60/50% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Medikits, reduced Upkeep for the Medical Wing.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the Ancients' ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims lack the knowledge to bring back the technology of the Ancients; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and bring back the fashion of the past!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 85/65/45% for 1/2/3 Successes, Successes needed: 1
Reward: +1 permanent Material income per clothing-related Artifact and success, changing the fashion around Mirn, outraged moral guardians)

[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 60/55/50% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

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

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

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

-[X] Prepare An Expedition - (TOP-02) - (House Mirn support: N) - 3 Turns remaining-
-[X] Expedition - (WO-02) - (House Mirn support: Y) - 1 Turn remaining

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

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

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

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

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

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

[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one has to wonder what would necessitate such a large flat area. Or what could be beneath it?
(Chance: 31%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the action fails, 34% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] The Crystalgarden
Containing large crystals, arranged in geometric formations, and seemingly immune to the elements. This oddity has attracted the attention of many scavengers, yet none found anything of worth in it. Removing these crystals is seen as a waste of time since separated crystals seem to deteriorate in days and are incredibly brittle. Also, the crystals float when struck by lighting. Your Scientist wants to get some samples of these Crystals. And they want them bad.
(Chance: 66%
Turns: 2
Reward: The Crystalgarden is mapped and surveyed for any oddities.
Warning! If the action fails, 17% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] The Berth
An area containing dozens of large warehouses holding what seem to be ships suspended in the air. Unfortunately, those ships are useless, seeing as there is no water and no way to transport these ships, alongside the fact that they were made out of metal. Whoever build these things had the means to carry them, or they were meant as pure prestige objects.
(Chance: 42%
Turns: 3
Reward: Sites in The Berth are located and mapped.
Warning! If the action fails, 23% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Search for the Zone
Your efforts to learn more about the region have yielded an unusual fruit, knowing that your Knight was most likely part of the Revival Initiative. This polity operated deep inside the Forest, scavenging for artifacts like you, but they took it a step further. They build a small town in the Necropoli. Foolish, yet finding it could end up unearthing treasures beyond imagination or prove a giant disappointment.
(Chance: ???%
Turns: ???
Reward: The Zone can be scavenged.)

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

[ ] Living Quarters - Expansion
While you have enough space for a small village in the Tree, you should expand what space is available. If anything, you will run out of rooms sooner rather than later.
(Cost: 10 Materials Upkeep: 1.5 Materials
Turns: 3
Reward: Up to 1500 Pilgrims can live in your base before mali start to apply)

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

[ ] Laboratories - Expanded
Now that you have some built, it is time to expand those labs! Unfortunately, building and equipping those labs will be extremely costly. To put it lightly.
(Cost: 65 Materials, +7.5 Materials Upkeep
Turns: 7
Reward: Improved success-chances)

[ ] Sandcrete Mixer
Sandcrete is a miraculous substance. It can be mixed by using ubiquitous materials, reduces the time to build structures by months, and can be adapted to local needs practically on the fly! If only it weren't so damn hard to produce without specialized facilities.
(Cost: 35 Materials
Turns: 4
Reward: Sandcrete option costs reduced by 10 Materials, +10 to all Chemical research)

[ ] Beautification
Now that you have more clerks keeping the Tree in order and organized, you could start a long-term project. Like, say, chiseling a ludicrous amount of art and engravings into the stone so that people will like living here more? Maxcim does have all those ideas.
(Cost: 10 Materials, Upkeep: 1 Material
Turns: 3
Reward: -1 to Piety rolls, the Tree will be much more beautiful.)

[ ] Medical Wing
Now that you have both silver, a self-cleaning metal, and a population that requires one, a medical wing would do much to reduce both plagues and heal injuries.
(Cost: 15 Materials, Upkeep: 1 Material
Turns: 2
Reward: Plagues roll a with mali to infect the Pilgrims, supports up to 900 Pilgrims before it becomes useless.)

[ ] Metalsmiths Abode - (Expanded)
Humanity was born without claws or scales. So we forged them in the fire, hardened by iron and oiled by our blood. It's a good saying, but some Mutated with claws and scales find its implications insulting. At least you now have a smithy, so having to wait days for a new tool is a thing of the past. Adding smelters, various tools, and more space for some more smiths would allow you to work more materials and intricate creations.
(Cost: 20 Materials, Upkeep: 7 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made of metal, can be upgraded.)

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

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

[ ] Light It Up!
With basic electronics and the generation of electricity now researched, you can build and install lights everywhere! Along with the necessary power grid. Being able to light up the whole Tree will take some time and money, but it will be a statement of how far you have come!
(Cost: 30.10 Materials, +0.14 Upkeep to all Tree Of Knowledge buildings.
Turns: 4
Reward: -3 to Piety Rolls, Raised DC for thieves, 5% Piety.)

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

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

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

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

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

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

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

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

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

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

(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (7/8 Turns)
(Cost: 1 Faithful, 2.34 Material per Turn, for 8(eight) turns
Reward: 1 trained General Doctor)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] A Helping Hand - (Choose Faction)
Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)

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

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

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

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

Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (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, Forge-Clan Vanar-Feer, Church of Eden, The Followers of Light), rolled with a +15
Reward: Chosen organizations support-network unlocked.)

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

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

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

[ ] Write In


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

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

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

A moratorium will be until 18.10.20 at 17:00 CET.
Voting will be closed on the 20.10.20 at 17:00 CET.
Boni can be assigned until the 20.10.20 at 20:00 CET.
I will roll on the 21.10.20 at 17:00 CET if no one has rolled yet.
Updates will be online four days after rolls.
 
Last edited:
Rumor Mill Turn 30
Rumors:

The War Is Over! The Council Of Starlight Has Been Captured!
In a frustratingly undramatic fashion, the Crusade against Starlight came to an end six weeks ago, as the Emperor and his bodyguards had captured the Council. Moving swiftly once the Flood had been broken, Emperor Elianus charged with his guard into the heart of the region, smashing apart several smaller remaining bands of the Flood, Mutants, and some Bandits. Reports are hard to come by once they entered the capital, but following army-units said that the entire complex had been silent, without the clamor and noise that a city housing a million people should produce. Instead, the only living being were the councilors. Even then, only two members, as the other ten, decided that they would rather end their lives than stand trial for their crimes against humanity and the people of Starlight. Their trial had been quick, and the sentence a foregone conclusion: Death. At the very least, we will be able to breathe freer, knowing that such monsters have been killed.

Church Of Eden Still Reeling From The Scandal!
Riots and unrest continue in the cities, as the COE is unable, or unwilling, as many say, to calm tensions among their followers. Other religions, adventures, Mutated, and thieves take advantage of the COE's weakness, grabbing everything that they can while trying to sway their followers. A situation in which only the Pilgrims seem to have taken the high road, setting up aid-stations, handing out free food to those displaced by the riots, and calling for an end to violence, even as their operations in the city of Tessen ground to a halt due to exceptionally heavy unrest. One was heard saying that, "Yes, he [Ex-Bishop Jesica] was, or probably still is an asshole. But that he had found love in the arms of someone [a Mutated] is proof enough that he still had a heart in him. Though it is disheartening to see that his children have grown up without him, and will now think that he hated them from the beginning." Strangely enough, the riots came back much more energetic the day the interview had been released.

***

Spy-Network:

The Church Of Eden is in anarchy. They are either trying to calm their congregations, screaming at each other, or get beaten up by adventurers/guards when they try something "sketchy." The adventurers seem to have an extensive definition of "sketchy." They seem to do it without you needing to incentivize them.

The Common People feel a mix of emotions, anger at the COE riots, happiness at the end of the Crusade, and relief (literally) since the sewers finished. The sewers have been completed without much fanfare and under budget, as expected.

The Mutated find the hypocrisy of the Bishop delightful. They are pleased about the Pilgrims, and ever more join your ranks since the marriage.
 
Turn 30: Year 7; Month 0; A Return With Pictures
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Trait: Fail Better:
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Resource Statistics
Members: 576
-Faithful: 12/19
--1 General Scientist - +12 to all research
--1 General Doctor - +6 against diseases and Medical/Biological research
-Followers: 557(82 unoccupied)(+15 per turn)(+10 Temporary Increase Due To: Marriage)
-Dead: 1 (Suzuki - Combat - Infection)

Materials: 60.75(min. +38.74, max. +89.74 per Turn.)(11.70 Materials owed to The Merchant Guild in 2(two) Turns, 25.00 Materials owed to The Merchant Guild in 3(three) Turns.)

Income = 80.14-131.14 Materials:
11.14 = Followers
1.00 = Blightdog Lure/Repellant
2.00-8.00 = Desalination Basins
3.00-9.00 = Inn (Eye of the Beholder)
9.00-12.00 = Iron Mine
18.00-27.00 = Silver Mine
30.00-39.00 = Jewel Mine
3.00-12.00 = Ashleaf-Nursery
3.00-12-00 = Black Root

Upkeep = 41.40 Materials:
3.50 = 4 Soup kitchens (3x Mirn (Bulk), 1x Ularn) - (-0.10 Due to Buying Goods In Bulk)
0.65= 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
1.60 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
4.50 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.35 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.25 = Hygenic Living - Expanded - (-0.15 Due to Buying Goods In Bulk)
1.75 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.30 = Storerooms - Expanded - (-0.15 Due to Buying Goods In Bulk)
3.35 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
0.85 = Blacksmiths Abode - Basic - (-0.15 Due to Buying Goods In Bulk)
1.55 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk)
1.40 = Silver Mine - Improved - (-0.10 Due to Buying Goods In Bulk)
1.35 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
20.00 = Taxes

Goodwill: 24.01 (+0.12 per turn)
+0.05 = 4 (3 Bulk, 1 Normal) Soup-Kitchens
+0.01 = 1 Small Hospice
+0.06 = 1 Expanded Hospice

Piety: 91% (+40 to personal rolls)
Rolls:
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-1 (Daycare)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
+3 (Followers, +1 every 150)
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Interesting.

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

House Ulatarn
Opinion: Friendly (1)
Plans: Governing

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

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

Military

Opinion: Neutral (0)
Plans: Recruitment

Church of Eden
Contact: N/A
Opinion: Unfriendly (-1)
Influence Inside Tessen: 2.018
Plans: Nope. (For 5(five) Turns.)
Boni: +15 on all Diplomatic rolls

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

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

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on
Mood: Feel a mix of emotions, anger at the COE riots, happiness at the end of the Crusade, and relief (literally) since the sewers finished. The sewers have been completed without much fanfare and under budget, as expected.

The Merchant Guild:
Contact: Abraham Lin
Opinion: Friendly (1)
Plans: Valued Customers and Suppliers

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance Medicine
Factions:
- Foundation (Neutral (0)/51% Control/Cheaper Actions)
-Healers (Ally (3)/49% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

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

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Kicking the COE
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/55 Members/Reliable Mercenary Company)
-???

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

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

The Mutated:
Opinion: Friends (2)
Plans: Enjoy the chaos. Beat COE members.
Mood: Find the hypocrisy of the Bishop delightful. They are pleased about the Pilgrims, and ever more join your ranks since the marriage.

General Opinion on Mutated: Open Racism (0)
Artefacts
Common
Rusted Cogs - 1.25 - + 5 to Machinery
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Reinforced Shield - 2.23 - +5 to Armor
Mechanical Pencil - 1.95 - +5 to Mechanics
Clockwork Pieces - 2.08 - +5 to Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 to Armor
Chocolate Recipe - 1.03 - +5 to Chemicals
Hygienic Instructions- 1.31 - +5 to Medicine
Chainsword - 1.24 - +5 to Mechanical
"Obedience And You - Training People!" - 1.34 - +5 to Psychology
Steam-Valve - 1.48 - +5 to Hydraulics
How-To Romance Novel - 1.85 - +5 to Psychology
Smelting Guide - 1.16 - +5 to Metallurgy
"4D Rectangle" - 0.88
Beaker Set - 1.04 - +5 to Chemicals
Food Preservatives - 1.15 - +5 to Chemicals
Molds Of Binoculars - 1.10 - +5 to Metallurgy
Pulley System - 4.19 - +5 to Mechanics
Fuel Nozzle - 4.96 - +5 to Hydraulics
Self Help Booklet - 1.18 - +5 to Psychology
School Project On Primitive Robots - 4.55 - +5 to Machinery
Elaborate Costume - 0.63
Rare
Diagram Of A Rudimentary Icebox - 5.66 - +20 to Temperature Regulation
Treaty On Brainwashing- 5.26 - +20 to Psychology
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lightweight Alloy - 5.22 - +20 to Metallurgy
Black Rectangle - 5.53 - +20 to Advanced Electronics
Armor Piercing Ax - 5.49 - +20 to Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
Rusted Block With Missin Circles- 5.48 - +20 to Advanced Metallurgy
Textbook On Cellular Theory - 5.47 - +20 to Biology
Layered Plates - 5.25 - +20 to Advanced Armor
Report On Vivisections - 5.12 - +20 to Advanced Biology
Chemical Waste Bags - 5.32 - +20 to Advanced Chemicals
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Armor
Industrial Electric Foundry - 9.64 - +20 to Advanced Electronics
Turbine Coolant System - 8.88 - +20 to Hydraulics
Alloy Ingots - 6.95 - +20 to Metallurgy
Resilient Electric Toy - 9.93 - +20 to Electronics
"The Dreamers Guide" - 8.05 - +20 to Psychology
Lost Tech
??? - Knight of the Pilgrims - Cored
Gutted Core - 17.04 - +50 to Physics/Engineering/Psychology
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma torch - 18.40- +50 to Advanced Physics
Forgotten Diary - 19.24 - +50 to Advanced Psychology
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Basic Engine - 19.16 - +50 to Advanced Mechanics/Advanced Metallurgy/Advanced Chemicals/Advanced Hydraulic
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Helmet- 17.22 - +50 to Advanced Armor
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube- 20.00 - +50 to All Physics/All Machinery/All Hydraulic/All Engineering/All Programming/All Metallurgy/All Electronics
Physic Theorems - 18.32 - +50 to All Physics
"Night-Fun/Sleep" Pills - 19.09 - +50 to All Chemicals
Scaled Armor - 17.00 - +50 to Advanced Armor
Flexible Circuitry - 19.04 - +50 to Pioneer Electronics
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Advanced Machinery
Electric Collars/Shackles/Implants - 19.72 - +50 to Advanced Psychology/Advanced Electronics/Pioneer Medicine/Pioneer Biology
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)

-Sandcrete Recipe
An ancient recipe that was used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can spend 22.5 Materials on reducing building times of one building by 1(one) Turn, per Turn by adding [Sandcrete] to said action.)

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

-Scientific Theory
There is more to this world than one life could ever grasp. More mysteries to discover, more questions to unravel, and answers to find. Nothing could ever stop Humanity's thirst for knowledge, not even death. (Effect: +15 to Learning Rolls.)

-Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death" is engraved in the middle of the blade. You have no idea what it does, as you need a Knight to activate the sword.
Military
Units (1/3)
Tech-Scouts
Description:
A small force of scavengers, adept in the arts of stealth and searching for new spots to scavenge.
Health: 6/6 (Size 6)
Armor: 3/3
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in Combat
Spears: 1d6
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Upkeep: Free (Scavenger Past Unit)
Equipment
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+1 Armor. 1.80 Materials per Unit
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. (Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+3 Armor. 4.00 Materials per Unit
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.15 Materials per Unit
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.06 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.8 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield or equipment. 0.05 Materials per Unit.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.16 Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.20 Materials per Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.85 Materials per Unit.
Unique/Notable Assets
-Ashleaf Tea +15 to Diplomacy
1x Extremely Fertile Ashleaf-Nursery - (10/60 Growth) - (3d4)
1x Black Root - (3d4)
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins (1d4)
1x Inn - (Eye of the Beholder) - (2d4+1)
1x Iron Mine - (Mined) - (1d4+6)
1x Silver Mine - (Mined) - (3d4+11)
1x Jewel Deposit - (Mined) - (3d4+21)
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked.
Cons: Buildings take one extra Turn to mine and set up.

Desalination Basins
- 250 Pilgrims receive water in case of a drought. +2d4 Materials per turn.

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

Hygenic Living - Expanded

- Plagues roll a with mali to infect the Pilgrims, supports up to 400 Pilgrims before it becomes useless.

Living Quarters -Grand
- Up to 900 Pilgrims can live in your base before a mali starts to apply.

Daycare
--1 to Piety rolls, +2 permanent recruitment due to births.

Storerooms - Expanded
-Up to 300 Pilgrims can survive for six months under siege conditions.

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

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

Knight-Hangar
Houses 1(one) Knight, allowing to enact both repairs and modifications.
Heroes
You, Martyris Dall, The One That Suffers, Leader of The Pilgrims
4/6 Health (-2 permanent)
3/3 Armor
Training: Trained (3/6)
Breakpoint: NONE
Spear: 1 Damage per size (1 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +3 Armor
Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-50% Chance to obtain/lose 40% Piety should this Hero die in Combat.
-Gain 30% Piety should this Hero die of natural causes
-Immune against all poisons
Upkeep: Free (Because it's you.)

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

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

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

Mutated Wife - Selene Dall - Pregnant - (2/3)
The pregnancy is now very noticeable, and many of your friends have already congratulated you, asking what you two will name the child. Honestly, you have no idea. At the moment, you are too busy being happy about becoming a father.
"Mutations can be sorted in three distinct categories, depending on how you categorize the various mutations known to Humanity. "

"The first is Cosmetics.
Those mutations are easy to explain, as their category explains everything in itself. Cosmetic mutations refer to those mutations that do not alter someone by adding or reinforcing a part of the body; they mainly change the coloration of such mutations. Changes in skin color, like deep red, blue, unnatural colors such as pink, are the most well known. Eye-colors are also affected, as are the pupil's shape and patterns on nails or skin, and in some recorded cases, even blood. Those mutations have no other effect than the color change and carry no know challenges or detriments to the day-to-day life and health of the Mutated in question. "

"The second is Enhancements.
Those mutations take a natural part of the Human body and reinforce it from barely noticeably levels to the downright unnatural. The density of bones, muscles, and nerves is increased in areas such as legs, arms, eyes, and brain, allowing mutated to be stronger, faster, see farther, and hear better than baseline Humans, though at the cost of the downsides of the same betterments. Those that have sensory enhancements are commonly plagued by sensory overload, to the point that some are unable to function properly in a typical marketplace, or to the point of unbearable pain when in close to loud noises, large crowds moving around, or smells such as blood, sweat, excrements, and, confusingly, lavender. Those with enhancements focused on muscles and bones often report soreness when moving about for too long, but display greater feats of speed, toughness, or strength, but commonly lack the endurance of Humans. My colleague al-Jalba pointed out that the increased production of amino-acids and the mismatched interplay between different body parts is the main issue. The health issues which arise from these mutations are, at worst, a minor concern and can be treated with standard medicine and short rests. "

"The third is Additions.
A self-explaining term, as Additions add parts to the human body that were not there to be found, such as tails, fur, scales, armor, chitin, horns, protruding bone-structures, vestigial-wings, claws, different legs, arms, eyes, and so forth. Every part of the body which can be replaced has, at one point, been reported replaced by another part, some crossing the barrier from weird to impossible, such as the coveted Eterna Mutation, the dreaded Thunder-Spine, and the repulsive Soothsayer. These mutations are the most well known, as they cannot be hidden without surgically removing them from the Mutated's body. Perplexingly, those with Additions are less likely to be affected negatively by their Mutations than the other two categories combined. They seem to be in more excellent and much better health than Humans in similar living situations seem to be. Which, considering that massive parts of their bodies have not merely been altered but outright replaced, with up to nine extra appendages being added. Medically, it makes no sense that they seem to be in such good health, but fewer medical supplies have to be expended to ensure their well-being on the flip side. "

"In regards to our efforts to better understand the mutations and how they form, I have to say that with our current equipment, and the lack of other learned in the ranks of the Pilgrims, there is little chance that we will make any significant headway in such a direction. However, we can now better allocate our medical supplies, which makes this effort not wholly wasted. "

Requirement 1 Unlocked

"But onto another matter: the new pumps we copied from those found in the Forest and improved by some helpful pointers in the supplied papers have resulted in a massive increase of the maximum depth we will be able to mine into the ground before the water becomes unmanageable, along with several proposed designs for elevators for both ore and miners. Due to waterwheels already being installed, we have adapted our systems to run on them instead of muscles alone. The pumps have already been installed after testing had returned no faults in construction and monitored for their stress-testing in actual working conditions. We can expect a massive increase in our income in the coming Low Summer. They have also been useful for our salt and water production. "

***


Ularn.

The seat of power and ancestral home of House Ulatarn. One of six cities dominating the Tessen-Trade route, connecting the eastern parts of the Empire to the west, a beacon of wealth and prosperity, along with all that goes with it.

When desperate survivors had settled the region, they had done so in the extensive hollow cavern under a rising mountain, gathering water from the winding river and cultivating the cave-flora and fauna for sustenance, protection, and products over No-Gate. But even in its golden age before the Empire, the city could not hold a candle to what it was now, even gutted from a fire seventy years ago and the civil war. And while Undertown, the local Mutated Slum, and Ghostfair had been positively eradicated and were built from scratch by a recovering population, Nunsmile and Grey Barrow had taken up the slack with the production of goods and materials like Soulsilk and Mion that Ghostfair had had a monopoly over before.

The massive bridges spanning the river had been named Stoneford, as had the houses, shops, and docks all along its length inside the city. Those docks provided both foods from further north and south and raw materials for the factories churning out goods.

But the beating heart of the city was not Scribe's Grove or Castle Ward, but The Green. Every town had a "The Green, "but that of Ularn was a wonder of engineering brought by no expense being spared. Already an area set aside for the relaxation of citizens and a source of food in case of a prolonged siege, the fire which had raged almost a century ago had turned the groves, parks, and plantations to ash, allowing an enterprising architect to prove his talent and prowess. The result was a massive greenhouse, carefully curated and regulated by being added to the city's ventilation systems. It provides food in significant quantities while allowing weary and tired minds to wander the halls overgrowing with bioluminescent plants and lush vegetations in relaxation and peace. In this place, people could forget the hardships of their day and relax.

A place that surprisingly also had many workers sympathetic to the cause of the Pilgrims. Setting up a Soup-Kitchen along with the required storehouse proves no issue, as the workers in The Greens gave tips on which district needs the help the most (The Ghostfair), as well as which officials need to be approached to get better and cheaper deals for the food grown inside the city. The entire affair proves to be almost trivial, and at the end of the season, the hungry already line up for their meals.

Unfortunately, not everything goes as smoothly as in Ularn.



Tessen, in stark contrast to Ularn, is rocked by a series of riots in Gloommill, as a radical COE Priest tries to sway a crowd, only to be pelted by a rock thrown by a nearby Mutated Adventurer.

The zealots acting as his guard take offense to that and begin trying to beat the women into a bloody pulp, trying to muscle through the crow to her position. Try being the key-word here, as they are quickly overwhelmed by an enraged crowd, angered at the blatant and poor attempt at manipulation and violence against innocents standing in their way. A situation which quickly devolves into pitched street fighting to the Grand Bazar, south of the Fortress.

The massive plaza had initially been left free to allow for commerce to grow into it. Still, since its creation five-hundred years ago, the number of wares being sold and hawked had rapidly exceeded the space, along with the number of merchants trying to make sales within the plaza. Rather than move into the crowded streets or relocate outside the walls, a massive consortium of merchants and peddlers instead decided to invest in the plaza by commissioning a Forge-Clan to design a system of building materials which would allow them to add a story to the Bazar, as the then reigning Lord Tessen adamantly refused to dig out or build up another level, even when offered frankly ludicrous sums of money, citing laws against fire-risks and other legal jargon. Most suspect he wanted to preserve his view of his study. No Tessen ever saw fit to repeal those laws in the coming centuries.

But the Forge-Clan delivered, allowing the merchants to build a level and disassemble it within a single hour. While this approach limited the type of goods that could be sold on the higher levels, it added to the wonder of the Grand Bazar, which meant that there were a total of seven levels present. Seven levels of merchants all keenly aware that anyone threatening the structure was risking their own lives. This meant that when one COE Zealot tried to collapse a support, very much unsuccessfully, as it was anchored to the ground, seven levels of commercial displeasure descended upon the Church.

The investigations and disruption of trade were enough to put a solid hold into the plans of those Pilgrims here, as they were much too busy setting up aid stations and calming down crowds before things could get worse. The leading Guide, Sial, had explained the situation in a letter, asking for permission to use his funds for immediate aid. This request was agreed to unanimously, if somewhat annoyed.

***
The introduction to Vanar-Feer went very differently from those of the Houses, of the various Guilds in Tessen. Unlike the others, the Pilgrims did not have to send a delegation to meet with one of theirs or set up an appointment, but the Clan sent one of their own to the Tree instead. The Elders most likely intended this as a gesture of thanks and acknowledgment for the Pilgrim's involvement in the destruction of the Butcher and the Workshop's Discovery. Still, they had made a slight miscalculation: They sent Bolt.

The Vanar-Feer had most likely thought that the close cooperation between Bolt and a multitude of Pilgrims had led to a growing comradeship and understanding between her and the Pilgrims. Still, they misunderstood her complaining as a sign of affection, like someone complaining about their cat's behavior. The truth was that Bolt did not like the Pilgrims, as she thought of them as idiots playing with the toys of grown-ups, without the understanding or maturity necessary to not die by using them. So when she arrived at the head of the small delegation with a squad of Greatswords as bodyguards, she made absolutely no effort not to be her usual self, intending to show them how little she thought of them.

She discovered that her direct, blunt, and sarcastic nature was received very well among the Pilgrims with some frustration. They mostly consisted of those that had no use for flowery language and extended use of poetic language. Indeed, her cutting remarks and demeanor soon made her the most liked among the delegation, as she could be relied upon to tell the truth, unfiltered and with utmost honesty. And while the whole affair did not result in any grand revelations, earthshattering discoveries, or incredible diplomatic feats, it resulted in Vanar-Feer establishing a priority line for the commissioning of specialized instruments, tools, weapons, armor, and other machines or art.

Much to Bolt's protests, she was chosen as the primary go-to when interacting with the Pilgrims due to her success and the friendly terms she had parted with after leaving. At least she was awarded more time to spend with her children in exchange.

***
"The War Is Over" is all over the news, with stories about the charge of the Emperor into the heart of the Flood everywhere. As soldiers return, they do so with trinkets, pay, anecdotes, glory, honors, and scars. Many families celebrate their children or parents' return, as others once more mourn the same's death. The Pilgrim's Volunteers' return is much more cheery than for other villages, as only one died in the entire war.

There is awe in their faces at the things that changed, how many new faces move around, and some express schadenfreude at the Church Of Eden's chaos. And while some wish nothing more than to return to a semblance of everyday life, much more of those you sent out have quietly told you and the Council that they want to continue helping by utilizing their new skills. They cite the need for protection, now more than ever with the newly uncovered artifacts and the Pilgrims growing wealth, how clearing out sites in the Forest should be done by loyal forces and some minor personal matters.

[ ] Accept
[ ] Choose a Name

Description: A large force of volunteers sent out to fight for the Empire of Slatnan in the Starlight Crusade, they have repeatedly proven that the bonds forged in the crucible of war are among the strongest there are, routinely going above and beyond if it meant saving one of their own.
Health: 12/12 (Size 12)
Armor: 6/6
Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+2/-2 (Melee) (against Biologicals/Mechanoids)
Training: Soldiers (4/6) +5 to all rolls
Breakpoint: Unbreakable
Equipment:
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor (0.5 for every size of the Unit)
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.15 Materials per Unit
-Commercial Crossbows (Ranged) 1 Damage per size, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 10 Turns.
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.06 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.8 Materials per Unit.
Traits:
Forged In Fire, Cooled By Blood (Does not Break), None Left Behind (All casualties are ignored if the damage taken is under 6(six)), Veterans (Does not necessitate Goodwill upkeep in The Empire Of Slatnan)
Upkeep: 0.48 Materials per Turn, max. of 0.15 Materials per Combat.

[ ] Decline

***
Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 2 Actions)

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

[ ] The Pilgrims Need You!
Your missionaries can walk much further and stay out for much longer with the inn's help, which directly translates to more people hearing the Pilgrims' message, though you may want to focus on one group of people to maximize its effect.
(Turns: 2
Chance: 95%
Reward: 4d20+10 Recruits)

[ ] Feed The Masses
There is a difference between feeding the starving and hungry and ensuring that all people have a full belly at the end of the day. That would be the Pilgrims' first significant project, which would do more than keep things from growing worse for the poor.
(Turns: 8
Cost: 55 Materials Upkeep: 16 Materials
Reward: Grand Kitchen, -6 to Piety rolls, +0.5 Goodwill per Turn, 2d20 recruits, 2d12 Goodwill, 2d6 Piety, COE loses 4d100 Influence)

[ ] Establish A Soup-Kitchen - (Choose City)
Another soup-kitchen allows you to feed more people, which also makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per Turn, unlocks further actions, COE loses 1d50 Influence)

[ ] Establish A Poor-House - (Choose City)
The Poor-houses in the Empire are not great places to live. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are forced to work for a pittance of what they would have earned had they done the same work in the streets. While the Pilgrims cannot provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 people.
(Turns: 2
Chance: 85%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per Turn, 1d4-1 Goodwill, unlocks further actions, COE loses 1d100 Influence)

[ ] Establish A Small Hospice - (Choose City)
While a Hospice does cater to the dying, their primary purpose is to heal the sick who cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic medical procedures until you make some deals and agreements with those who have studied medicine.
(Chance: 40%
Cost: 3 Materials Upkeep: 0.75 Material
Reward: +0.01 Goodwill per Turn, 1d5-1 Goodwill, unlocks further actions, COE loses 1d20 Influence)

[ ] Expand Your Hospices
While you have acceptable Hospices, there are many things you can improve. Capacity, treatments, things like that. Better get to it!
(Cost: 5 Materials per Hospice, Upkeep: +0.85 Material per Hospice
Reward: +0.05 Goodwill per Turn per Hospice, 1d5+1 Goodwill, COE loses 1d30 Influence)

[ ] Healing For All!
You have the money; they have the expertise. Announce that the Pilgrims will shoulder all costs for any medical procedure done by the Herbalists for the next three months.
(Cost: 7 Materials
Chance: 85%
Reward: Healers gain Influence, 1d3 Goodwill, COE loses 1d40 Influence.)

[ ]A Home away from Home - (Location)
While the Tree of Knowledge is the center and Home of the Pilgrims, many projects and actions to help others happen away from it. Traveling between the Tree and other cities takes time and, occasionally, resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 4 Materials, Upkeep: 1.5 Materials
Reward: Local Base, Upkeep of all structure in the chosen location reduced by 0.10 Materials, COE loses 1d20 Influence.)

[ ] Build A School - (Small/Medium/Big) - (Choose City)
A place of learning, of growing, and of change. All are welcome to learn in these halls, whether beggar or lord; none are turned away or asked to pay. Knowledge is a gift that should ever be shared, for it does not diminish when given to others.
(Turns: 3/5/6
Cost: 15/27/39 Materials, 1/2/3 Faithful, Upkeep: 5/9/13 Materials
Chance: 50%
Reward: 0.1/0.3/0.5 Goodwill, -1/3/5 to Piety Rolls, COE loses 1/3/6/ d 20/40/60 Influence.)

[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City)
Many will question you building this; who will push against you doing so. Screw them! These children deserve a future where they can choose the path they walk, not one determined by their supposed caretakers' greed and callousness! They deserve happiness, safety, and love!
(Turns: 3/5/7
Cost: 25/47/68 Materials, 2/4/5 Faithful, Upkeep: 10/17/25 Materials
Chance: 20%
Reward: 0.2/0.5/0.8 Goodwill, -2/4/7 to Piety rolls, COE loses 1/3/6/ d 20/40/60 Influence.)

[ ] Screw You; Eden!
Well, it seems like those fuckers think that choosing not to respond to petty insults is the same as being unable to respond at all. Let's see how they will react when you start fighting back! They think that help is earned and that the poor deserve their lot in life for their sins. Let's see how they like it when you start doing blasphemy in front of their temples by handing out alms.
(Cost: 2 Materials
Reward: Weaponized kindness, helped people, gave the COE a (sometimes literal) middle finger, lessened mali from malicious COE actions, +0.1 Goodwill, COE loses 1d20 Influence.)

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

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

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

[ ] Kick 'Em While They're Down! - (5 Turns Remaining)
While the Church Of Eden is busy putting out fires, calming their congregations, and calming down, you will start fires, rile up the congregations, and make them panic. Covertly.
(Chance: 75% (-15% For every use)
Reward: COE loses 2d100 Influence)

[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, bringing the people together and starting on the road to reconciliation.
(Cost: 20 Materials
Chance: 60% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Choose Target)
Your training for the diplomats is as comprehensive as possible to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 55% for Locals, 40% for Elite, cannot choose The Union of Herbalists, The Church Of Eden
Reward: +15 to all rolls involving said faction.)

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and comply with any official and legal requests to ensure no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 65% for Nobility and Churches (choose The Emperor, Church of Eden, The Followers of Light), rolled with a +10
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Train The Infiltrator-Corp - (Greater)
What's done is done; now, you can only ensure that they do the best job that they can do.
(Turns: 3
Chance: 45%
Reward: Can infiltrate factions for fewer Materials. Raised Chances to secret actions)

[ ] Infiltrate - (Target)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade.
(Cost: 3 Materials
Turns: 3
Chance: 80%
Reward: Target is Infiltrated, displays more information, raises chances for Exfiltrate and Illuminate)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Church Of Eden
Reward: 2d6-3 Materials + Chance for Secrets (The Church Of Eden))

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

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

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

[X] Mutated Corps. - (1/2 Turns complete)
It seems like the marriage has pushed a lot of Mutated from merely supporting to outright joining you. A situation that is already working in your favor, but perhaps you could stack the deck more? See if any of the Mutated with combat-applicable mutations want to join your scouts.
(Turns: 2
Chance: 65%
Reward: +3 Armor, +2 Damage for all Units.)

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

[ ] Train The Militia
The world is not safe; even within sturdy walls and behind soldiers' shields, people learn how to wield weapons to defend themselves. You have neither walls, nor do you have an army. Organize a militia to ensure that those willing to rise in the Trees defense have basic knowledge of doing so effectively.
(Turns: 2
Cost: 3 Materials, 9 Goodwill, +0.45 Materials Upkeep.
Reward: 3 (1/6) Militia units upgraded to (2/6), with spears and shields, will defend the Tree in case of an attack.)

[ ] Build An Armory - (Expanded)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 3
Cost: 9 Materials, 12 Goodwill
Reward: Can supply and equip 6 Units. Unlocks further actions)

[ ] Build A Training Field - (Expanded)
A big field to run laps around with some practice dummies for bot ranged and melee combat is lovely and all, but it isn't enough. Buy state-of-the-art equipment, have a dedicated trainer on hand, and refine your methods to turn people into soldiers.
(Turns: 4
Cost: 18 Materials, 6 Goodwill, 1 Faithful, +2 Materials upkeep
Reward: Can recruit Units at (3/6 Trained) instead of (2/6 Militia))

[ ] Create A Dedicated Range
One of the main problems you have had in your training is that there wasn't enough space to learn how to use a ranged weapon effectively and switch to CQC at a moment's notice. See to establishing proper ways to do so.
(Turns: 2
Cost: 5 Materials, 0.5 Goodwill
Reward: Lowers malus when switching from ranged to -10.)

[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but instead, simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)

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

Learning: Knowledge is Power. (Choose 2 Actions)(Artifacts can be attached to one learning action to provide the inherent bonus but are consumed unless unique buildings are present)

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

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

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

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

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

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

[ ] Building up Steam - (Advanced Metallurgy/Advanced Alloys/Advanced Mechanics/Mechanics/Advanced Hydraulics/Hydraulics/Advanced Machinery/Machinery)
While the Ancients used many kinds of technology to power their inventions and tools, most of them are lost to the people today. This Artefact is part of such a technique, not nearly as advanced as electricity but still beyond the Pilgrims waterwheels. Research into this Artefact could help the Pilgrims develop an understanding of steam-technology, without the risk of explosions, like what happened to some scholars that tried to create it from scratch.
(Needed Artifact: Steam-Valve
Chance: 19/-6/-31% for 1/2/3 Successes, Successes needed: 8
Reward: Starts the steam-tech Tree (railroads, steam-powered factories/tools/vehicles, safe boilers, etc.)

[ ] Secret Of The Circuit Pt.2 - (Electronics/Advanced Electronics)
Now that you have the absolute basics of electronics and how to generate them, it is time to look into much more advanced forms. Maybe even in producing your first usable computer!
(Chance: 10/-25/-60% for 1/2/3 Successes, Successes needed: 14
Reward: Unlocks/Upgrades Base Action, Unlocks Learning Action, +20% Piety.)

[ ] 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: 45/31/04% for 1/2/3 Successes, Successes needed: 8
Reward: You can start repairing the found Knight, finish other Learning Actions due to osmosis, and unlocks further actions.)

[ ] Beyond Mortal Ears - (Metallurgy/Biology)
The Pilgrims have probably the highest amount (seen proportionally) of Mutated in their armed ranks. It makes sense even; enhanced hearing, sight, smell, strength, and many more make Mutated a valuable addition to any Unit. Using the hearing part to relay orders would grant the Pilgrims an edge in Combat (as long as the Mutated is alive). As such, developing pipes that humans cannot (or just barely) hear to relay simple orders should be looked into and rudimentary codes.
(Cost: 1 Material
Chance: 75/50/35% for 1/2/3 Successes, Successes needed: 1
Reward: All Pilgrim Units gain a +3 co-ordination bonus for every Unit present in a battle, caps at +15, cannot be provided by a Unit a half-strength.)

[ ] Repair The Hammer - (Weapons/Metallurgy/Alloys)
Finding this weapon was a stroke of luck! After all, making a weapon for Knights is much more complicated than giving them a big metal piece! While damaged, patching the hammer up and reinforcing it should provide your Knight with a powerful weapon in future fights. It would also allow you a glimpse into the inner workings of Knight-Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 95/80/65% for 1/2/3 Successes, Successes needed: 2
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)

[ ] Repair The Shield - (Armor/Metallurgy/Alloys)
Together with the hammer, your scavengers found a discarded shield. While there is a rather big hole in the middle and the edges have been somewhat melted, you should nonetheless be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 95/80/70% for 1/2/3 Successes, Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] That Stone Is Talking - (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however.
(Chance: 50/35/20% for 1/2/3 Successes, Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))

[ ] Get To The Point (Weapons/Mechanics)
The best-ranged weapons the Pilgrims can give to their volunteers are currently bows and slings. That's enough for self-defense but not enough for a war. Use the examples of crossbows you have or bought to develop your own.
(Cost: Artifact Type: Weapon + Crossbow, or bought Crossbow.
Chance: 90/75/60% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: "Pointer" +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls)

[ ] Reach Out And Stab Someone - (Weapons)
A weapon the Pilgrims found in the Forest that could be studied for re-creation. While this would be less useful for your scouts, it is a good weapon for guards and other warriors who don't have to be mobile. The extended reach is also helpful if some Mutant tries to eat you, so it's worth researching.
(Needed Artifact: Glaive
Chance: 100/95/85% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: Glaive, has traits "Two-Handed," "Reach," and "Monster-Slayer")

[ ] A Shielded Approach - (Armor)
While shields are more of a hindrance to your scouts, the Pilgrims found several pre-Fall examples that could change that, or at least allow you to make better shields.
(Chance: 90/75/60% for 1/2/3 Successes, Successes needed: 1
Reward: A better shield.)

[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Another Artefact which was found in the ruins of the old world. While it may not be as impressive as other Artefacts, the scribes and bookkeepers of the Pilgrims are very interested in finding ways to produce them for themselves. Which wasn't that important to Martyris until Nexa joined them in their demands. Who knew she would develop such a dislike for paperwork? The downside of trying to produce it is that you need some very complicated parts.
(Needed Artifact: Mechanical Pencil
Chance: 55/40/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for the Administration Center, +2 Materials Income from sales.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
While the Armored Camo-Cloaks of the Pilgrims are excellent pieces of armor, it is a fact that they don't focus on being armor. Sooner or later, Pilgrims will get into a fight where stealth is not an option, and the basic leather armor won't be enough. Use some of the knowledge the Pilgrims found to develop armor that is better than the basic versions.
(Chance: 95/75/45% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)

[ ] Keeping Cool - (Electrical/Mechanical)
Food storage and preservation are, compared to before the Fall, rather limited. While salted and dried food exists, those are more useful for long-term storage than day to day use. Research of this Artefact should allow the Pilgrims to preserve and store food that is more useful for daily use and could allow other further-reaching developments.
(Needed Artifact: Diagram Of A Rudimentary Icebox
Chance: 40/35/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep of the Storerooms, selling of iceboxes, upgrade to the inn, unlock further Learning Actions.)

[ ] The Return of the Can Opener - (Weapons)
While the Pilgrim already developed an ax for their use, the Bloodletter is most useful against "soft" targets. Melee against a heavily armored enemy should be avoided, but the Pilgrims' scouts never know what they might find in the old ruins. In such cases, having an option to deal with armored enemies would be useful.
(Needed Artifact: Armor Piercing Ax
Chance: 95/80/65% for 1/2/3 Successes, Successes Needed: 1
Reward: Weapon: AP-Ax)

[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only basic materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal various injuries and develop advanced protocols for their proper use.
(Needed Artifact: Surgeons Kit
Chance: 70/60/50% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Medikits, reduced Upkeep for the Medical Wing.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the Ancients' ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims lack the knowledge to bring back the technology of the Ancients; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and bring back the fashion of the past!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 85/65/45% for 1/2/3 Successes, Successes needed: 1
Reward: +1 permanent Material income per clothing-related Artifact and success, changing the fashion around Mirn, outraged moral guardians)

[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 60/55/50% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

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

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

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

-[X] Expedition - (TOP-02) - (House Mirn support: N) - 2 Turns remaining

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

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

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

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

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

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

[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one has to wonder what would necessitate such a large flat area. Or what could be beneath it?
(Chance: 31%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the action fails, 34% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] The Crystalgarden
Containing large crystals, arranged in geometric formations, and seemingly immune to the elements. This oddity has attracted the attention of many scavengers, yet none found anything of worth in it. Removing these crystals is seen as a waste of time since separated crystals seem to deteriorate in days and are incredibly brittle. Also, the crystals float when struck by lighting. Your Scientist wants to get some samples of these Crystals. And they want them bad. Preferably soon.
Warning: Plans incorporating this option are counted as 1.2 votes.
(Chance: 66%
Turns: 2
Reward: The Crystalgarden is mapped and surveyed for any oddities.
Warning! If the action fails, 17% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] The Berth
An area containing dozens of large warehouses holding what seem to be ships suspended in the air. Unfortunately, those ships are useless, seeing as there is no water and no way to transport these ships, alongside the fact that they were made out of metal. Whoever build these things had the means to carry them, or they were meant as pure prestige objects.
(Chance: 42%
Turns: 3
Reward: Sites in The Berth are located and mapped.
Warning! If the action fails, 23% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Search for the Zone
Your efforts to learn more about the region have yielded an unusual fruit, knowing that your Knight was most likely part of the Revival Initiative. This polity operated deep inside the Forest, scavenging for artifacts like you, but they took it a step further. They build a small town in the Necropoli. Foolish, yet finding it could end up unearthing treasures beyond imagination or prove a giant disappointment.
(Chance: ???%
Turns: ???
Reward: The Zone can be scavenged.)

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

[ ] Living Quarters - Expansion
While you have enough space for a small village in the Tree, you should expand what space is available. If anything, you will run out of rooms sooner rather than later.
(Cost: 10 Materials Upkeep: 1.5 Materials
Turns: 3
Reward: Up to 1500 Pilgrims can live in your base before mali start to apply)

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

[ ] Laboratories - Expanded
Now that you have some built, it is time to expand those labs! Unfortunately, building and equipping those labs will be too costly to put it lightly.
(Cost: 65 Materials, +7.5 Materials Upkeep
Turns: 7
Reward: Improved success-chances)

[ ] Sandcrete Mixer
Sandcrete is a miraculous substance. It can be mixed by using ubiquitous materials, reduces the time to build structures by months, and can be adapted to local needs practically on the fly! If only it weren't so damn hard to produce without specialized facilities.
(Cost: 35 Materials
Turns: 4
Reward: Sandcrete option costs reduced by 10 Materials, +10 to all Chemical research)

[ ] Beautification
Now that you have more clerks keeping the Tree in order and organized, you could start a long-term project. Like, say, chiseling a ludicrous amount of art and engravings into the stone so that people will like living here more? Maxcim does have all those ideas.
(Cost: 10 Materials, Upkeep: 1 Material
Turns: 3
Reward: -1 to Piety rolls, the Tree will be much more beautiful.)

[X] Medical Wing - (1/2 Turns Complete)
Now that you have both silver, a self-cleaning metal, and a population that requires one, a medical wing would do much to reduce both plagues and heal injuries.
(Cost: 15 Materials, Upkeep: 1 Material
Turns: 2
Reward: Plagues roll a with mali to infect the Pilgrims, supports up to 900 Pilgrims before it becomes useless.)

[ ] Metalsmiths Abode - (Expanded)
Humanity was born without claws or scales. So we forged them in the fire, hardened by iron and oiled by our blood. It's a good saying, but some Mutated with claws and scales find its implications insulting. At least you now have a smithy, so having to wait days for a new tool is a thing of the past. Adding smelters, various tools, and more space for some more smiths would allow you to work more materials and intricate creations.
(Cost: 20 Materials, Upkeep: 7 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made of metal, can be upgraded.)

[X] Salt Refinement - (1/2 Turns Complete)
The salt generated can be further refined to achieve higher quality, which would subsequently boost sales.
(Cost: 4 Materials
Turns: 2
Reward: +1 Materials through salt sales per Turn)

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

[ ] Light It Up!
With basic electronics and the generation of electricity now researched, you can build and install lights everywhere! Along with the necessary power grid. Being able to light up the whole Tree will take some time and money, but it will be a statement of how far you have come!
(Cost: 30.10 Materials, +0.14 Upkeep to all Tree Of Knowledge buildings.
Turns: 4
Reward: -3 to Piety Rolls, Raised DC for thieves, 5% Piety.)

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

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

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

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

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

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

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

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

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

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

(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[ ] Study Sessions - (Locked For 2 (Two) Turns)
(Cost: 1 Faithful, 2.34 Material per Turn, for 8(eight) turns
Reward: 1 trained General Doctor)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] A Helping Hand - (Choose Faction)
(Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)

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

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

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

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

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

(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples of this.)

Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (Choose 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, Church of Eden, The Followers of Light), rolled with a +15
Reward: Chosen organizations support-network unlocked.)

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

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

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

[ ] Write In


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

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

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

A moratorium will be until 28.10.20 at 17:00 CET.
Voting will be closed on 30.10.20 at 17:00 CET.
Boni can be assigned until 30.10.20 at 20:00 CET.
I will roll on the 31.10.20 at 17:00 CET if no one has rolled yet.
Updates will be online four days after rolls.
 
Last edited:
Rumor Mill Turn 31
Rumors:

Blood-Deer Sighted!
Early this season, a hunter following Sand-Deer tracks stumbled upon a sight none want to see; Blood-Deer. Not one, but a whole herd of these creatures seemingly made their nests at the edge of Tessen and have since wandered further inland, away from the Wastes. Many villages along their routes have already mobilized their militias and bought up as much food and water as possible, hoping that they will survive the disaster they herald. Some "learned" may scoff at such folk-lore, but even they are not immune to the aura of fear that has taken root in the people as the herd continues to wander. Lady Tessen has already proclaimed that anyone who harms the Blood-Deer will be shot on sight, calming those who do not wish to tempt fate further.

Broken Ax Tribe Buys Out Medicine And Weapons In Unexpected Rush-Sales
The Broken Ax Tribe has historically been one of the few tribes in the Wastes on terms above "Extremely Hostile." Usually, they drift in and out of Tessen on their Alpha-Blossom Stags, selling trade goods and bartering for those they cannot produce themselves, but this time they had other plans. Instead of tools, food, luxury goods, wood, technology, and the like, they exclusively bought medicine, crossbows, bolts, and other weapons. Why they need that much firepower and medication is unknown, as their traders remained tightlipped, but some attribute it to the Blood-Deer, which have wandered into the region.

Followers Of Light Uncover Tax-Theft By Church Of Eden
In a turn of events, the most shocking revelation for the COE is not another sinful priest, but a tax-dodging one! Investigators are tallying how much tax is owed and has to be paid to ensure that others do not repeat what the priest tried to do. He will, naturally, be hanged next week.

Pilgrims Lay Groundwork For A Big School
It seems that the Pilgrims have gotten into hard money lately, as not only have they purchased a relatively big building inside Mirn, but they also intend to renovate the whole thing into a school! While they are still in the planning phase of things, some details are clear from the get-go, as one of their Guides said: "All will be welcome to learn for free. Both books and writing utensils will be supplied at no cost, as well as a free meal for children. We hope to accommodate 400 students, though some ambitious plans are setting the final number to 650." Well, I, for one, would like to attend a class or two, when the school is built!

Priest Of The Church Of Eden Leaves The Faith Completely, Turning First Atheist, Then Pilgrim!
Whatever you may say about the Pilgrims, they are not vindictive. They are without approach true to their beliefs, even if they have to apply those to former enemies. However, they insist that the Church Of Eden is only opposed to their ideology and should not be viewed as enemies of theirs, as that implies that violence against them is the correct course of action. A stance that quickly ties into the news we received from a source within the Pilgrims, claiming that Alhas, a COE priest, has turned his back on the Church. Having already been dissatisfied with the Church's stance on the poor, he finally left after witnessing the sheer hypocrisy and callousness that the local Bishopry displayed when faced with anything other than submission. Mistreatment of children and workers, abusing their offices, coercing followers to perform unspecified actions, and the ever-present hate within was cited as reasons for his leaving.

Our contact quoted Alhas: "I am tired. Mostly I am tired of people being ugly to each other. Turning to hate, thinking it will help, when all it will do, is burn you out and leave a shell of what you once were. It was all I once had, that hate I mean, all that kept me going, all that let me feel as if I had any control. Now, there is nothing except the knowledge I pushed others into the pit I finally crawled out of, after all these years. [...] I read one of the pamphlets which were distributed, you know? After I left, searching for anything, anything that could tell me what I could do now.

"Forgiveness is not earned.
It is given.
Give it to yourself.
If penance is what you seek, then find it in your kindness to others.
But do not search for it in hate.
It is a place of horrors."

...I wonder who I would be had I found you earlier?"

***

Security Report:
I'm Gonna Steal 'Yo Shit!, DC 50, Rolled: 28... Run, Boy, Run!
Earlier this month, an unknown individual tried to access our Jewel mine, though a worker caught them before they could crack the locks on the fence. The person is still at large, and we have thus far not found anything to help in our search. Stationing or hiring some security would ensure that no thieves or saboteurs can steal ore or destroy our mines.

***

Spy-Network:

The Church Of Eden is in turmoil. They try to calm their congregations and occasionally get beaten up by adventurers/guards when they try something "sketchy." The adventurers seem to have an extensive definition of "sketchy." They seem to do it without you needing to incentivize them.

The Common People are concerned about the continued unrests by the COE followers, but the guards have wrought control from their rioters back in most parts of the region.

The Mutated find the hypocrisy of the Bishop delightful. They are pleased about the Pilgrims, and ever more join your ranks since the marriage.
 
Turn 31: Year 7; Month 3; To Old Life, And New
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Trait: Fail Better:
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Resource Statistics
Members: 604
-[B]Faithful[/B]: 12/19
--1 General Scientist - +12 to all research
--1 General Doctor - +6 against diseases and Medical/Biological research
-Followers: 585 (110 unoccupied)
--Recruitment: (+25 per turn)
---(13 Due to: The Codex Mk.1)
---(2 Due to: Daycare)
---(+10 Temporary Increase Due To: Marriage, 1(one) Turn remaining)

-Dead: 1 (Suzuki - Combat - Infection)

Materials: 43.49(min. +38.67, max. +89.67 per Turn.)(11.70 Materials owed to The Merchant Guild in 1(one), 25.00 Materials owed to The Merchant Guild in 2(two) Turns.)

Income = 81.70-132.70 Materials:
11.70 = Followers
1.00 = Blightdog Lure/Repellant
3.00-9.00 = Desalination Basins
3.00-9.00 = Inn (Eye of the Beholder)
9.00-12.00 = Iron Mine
18.00-27.00 = Silver Mine
30.00-39.00 = Jewel Mine
3.00-12.00 = Ashleaf-Nursery
3.00-12.00 = Black Root

Upkeep = 43.03 Materials:
4.50 = 4 Soup kitchens (3x Mirn (Bulk), 1x Ularn, 1x Tessen) - (-0.10 Due to Buying Goods In Bulk)
0.65= 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
1.60 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
4.50 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.35 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.85 = Medical Wing - (-0.15 Due to Buying Goods In Bulk)
1.75 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.30 = Storerooms - Expanded - (-0.15 Due to Buying Goods In Bulk)
3.35 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
0.85 = Blacksmiths Abode - Basic - (-0.15 Due to Buying Goods In Bulk)
1.55 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk)
1.35 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk)
1.35 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
0.48 = Unit Upkeep
20.00 = Taxes

Goodwill: 24.13 (+0.12 per turn)
+0.06 = 5 (3 Bulk, 2 Normal) Soup-Kitchens
+0.01 = 1 Small Hospice
+0.06 = 1 Expanded Hospice

Piety: 89% (+35 to personal rolls)
Rolls:
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-1 (Daycare)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
+3 (Followers, +1 every 150)
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Hmmm.

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

House Ulatarn
Opinion: Friendly (1)
Plans: Governing

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

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

Military
Opinion: Neutral (0)
Plans: Recruitment

Church of Eden
Contact: N/A
Opinion: Unfriendly (-1)
Influence Inside Tessen: 1.304
Plans: Nope. (For 4(four) Turns.)
Boni: +15 on all Diplomatic rolls

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

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

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on
Mood: Concerned about the continued unrests by the COE followers, but the guards have wrought control from their rioters back in most parts of the region.

The Merchant Guild:
Contact: Abraham Lin
Opinion: Friendly (1)
Plans: Valued Customers and Suppliers

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance Medicine
Factions:
- Foundation (Neutral (0)/52% Control/Cheaper Actions)
-Healers (Ally (3)/48% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

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

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

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

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

The Mutated:
Opinion: Friends (2)
Plans: Enjoy the chaos. Beat COE members.
Mood: Find the hypocrisy of the Bishop delightful. They are pleased about the Pilgrims, and ever more join your ranks since the marriage.

General Opinion on Mutated: Open Racism (0)
Artefacts
Common
Rusted Cogs - 1.25 - + 5 to Machinery
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Reinforced Shield - 2.23 - +5 to Armor
Mechanical Pencil - 1.95 - +5 to Mechanics
Clockwork Pieces - 2.08 - +5 to Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 to Armor
Chocolate Recipe - 1.03 - +5 to Chemicals
Hygienic Instructions- 1.31 - +5 to Medicine
Chainsword - 1.24 - +5 to Mechanical
"Obedience And You - Training People!" - 1.34 - +5 to Psychology
Steam-Valve - 1.48 - +5 to Hydraulics
How-To Romance Novel - 1.85 - +5 to Psychology
Smelting Guide - 1.16 - +5 to Metallurgy
"4D Rectangle" - 0.88
Beaker Set - 1.04 - +5 to Chemicals
Food Preservatives - 1.15 - +5 to Chemicals
Molds Of Binoculars - 1.10 - +5 to Metallurgy
Pulley System - 4.19 - +5 to Mechanics
Fuel Nozzle - 4.96 - +5 to Hydraulics
Self Help Booklet - 1.18 - +5 to Psychology
School Project On Primitive Robots - 4.55 - +5 to Machinery
Elaborate Costume - 0.63
Rare
Diagram Of A Rudimentary Icebox - 5.66 - +20 to Temperature Regulation
Treaty On Brainwashing- 5.26 - +20 to Psychology
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lightweight Alloy - 5.22 - +20 to Metallurgy
Armor Piercing Ax - 5.49 - +20 to Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
Rusted Block With Missin Circles- 5.48 - +20 to Advanced Metallurgy
Textbook On Cellular Theory - 5.47 - +20 to Biology
Layered Plates - 5.25 - +20 to Advanced Armor
Report On Vivisections - 5.12 - +20 to Advanced Biology
Chemical Waste Bags - 5.32 - +20 to Advanced Chemicals
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Armor
Industrial Electric Foundry - 9.64 - +20 to Advanced Electronics
Turbine Coolant System - 8.88 - +20 to Hydraulics
Alloy Ingots - 6.95 - +20 to Metallurgy
Resilient Electric Toy - 9.93 - +20 to Electronics
"The Dreamers Guide" - 8.05 - +20 to Psychology
Modular Bridge - 5.94 - + 20 to Advanced Machinery
Actuator - 7.92 - +20 to Hydraulics
Soldering Kit - 6.56 - +20 to Advanced Machinery
Pump-Connector - 6.28 - +20 to Hydraulic
Lost Tech
??? - Knight of the Pilgrims - Cored
Gutted Core - 17.04 - +50 to Physics/Engineering/Psychology
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma torch - 18.40- +50 to Advanced Physics
Forgotten Diary - 19.24 - +50 to Advanced Psychology
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Basic Engine - 19.16 - +50 to Advanced Mechanics/Advanced Metallurgy/Advanced Chemicals/Advanced Hydraulic
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Helmet- 17.22 - +50 to Advanced Armor
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube- 20.00 - +50 to All Physics/All Machinery/All Hydraulic/All Engineering/All Programming/All Metallurgy/All Electronics
Physic Theorems - 18.32 - +50 to All Physics
"Night-Fun/Sleep" Pills - 19.09 - +50 to All Chemicals
Scaled Armor - 17.00 - +50 to Advanced Armor
Flexible Circuitry - 19.04 - +50 to Pioneer Electronics
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Advanced Machinery
Electric Collars/Shackles/Implants - 19.72 - +50 to Advanced Psychology/Advanced Electronics/Pioneer Medicine/Pioneer Biology
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)

-Sandcrete Recipe
An ancient recipe that was used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can spend 22.5 Materials on reducing building times of one building by 1(one) Turn, per Turn by adding [Sandcrete] to said action.)

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

-Scientific Theory
There is more to this world than one life could ever grasp. More mysteries to discover, more questions to unravel, and answers to find. Nothing could ever stop Humanity's thirst for knowledge, not even death. (Effect: +15 to Learning Rolls.)

-Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death" is engraved in the middle of the blade. You have no idea what it does, as you need a Knight to activate the sword.
Military
Units (2/3)
Tech-Scouts
Description:
A small force of scavengers, adept in the arts of stealth and searching for new spots to scavenge.
Health: 6/6 (Size 6)
Armor: 6/6
Damage: 1d6+2
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in Combat
Equipment:
-Spears
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor
-Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Special Rule: Cannot take a scout action if this Unit is used for military purposes.

***

The Unbroken
Description: A large force of volunteers sent out to fight for the Empire of Slatnan in the Starlight Crusade, they have repeatedly proven that the bonds forged in the crucible of war are among the strongest there are, routinely going above and beyond if it meant saving one of their own.
Health: 12/12 (Size 12)
Armor: 9/9
Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+4/-0 (Melee) (against Biologicals/Mechanoids)
Training: Soldiers (4/6) +5 to all rolls
Breakpoint: Unbreakable
Equipment:
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor (0.5 for every size of the Unit)
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-Commercial Crossbows (Ranged) 1 Damage per size, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 10 Turns.
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.06 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.8 Materials per Unit.
Traits:
Forged In Fire, Cooled By Blood (Does not Break), None Left Behind (All casualties are ignored if the damage taken is under 6(six)), Veterans (Does not necessitate Goodwill upkeep in The Empire Of Slatnan)
Upkeep: 0.48 Materials per Turn, max. of 0.15 Materials per Combat.
Equipment
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+0.2 Armor per Size, 0.30 Materials per Size (1 Armor for (6/6) Size).
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. (Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+0.5 Armor per Size. 4.00 Materials per Unit (3 Armor for (6/6) Size).
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.15 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.25 Materials per Unit.
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.06 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.8 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield or equipment. 0.05 Materials per (6/6) Unit.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.16 (6/6) Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.20 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.85 Materials per (6/6) Unit.
Unique/Notable Assets
-Ashleaf Tea +15 to Diplomacy
1x Extremely Fertile Ashleaf-Nursery - (11/60 Growth) - (3d4)
1x Black Root - (3d4)
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins (2d4+1)
1x Inn - (Eye of the Beholder) - (2d4+1)
1x Iron Mine - (Mined) - (1d4+6)
1x Silver Mine - (Mined) - (3d4+11)
1x Jewel Deposit - (Mined) - (3d4+21)
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked.
Cons: Buildings take one extra Turn to mine and set up.

Desalination Basins
- 250 Pilgrims receive water in case of a drought. 2d4+1 Materials per turn.

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

Medical Wing

- Plagues roll a with mali to infect the Pilgrims, supports up to 900 Pilgrims before it becomes useless.

Living Quarters -Grand
- Up to 900 Pilgrims can live in your base before a mali starts to apply.

Daycare
--1 to Piety rolls, +2 permanent recruitment due to births.

Storerooms - Expanded
-Up to 300 Pilgrims can survive for six months under siege conditions.

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

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

Knight-Hangar
Houses 1(one) Knight, allowing to enact both repairs and modifications.
Heroes
You, Martyris Dall, The One That Suffers, Leader of The Pilgrims
Health: 4/6 (-2 permanent)
Armor: 3/3 Armor
Training: Trained (3/6)
Breakpoint: Unbreakable
Equipment:
-Spear: 1 Damage per size (1 total)
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +3 Armor.
-Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-50% Chance to obtain/lose 40% Piety should this Hero die in Combat.
-Gain 30% Piety should this Hero die of natural causes
-Immune against all poisons
Upkeep: Free (Because it's you.)

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

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

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

Mutated Wife - Selene Dall
WOOOO! A CHILD! THIS IS THE HAPPIEST DAY OF YOUR LIFE!

Selene advancing menacingly: "Drop your pants; we're making more."
Martyris: "Eep!"
Martyris & Selene: [CENSOR IT FOR THE LOVE OF GOD!]


Child: Silvia - Mutated Girl - 1-Month-Old
Your first child! She is in every aspect, perfect! Her legs and ears are like her mothers, even if her fur is completely obsidian. She has two horns growing above and swinging around her head in a tiny semi-circle, looking like a regal crown with the spikes atop (even if it makes putting a shirt on a pain), framing her golden hair. She does have a rather long tail, furred like a Sweden forest cat (the fur is obsidian again), which means you need to get a tailor for her pants. The only problem is her grey eyes. She seems unable to focus or follow anything, but that is probably due to her young age, right?
It is commonly said that the Empire never runs out of two things: Casus Belli and Settlers for the Frontier. The first may be debatable, but the latter has not once been called into serious question. With the cities of the Empire being overcrowded, overpopulated urban centers of civilization, many people yearn for both freedom and a new purpose away from the same cities that have ensured their safety. While many nations have no problem with expanding their urban centers to match the massive increase in population, the Empire conducts orderly exoduses at all times since the very moment people grew sick of their shelters. Lured by promises of new homes and the lifting of service and taxes, those discontent, starved, and sometimes desperate souls are given the tools and weapons needed to build farms and villages in strategic locations scouted out, often years or decades before, in three distinct waves.

The first wave sets out to cleanse an area of any Mutants, Machines, and Animals, which would complain about humanity's presence. They prepare the soil for agriculture, build the first shelters, the first roads, and generally, all that the second wave needs. This wave is made up of the most unfortunate of the Empires society, the poor with no tangible skills, the criminals whose deeds are too minor for death or prison but exceeding for corporeal punishment, those fleeing from debt, or those they wronged, the religious seeking to build a place for their faith, and the fools who have never set a foot outside a cities walls. They transform a region from a 'Red Zone,' an area actively hostile to human life, to a 'Yellow Zone,' one merely hostile, but not actively, to human life. Casualties are high, with about 70% of all in this wave dying within the first year, yet, they never lack volunteers.

A wave perfect for those who wish to disappear or vanish from the light of society. A wave where none would find a priest leaving his faith or a man seeking some redemption, even if it is in death, in the place of another, more deserving of life. And in a dusty tavern along a road leading to a fortified village where the settlers of a new wave were congregating, a man sat, nursing an ale, staring at the pamphlet—a man well into his late thirties, grey in hair, with wrinkles everpresent. Not those made from laughing, but from scowling and worry. His clothes were the sort of clothes for the outdoors by someone who had never been out.

He stared at the pieces of paper, proclaiming loudly about the importance of reclaiming the Wastes for the Empire. Colorful pictures showed off the goods he would receive as compensation, the acclaim he would earn, and the chance for a better life for both him and his children he would no doubt be making with the spouse he'd find among his fellow settlers. He ignored those words, those stories, and flipped to the last page, the one where the dangers were printed. Scowling once more, he read about the dangers he would encounter, the recommended number of people to travel with at all times, a small lecture about the importance of cleaning wounds with medicinal alcohol, and the recommendation to never let go of his weapon.

Alhas was so deep into his thoughts that he didn't realize a man was sitting opposite him, mug in hand. Looking up, intent on asking the man to leave him alone, he stopped as he saw just what sat in front of him. It was impossible to miss it, as the man had made no effort to cover the bone-plates covering his face and skull, causing Alhas to breathe in sharply. Neither had the man hidden the pendant dangling from his neck, a delta.

"You, my friend," the man began in a low growling tone, "look like a lost man, troubled and uncertain. And you look unused to such a state of emotions." Taking a second to collect himself and push down his ingrained response of punching the Mutant in the face, Alhas replied. "I am not your friend. And why would you care if I was? I neither know you nor do I have any reason to trust you, Pilgrim."

The Mutated only chuckled before taking the delta in two fingers, twirling it. "Not all who wander may be lost, but you are. And like all lost, you seem to think that you have to walk alone. You would not be here alone, Eden, if you had your path still in front of you. Your kind never spares a thought about the frontier, so I asked myself: 'What makes him different?' I had to see for myself."

Scowling in response, his lips in a thin line, Alhas asked, "How do you know my faith?" The Pilgrim leaned back in his chair, smiling smugly. "Your reaction. Others react with fear and suspicion. You reacted with anger." He cocked his head to the side in thought, waggling his hand in a so-so gesture. "Well, you wanted to, but you reigned your impulse in, quite unusual. I wonder why? Oh!" He perked up as a thought hit him. "You left! Unusual to see one of you to leave."

Alhas stopped in surprise, "How do you," he started to say before seeing the Pilgrim's smile. Glaring at him, he put both of his hands on the table, scowling. "I do not appreciate someone playing games with me. What. Do. You. Want? And what is your name? I tire thinking of you as 'The Pilgrim.'" Extending his hand with a cheerful smile, the man answered, "Sahla, nice to meet you, former enemy of my new brethren!" He left his hand in the air, then mimicked it being shaken by Alhas as he didn't reach for it, asking in return, "And your name would be, Mister 'Eden?'" "Alhas. Now, if you'd be so kind, leave. I do not wish to be in your company."

Raising his hands in mock surrender, Sahla stood up, "Alright, alright. I'll leave before you go all 'Purge The Unclean' on me. Enjoy your reading, and don't be too late for tomorrow!" Then, he left, walking to the counter and leaving a small number of coins, before exiting the tavern. Looking at the Mutated's back until he left, Alhas returned to look at the pamphlet in his hands.

Only to realize that another had replaced it. One boldly proclaiming a slogan of the Pilgrims and a cheerful depiction of Mutated and Humans holding hands.

+The Next Day+
+Early Morning+​

The sun had barely crested the mountains, yet over six hundred people had already been up for the last hour, checking crates, food, seeds, tools, and more. Dozens of families took the chance to say goodby to their loved ones seeking a new beginning at the Empires' very front. Simultaneously, the military's scouts reported to their commanders about recent happenings, as a company prepared for the long day's march, securing their crossbows and glaives, giving last-minute advice to new members, and cracking jokes to stave off the nervousness. Off to the side, several criminals nervously chatted among themselves. Simultaneously, a handler fitted armor onto one of them, but not a helmet, allowing the cheek-tattoo to be seen by all displaying their crimes. In the middle of this hubbub of activity, Alhas sat ontop rock, staring at a small pendant in his hands, a cross of Eden. He had done so for over three hours, having found little sleep and not content with laying around in his bed.

When the commander's whistle sounded out into the village, he stood up and assembled at the square like all others, intent on hearing the women's words. As expected, she began to talk about the routes they would take and their intended destination: a large complex of caverns with numerous oases scattered throughout, illuminated by holes in the ceiling and abundant with vegetation, especially Bloom-Vines. A relatively rare plant used in the making of dyes, and the main export for these new settlements springing up around and within the cavern, where the plant would be cultivated. Speaking over the resulting clamor with the practiced ease of a soldier, she continued with the various dangers that were sighted and how they had to react. When to run, when to dig in, and when they should take their lives instead.

In all honesty, it was a rather dull speech. Alhas stopped actively listening and enjoyed the moment of non-focus, which would all be soon replaced by the march and heat of the day, which means that he didn't realize that the man to his left was Sahla. And failed to recognize him until everybody started setting out in their columns, and he got offered a bag of nuts by him, which was quite a shock, as Sahla had made no effort to be even remotely stealthy, eating from the said bag while cradling a spear in a very awkward manner.

"Nuts?" he asked, crunching on a few of them himself, looking at Alhas expectantly. The man in question made a 'hmm?' sound, looking to the left, before jolting in surprise. "Jesus, did you sneak up on me?"

Crunching another nut, Sahla shook his head in contemplation. "No. Don't think so; what do you think, Mar?" Looking to the Pilgrim's left, Alhas saw a woman, an ordinary human, thankfully. Said woman looked at Sahla with undisguised irritation. "Would you, please, by all that is good and holy, stop bothering people? Bad enough that you roped me into this, but do you have to bother the Elder too?"

"Hey, I'm only forty-seven! That's not that old," Alhas protested at the woman's words, feeling slightly insulted, before turning to the source of original surprise. "And you haven't answered my question. What are you doing here? Was I not clear last night?" Throwing a nut into the air and catching it in his mouth, Salha took a few seconds to answer his question, ignoring the suspicious looks of his companion. "You were, but then this happened," he said, holding aloft a piece of stone with a name engraved. 'Deepbloom,' the name of the village he would be part of in this new colonization effort. Alhas recognized the strip immediately, as he had been issued one the morning before, and a dawning realization crept onto his face.

"Yup, we're going to be neighbors! Isn't that swell? What do you say to that, Mar?" Sahla continued, ignoring the groan of the man to his right, barely ducking the slap aimed at the back of his head by the woman on his right. "That you are a colossal asshole. The man is scared of you, something you would see had spent a second looking at him. I am sorry for the behavior of my companion, Elder. He will no longer bother you."

Now it was Alhas's turn in looking irritated at Mar. "Stop the Elder goatshit; I have at least a good twenty years in me left. And I have seen my fair share of Mutated; he couldn't scare me even if he tried. And now that the topic is back to you, Sahla, here," he continued, holding out the pamphlet given to him the night before. Sahla, for his part, looked confused, staring at the leaflet, then Alhas, then back, before cocking his head to the right, slowly crunching another nut. "Keep it," he answered after contemplating for a second. "At worst, it could be used as kindling."

A pause ensued, with all three walking onwards, one of them looking utterly shocked. "Use it as kindling? That, you, what? Does this not contain your scriptures? How can you be so flippant in advising it to be used as kindling?" Mar leaned forwards slightly, cocking an eyebrow while speaking, "Yes, and? It is still paper, and if you have no use for the words written on it, you should use it as such."

Alhas left eye twitched, and then he took a deep breath.

He would spend the next three hours lecturing two very intimidated Pilgrims about the need to respect a holy scripture, in all its forms, and without fail, bringing to bear the experience of a life-long preacher. A situation that caused quite a broad circle to form around the three, Mar glaring harder at Sahla, and Sahla looking like a condemned on his way to the chopping block.

+Six Weeks Later+
+Deepbloom+​

Two men sat on a rock, sipping on water-cups, looking at a group of people discussing the younger of the two's proposal. The older leaned forwards and spoke up. "What is your game here?"

The younger leaned backward, satisfied, sporting his usual grin. "Did you know that Deepbloom is situated nearer to the Field Of 64 than any other outpost of civilization?" The older man looked up in surprise, shaking his head in the negative. "It is, surprisingly enough. It was quite a shock when we realized that we could cut our journey by almost three weeks by basing out of here. Well, one of the villages in this effort anyway."

Nodding in understanding, the older man continued looking at the group while the younger one sipped from his cup. "So, that's why you wish to give them the pump. Make them dependent on you, so that you get preferred treatment." The younger man choked on his drink, coughing out the water that nearly got into his lugs.

"The hell, Alhas? The pump is meant as a present, to make their lives easier, not to make them dependant! Why would weeee-and you meant that as a joke, didn't you?" Sahla asked, staring at Alhas with a mixture of mirth and annoyance. "Hah, I couldn't resist. But to be fair, the connection is there, and you would be a fool not to use the power." Then he continued much quieter, "A fool or a good person."

Sahla looked at the older man, twirling the cup in his hands before he perked up slightly with intent in his eyes. "Okay, I am sorry if I am intruding upon something personal, but I have to know. Why are you nice to me?" Seeing the confused look upon Alhas face, Sahla continued speaking while gesturing at his face. "I am a Mutated. You have been a priest of the COE. How in all the hells did we become something that could be called 'friends'? Ordinary people take months to get used to my face; some Pilgrims even take longer than you. So, how in the hell did someone preaching about killing my kind become my friend?"

Alhas watched Sahla talking and gesturing, then he looked down at his cup, staring at his reflection in the water, not saying anything for several minutes, as Sahla leaned back once more, disappointed this time. Then Alhas spoke.

"There is enough treachery, hatred, violence, absurdity, in the average human being to supply any given army on any given day.

And the best at murder are those who preach against it.
And the best at hate are those who preach love.
And the best at war, finally, are those who preach peace.

Those who preach peace do not have peace.
Those who preach peace do not have love.

Beware those quick to praise, for they need praise in return.
Beware those who seek constant crowds, for they are nothing alone.

Beware the average Mutated, the average Apostate.
Beware their love.
Their love is average.
Seeks average.
But there is genius in their hatred.
There is enough genius in their hatred to kill you.
To kill anybody.

Not being able to be a person, they will not understand the people.
They will consider their sins only as sins of the world.

Not being able to understand God's love, they will believe his love for you dangerous.
And then they will hate you.
And their hatred will be perfect.
Like a shining diamond.
Like a knife.

Their finest art.
Your death."​
The Genius Of The Crowd by Charles Bukowski, changed to fit the ideology of the Church Of Eden.

"The prayer I just spoke is one of the tamer ones. The Church Of Eden had long had aspects I disliked, even before I became completely disillusioned when you exposed the Bishops 'Heresy' and the resulting reactions of the Priesthood."

Silence reigned as both men let the words flow through their minds, and then Alhas spoke up once more. "I have not insulted you or struck you because I saw no reason to. I originally came here to die." He held up a hand as Sahla opened his mouth, forestalling his comments.

"Do you have any idea how it feels to realize that you have added to the pain you sought to lessen? I have spent my youth dedicated to a religion incapable of basic human emotions, like empathy or compassion. Joining had been the single largest mistake I ever made, bar none. I came here because I had nowhere else left to turn to, no-one to take me in. I thought, at least, here I could take the place of one poor soul destined to die and have my life have one single good impact."

"Holy fuck, that's dark," Salha replied, stunned. "I mean, I thought you knocked up a prostitute and had a Mutated kid, not a fucking deathwish. I mean, the fuck, man?"

Alhas chuckled at that, "If it is relevant, I am gay. Couldn't knock a girl up on accident. Sorry to disappoint you. And no, I never really had a serious deathwish. Merely the shortsightedness of a fool thinking that redemption is found in a single act, not a lifetime of dedication. But let me ask you, why did you insist on talking with me? I wasn't exactly friendly, nor did I invite you in any way to conversation."

"Oh, that's easy. I thought you were hot," Sahla replied cheerfully. "...I am old enough to be your father," Alhas deadpanned, unamused. "So, I have to call you, daddy?" Sahla replied, grinning broadly, causing Alhas to groan in exasperation. "This had been a solemn conversation. Why did you have to ruin it? Now fuck off before I make you." "That's the spirit!"

***​

Marianna Elasia had been a blacksmith for as long as she could work in a smithy, and if she could say so, a damn good one at that. Her work in her old home mostly revolved around providing all the minor tools and supplies that a village needs to sustain itself and grow. Nails, hinges, hammers, shears, arrow, or boltheads, axes, spears, plows, and other tools had been in constant demand. Occasionally, she would craft helmets, greaves, and breastplates when the village armory's old ones had been destroyed by combat or age or repair those damaged. It was not uncommon for a wandering journeyman to apprentice under her for a few weeks or months in exchange for food and house, learning the craft from her, and expanding his horizon. It should be noted that occasionally Marianne herself would learn a trick or two from those she taught, even if those instances became rarer with time. One of those journeymen had been a young man named Gilligan, who had apprenticed under a weaponsmith renowned for his high quality and axes.

Therefore, it should not be a surprise that when a project started to find a useful weapon against machines and their armor, she remembered him. Specifically, his sketches of a type of ax he called a "Crying Cresent." On one side, a crescent-shaped blade with a long spike on the other, he intended the weapon to rely more on the user's strength than the momentum of the ax itself. Recognizing that such a weapon may be what the Pilgrims were searching for, she reached out through the guild to him, asking him for advice or any progress he had made on his design. Therefore, it came as a surprise when she received not an answer or sketches, but a full description of the axes forging process, the intended way of usage, and several examples that she could study to replicate his methods. Included was a note in which he thanked her for her tutelage and sage advice when he was a novice.

Not one to waste such a windfall, Marianna quickly set upon learning what she could and reported to Turi that the requested ax could be made the moment funds were allocated to her. A quick, uncomplicated effort with fast results.

***​

Studying the Knight was neither quick, uncomplicated, nor would it yield fast results. A situation entirely expected, but the reasons for the trouble had been in a whole other direction than theorized.

For one, Turi Anoa insisted that every step and removal of pieces had to be noted down, along with a sketch to allow the Knight's repair should something happen. For the first month, instead of taking apart the Knight to peek inside, drawings and notes were made, detailing the location of armor, cables, Jewel-Strands, actuators, and, most concerning of all, the extensions of the Core. Which heaped a whole ton of questions onto the table, overflowing with other questions about every aspect of the Knight. While it was natural that the Knight should be damaged, the amount of damage didn't connect to the destruction of its armor, nor did the decay of its internals stand in proportion to the time it spent exposed to the elements.

Facts that were weird and mildly concerning, along with the complaints of one Mutated with enhanced hearing about 'buzzing' coming out of the Knight. Deciding that caution was the mother of porcelain, Turi enacted protocols ensuring that all present wore heavy gloves, goggles, and facemasks along with sturdy clothing to prevent any surprises biting them in the ass, whether they were working on the Knight or not. Despite her and her colleagues worry, nothing terrible happened, and the work proceeded swiftly and smoothly, to the point that nine weeks in, the, now understood as a hand-held computer, was brought from the vault and connected to a minor port of the massively extended Core.

Three things happened.

First, the Mutated, who complained about the buzzing, put his hands over his ears in discomfort, muttering about a sharp rise in the noise.

Second, the tablet began to flash, and a flood of text scrolled over its surface, too quickly for any present to catch.

Third, the Knight activated.

Shaking off the dust of centuries, the machine straightened out, throwing an unfortunate man of its shoulder to the ground below, standing at its maximum height, and various devices inside its body began to animate, humming ever louder. The frenzy of activity stopped the moment a red string of lines scrolled over the screen held by a petrified man, loudly proclaimed by both text and hidden speakers in the Knight, tough the latter corrupted beyond recovery.

О̵̣̍Ш̷̘̐И̸̩̉Б̴͍̆К̷̟͝А̶͜͝А̶͇̾А̸̣͆А̵̹̊:̶̠͒ ̶̦̈́Т̵̩̚О̷̰̾П̷̻̇Л̶͇̈́2̵͝ͅ6̶̼́5̵̠̀X̶̦͐Ä̸̧F̸͉̈́A̴̮͝X̴̭̾V̵͉̐В̵̺́А̵̭͗ ̷̛̫Н̷̞̂Е̸̢̒Д̶̨̍О̶̙̄С̶̲̿Т̶̖͝А̵̞̾Т̷͍̐О̵͇͝Ч̴̠͑Н̵̹̓О̵̘́
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̸̎͜О̸̟͗Ш̵̬͐И̴̙͝Б̴̡͋К̵̰̀А̴͚̄:̵̥̉ ̷̖͝Я̶̡̍Д̷̤̈-̵̫́Я̴̜́Д̷̱̂-̴̧̾Я̸̫͊Д̴̞͝Р̵̺̈́О̵͚̇ ̸͍͊В̷̹͠Ы̵̮͆К̴̺̾Л̷̩́Ю̷͕̆Ч̸̤̎Ӗ̷͎Н̴̰͑О̴̦̔
̴̡̈́g̶̼̚ṁ̵̤,̵̾͜o̷̮͠p̶̡̔ẅ̸̳́e̶̗̓´̷͍̊ü̴̹̍'̶̦͑B̸̮̈́D̴̢̕ ̸͙̋S̵̠̅Ö̷̤̀Б̷̪̇К̸͔̑А̶̨͘:̷̻̅ ̷͈̉Ф̶̪̐У̶͇̚Л̵̧͝Ь̶̱̊Ѓ̴͚У̸̫͌Р̷̦̏ ̵̯͠Ĕ̵̻R̴͇̀U̵̩̾P̵̝͑T̴̪͘Í̸̡Ō̸̫ ̶͎͝s̵͍͊N̷̲̅)̸̻͂§̸͖̍§̸͚̕Q̷̠͂ ̸͗ͅП̵̥͠О̷̗́В̷̜͠Р̶̣̄Е̶̖̌Ж̶̮̀Д̸̥̒Е̴̗̅Н̵̳͝Ы̶̗̐
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̶̺̓О̶̬̃Ш̸̰̌И̷̖͗§̷̱͛$̴̳́!̵̫̚U̷̫͘А̴̠̚:̷̭́ ̷̼͘3̴̮̆1̷̠͐q̷͕̈́n̴͓̈́o̶͇͑s̴̐ͅv̸̯̈́d̴̳̋ñ̸̢ ̵̰͠Е̷͇̓Д̶͍̓И̶͈͝Н̶͔̒(̴̫̌=̵̟̐§̷͖̚$̶̞͌!̴͉͠U̵̽ͅ;̵̛̬ ̴̥̈§̴̩̂!̷͚͂?̶̜͗
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̷̭́Х̸̨̀о̵̘̀р̶̗̽о̴͌͜ш̶̮̔е̵̬̏г̷̞̔о̵̨̿ ̶̺͠д̸̹̐н̶̧̅я̷̱̇0̴̦͒1̷͔́3̷͕̆,̴̯̄

ERROR: FUEL INSUFFICIENT ERROR: VITAE-STORAGE CRITICAL ERROR: CORE SHUT DOWN ERROR: ELECTRIC ARMIS DISCONNECTED ERROR: FULGUR ERUPTIO CTITICALY DAMAGED ERROR: INFERNALIS FAX DESTROYED ERROR: NO FRIENDLY UNITS FOUND ERROR: CONNECTION FAILED TANDEM SUPERSTES PROTOCOL INITIATED OVERLOADING COR-ACTION OVERRIDDEN SHUTDOWN INITIATED HAVE A GOOD DAY

Four seconds passed as all thirty people inside the hangar stared at the now once more slumped Knight. Then the man on the ground realized that he just fell over seven meters to the ground and began to scream.

It took two weeks before the Council allowed Turi and her team to enter the hangar again with new security protocols, time in which she poured over the tablet, which displayed over three thousand pages of code. Translating the code into a language that could be understood was hard, but a helpful program on the tablet helped in that regard.

+++Basic Programming Researched+++

***​

Scouting may be manageable when you do so in war, under attack, and deep behind enemy lines, fearing for your life, but it isn't in the Forest. In the Forest, a mistake kills not only you but everybody else too. Step into the wrong building at the wrong time? Pray that your death is quick and painless; only nightmares await you if it isn't. Navigating the crumbling ruins and blooming vegetation can be challenging all on its own, without the constant need of having to look around, straining all your sense to perceive that tiny detail that could spell death and disaster. In this world, only the desperate and foolish venture deep into a Necropolis, seeking anything other than death.

Luckily, you are neither. Slinking into the shadows is second nature to you and your fellows by now, as you traverse the city with quick steps, ever vigilant. Every Mutant and Machine is marked, dispatched, or circumvented, depending on where and when they are encountered. Swiftly and steadily, supply-depots, safe-houses, and routes are established, drawn, and reinforced where necessary as you creep through the remains of the ancients, snaking towards your goal: The Wall.

A name fitting for this monumental construct towering over anything humanity can build today, even as the nature of its rush-job becomes ever more evident, the closer one walks. Instead of glass, steel, and their favored alloys, sandcrete dominates The Wall, even as the steel mesh inside can be seen in sections where time took its toll. The area where the Landcrawler broke apart a section is the only entry-point you dare not go near; the density of Machines too much for you to brave. Instead, you anchor hooks in the wall itself, slowly climbing ever higher, trusting in both the rope and your camouflage to help you survive the climb until you are once more standing on solid ground.

The view is magnificent, and if you had had your way, you would have stopped to appreciate it more. However, Duty does not wait, nor does danger, and so you quickly communicate a pattern with the others, setting out to search what remains from times past.

Frustratingly, you discover little. The only place of interest in the area you find is directly underneath one of the strange tall pipes pointing skywards, an armory of sorts. Most sections are either blocked by too much rubble, had had everything inside destroyed by time or force, while the things that did make it are simply not worth it. Despite your efforts, little has been gained, and you can only return with one new site to scavenge.

Well, except the Bunker.

But no one can open that one.

The scratches make it seem like people tried, though.

***​

Martyris Patience: 48

"Stop pacing," Nexa called out from her seat, flipping a page in the new issue of Broken Sword. A massive literature spanning over three hundred years of real-time, with a new issue every month detailing the adventures of a Mercenary-Knight Squad, fighting on a fictional oceanic world for various nobles for money and in politics for generations.

"I am not pacing," Martyris answered her, pacing in front of the door to the room where his wife laid, delivering their child, without him being allowed into the room. He stopped to glare at the door as Nexa spoke up once more. "Then stop worrying; nothing will happen. Come on, sit down. Nothing you do now will change the outcome. Just relax, enjoy the time without a screaming bundle of sleep-robbing terror you made."

Martyris shot her a dirty look at her words, snorting angrily, before sighing and slumping his shoulders, walking over and plopping down onto the bench. "Could you please try to act a bit more supportive? This is my first child; I have every right to be worried and to fear for the health of both." In response, Nexa snorted, "Shouldn't have read all that goatshit about 'Pregnancy Complications' that gets sold to idiots. Man, you are smarter than this; the idea that something happens while giving birth is laughable. She'll give birth, the child is cleaned, and you will get to be able to coo over the kid after she walks out of there. Have you decided what name you will use?"

Leaning back, hands over his eyes, Martyris groaned. "Please don't bring that topic back up. We had quite a discussion about that. We agreed that if it's a boy, he will be named Marus. If it is a girl, she will be Silvia." "Huh, like her lady?" Nexa replied, turning her head quizzically. "Ye-" Martyris began to answer, only to be interrupted as the door opened. He looked up, worry filling his eyes, only to come to a full stop.

In the doorway stood Selene, wearing a modest, clean gown, cooing into the small bundle of cloth in her arms with euphoria and tears streaming down her face. He was beside her in an instant as she looked up, beaming broadly, whispering, "Isn't she beautiful?"

Martyris looked down into the tiny, fragile face and body held in her arms. He saw the beginning of onyx horns poking from her head as small wisps of golden hair laid ontop. He took in her hands, grasping even in her sleep, gripping his thumb, just wrapping around it fully.

He would never forget this moment, recalling it in the moment of his death.

The moment he knew he would die for her.

The moment he knew he would kill to see his child safe, no matter the cost.

***​

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. (2 Actions Locked)

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

[ ] The Pilgrims Need You!
Your missionaries can walk much further and stay out for much longer with the inn's help, which directly translates to more people hearing the Pilgrims' message, though you may want to focus on one group of people to maximize its effect.
(Turns: 2
Chance: 95%
Reward: 4d20+10 Recruits)

[ ] Feed The Masses
There is a difference between feeding starving, hungry people, and ensuring that all have a full belly at the end of the day. That would be the Pilgrims' first significant project, which would do more than keep things from growing worse for the poor.
(Turns: 8
Cost: 55 Materials Upkeep: 16 Materials
Reward: Grand Kitchen, -6 to Piety rolls, +0.5 Goodwill per Turn, 2d20 recruits, 2d12 Goodwill, 2d6 Piety, COE loses 4d100 Influence)

[ ] Establish A Soup-Kitchen - (Choose City) - (Not Mirn)
Another soup-kitchen allows you to feed more people, which also makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per Turn, unlocks further actions, COE loses 1d50 Influence)

[X] Establish A Poor-House - (Mirn) - (1/2 Turns Complete)
The Poor-houses in the Empire are not great places to live. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are forced to work for a pittance of what they would have earned had they done the same work in the streets. While the Pilgrims cannot provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 people.
(Turns: 2
Chance: 85%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per Turn, 1d4-1 Goodwill, unlocks further actions, COE loses 1d100 Influence)

[ ] Establish A Small Hospice - (Choose City)
While a Hospice does cater to the dying, their primary purpose is to heal the sick who cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic medical procedures until you make some deals and agreements with those who have studied medicine.
(Chance: 40%
Cost: 3 Materials Upkeep: 0.75 Material
Reward: +0.01 Goodwill per Turn, 1d5-1 Goodwill, unlocks further actions, COE loses 1d20 Influence)

[ ] Expand Your Hospices
While you have acceptable Hospices, there are many things you can improve. Capacity, treatments, things like that. Better get to it!
(Cost: 5 Materials per Hospice, Upkeep: +0.85 Material per Hospice
Reward: +0.05 Goodwill per Turn per Hospice, 1d5+1 Goodwill, COE loses 1d30 Influence)

[ ] Healing For All!
You have the money; they have the expertise. Announce that the Pilgrims will shoulder all costs for any medical procedure done by the Herbalists for the next three months.
(Cost: 7 Materials
Chance: 85%
Reward: Healers gain Influence, 1d3 Goodwill, COE loses 1d40 Influence.)

[ ]A Home away from Home - (Location)
While the Tree of Knowledge is the center and Home of the Pilgrims, many projects and actions to help others happen away from it. Traveling between the Tree and other cities takes time and, occasionally, resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 4 Materials, Upkeep: 1.5 Materials
Reward: Local Base, Upkeep of all structure in the chosen location reduced by 0.10 Materials, COE loses 1d20 Influence.)

[X] Build A School - (Big) - (Mirn)
A place of learning, of growing, and of change. All are welcome to learn in these halls, whether beggar or lord; none are turned away or asked to pay. Knowledge is a gift that should ever be shared, for it does not diminish when given to others.
(Turns: 3/5/6
Cost: 15/27/39 Materials, 1/2/3 Faithful, Upkeep: 5/9/13 Materials
Chance: 50%
Reward: 0.1/0.3/0.5 Goodwill, -1/3/5 to Piety Rolls, COE loses 1/3/6/ d 20/40/60 Influence.)

[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City)
Many will question you building this and will push against you doing so. Screw them! These children deserve a future where they can choose the path they walk, not one determined by their supposed caretakers' greed and callousness! They deserve happiness, safety, and love!
(Turns: 3/5/7
Cost: 25/47/68 Materials, 2/4/5 Faithful, Upkeep: 10/17/25 Materials
Chance: 20%
Reward: 0.2/0.5/0.8 Goodwill, -2/4/7 to Piety rolls, COE loses 1/3/6/ d 20/40/60 Influence.)

[ ] Screw You; Eden!
Well, it seems like those fuckers think that choosing not to respond to petty insults is the same as being unable to respond at all. Let's see how they will react when you start fighting back! They think that help is earned and that the poor deserve their lot in life for their sins. Let's see how they like it when you start doing blasphemy in front of their temples by handing out alms.
(Cost: 2 Materials
Reward: Weaponized kindness, helped people, gave the COE a (sometimes literal) middle finger, lessened mali from malicious COE actions, +0.1 Goodwill, COE loses 1d20 Influence.)

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

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

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

[ ] Kick 'Em While They're Down! - (4 Turns Remaining)
While the Church Of Eden is busy putting out fires, calming their congregations, and calming down, you will start fires, rile up the congregations, and make them panic. Covertly.
(Chance: 60% (-15% For every use)
Reward: COE loses 2d100 Influence)

[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, bringing the people together and starting on the road to reconciliation.
(Cost: 20 Materials
Chance: 60% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Choose Target)
Your training for the diplomats is as comprehensive as possible to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 55% for Locals, 40% for Elite, cannot choose The Union of Herbalists, The Church Of Eden
Reward: +15 to all rolls involving said faction.)

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and comply with any official and legal requests to ensure no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 65% for Nobility and Churches (choose The Emperor, Church of Eden, The Followers of Light), rolled with a +10
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Train The Infiltrator-Corp - (Greater)
What's done is done; now, you can only ensure that they do the best job that they can do.
(Turns: 3
Chance: 45%
Reward: Can infiltrate factions for fewer Materials. Raised Chances to secret actions)

[ ] Infiltrate - (Target)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade.
(Cost: 3 Materials
Turns: 3
Chance: 80%
Reward: Target is Infiltrated, displays more information, raises chances for Exfiltrate and Illuminate)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Church Of Eden
Reward: 2d6-3 Materials + Chance for Secrets (The Church Of Eden))

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

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

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

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

[ ] Train The Militia
The world is not safe; even within sturdy walls and behind soldiers' shields, people learn how to wield weapons to defend themselves. You have neither walls nor do you have an army. Organize a militia to ensure that those willing to rise in the Trees defense have basic knowledge of doing so effectively.
(Turns: 2
Cost: 3 Materials, 9 Goodwill, +0.45 Materials Upkeep.
Reward: 3 (1/6) Militia units upgraded to (2/6), with spears and shields, will defend the Tree in case of an attack.)

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

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

[ ] Build An Armory - (Expanded)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 3
Cost: 9 Materials, 12 Goodwill
Reward: Can supply and equip 6 Units. Unlocks further actions)

[ ] Build A Training Field - (Expanded)
A big field to run laps around with some practice dummies for bot ranged and melee combat is lovely and all, but it isn't enough. Buy state-of-the-art equipment, have a dedicated trainer on hand, and refine your methods to turn people into soldiers.
(Turns: 4
Cost: 18 Materials, 6 Goodwill, 1 Faithful, +2 Materials upkeep
Reward: Can recruit Units at (3/6 Trained) instead of (2/6 Militia))

[ ] Create A Dedicated Range
One of the main problems you have had in your training is that there wasn't enough space to learn how to use a ranged weapon effectively and switch to CQC at a moment's notice. See to establishing proper ways to do so.
(Turns: 2
Cost: 5 Materials, 0.5 Goodwill
Reward: Lowers malus when switching from ranged to -10.)

[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but instead, simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)

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

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

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

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

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

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

[ ] Secret Of The Circuit Pt.2 - (Electronics/Advanced Electronics)
Now that you have the absolute basics of electronics and how to generate them, it is time to look into much more advanced forms. Maybe even in producing your first usable computer!
(Chance: 12/-22/-57% for 1/2/3 Successes, Successes needed: 13
Reward: Unlocks/Upgrades Base Action, Unlocks Learning Action, +20% Piety.)

[X] Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics) - (3/8 Successes)
A Knight is in your camp. A cored, burned out, and heavily damaged Knight, but a Knight nonetheless. Finding out which systems are salvageable and which should be removed is tantamount. As is understanding just what does what.
(Chance: 47/33/06% for 1/2/3 Successes, Successes needed: 8
Reward: You can start repairing the found Knight, finish other Learning Actions due to osmosis, and unlocks further actions.)

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

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

[ ] Building up Steam - (Advanced Metallurgy/Advanced Alloys/Advanced Mechanics/Mechanics/Advanced Hydraulics/Hydraulics/Advanced Machinery/Machinery)
While the Ancients used many kinds of technology to power their inventions and tools, most of them are lost to the people today. This Artefact is part of such a technique, not nearly as advanced as electricity but still beyond the Pilgrims waterwheels. Research into this Artefact could help the Pilgrims develop an understanding of steam-technology, without the risk of explosions, like what happened to some scholars that tried to create it from scratch.
(Needed Artifact: Steam-Valve
Chance: 19/-6/-31% for 1/2/3 Successes, Successes needed: 8
Reward: Starts the steam-tech Tree (railroads, steam-powered factories/tools/vehicles, safe boilers, etc.

[ ] Beyond Mortal Ears - (Metallurgy/Biology)
The Pilgrims have probably the highest amount (seen proportionally) of Mutated in their armed ranks. It makes sense even; enhanced hearing, sight, smell, strength, and many more make Mutated a valuable addition to any Unit. Using the hearing part to relay orders would grant the Pilgrims an edge in Combat (as long as the Mutated is alive). As such, developing pipes that humans cannot (or just barely) hear to relay simple orders should be looked into and rudimentary codes.
(Cost: 1 Material
Chance: 75/50/35% for 1/2/3 Successes, Successes needed: 1
Reward: All Pilgrim Units gain a +3 co-ordination bonus for every Unit present in a battle, caps at +15, cannot be provided by a Unit a half-strength.)

[ ] Repair The Hammer - (Weapons/Metallurgy/Alloys)
Finding this weapon was a stroke of luck! After all, making a weapon for Knights is much more complicated than giving them a big metal piece! While damaged, patching the hammer up and reinforcing it should provide your Knight with a powerful weapon in future fights. It would also allow you a glimpse into the inner workings of Knight-Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 95/80/65% for 1/2/3 Successes, Successes needed: 2
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)

[ ] Repair The Shield - (Armor/Metallurgy/Alloys)
Together with the hammer, your scavengers found a discarded shield. While there is a rather big hole in the middle and the edges have been somewhat melted, you should nonetheless be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 95/80/70% for 1/2/3 Successes, Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] That Stone Is Talking - (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however.
(Chance: 50/35/20% for 1/2/3 Successes, Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))

[ ] Get To The Point (Weapons/Mechanics)
The best-ranged weapons the Pilgrims can give to their volunteers are currently bows and slings. That's enough for self-defense but not enough for a war. Use the examples of crossbows you have or bought to develop your own.
(Cost: Artifact Type: Weapon + Crossbow, or bought Crossbow.
Chance: 90/75/60% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: "Pointer" +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls)

[ ] Reach Out And Stab Someone - (Weapons)
A weapon the Pilgrims found in the Forest that could be studied for re-creation. While this would be less useful for your scouts, it is a good weapon for guards and other warriors who don't have to be mobile. The extended reach is also helpful if some Mutant tries to eat you, so it's worth researching.
(Needed Artifact: Glaive
Chance: 100/95/85% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: Glaive, has traits "Two-Handed," "Reach," and "Monster-Slayer")

[ ] A Shielded Approach - (Armor)
While shields are more of a hindrance to your scouts, the Pilgrims found several pre-Fall examples that could change that, or at least allow you to make better shields.
(Chance: 90/75/60% for 1/2/3 Successes, Successes needed: 1
Reward: A better shield.)

[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Another Artefact which was found in the ruins of the old world. While it may not be as impressive as other Artefacts, the scribes and bookkeepers of the Pilgrims are very interested in finding ways to produce them for themselves. Which wasn't that important to Martyris until Nexa joined them in their demands. Who knew she would develop such a dislike for paperwork? The downside of trying to produce it is that you need some very complicated parts.
(Needed Artifact: Mechanical Pencil
Chance: 55/40/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for the Administration Center, +2 Materials Income from sales.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
While the Armored Camo-Cloaks of the Pilgrims are excellent pieces of armor, it is a fact that they don't focus on being armor. Sooner or later, Pilgrims will get into a fight where stealth is not an option, and the basic leather armor won't be enough. Use some of the knowledge the Pilgrims found to develop armor that is better than the basic versions.
(Chance: 95/75/45% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)

[ ] Keeping Cool - (Electrical/Mechanical)
Food storage and preservation are, compared to before the Fall, rather limited. While salted and dried food exists, those are more useful for long-term storage than day to day use. Research of this Artefact should allow the Pilgrims to preserve and store food that is more useful for daily use and could allow other further-reaching developments.
(Needed Artifact: Diagram Of A Rudimentary Icebox
Chance: 40/35/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep of the Storerooms, selling of iceboxes, upgrade to the inn, unlock further Learning Actions.)

[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only basic materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal various injuries and develop advanced protocols for their proper use.
(Needed Artifact: Surgeons Kit
Chance: 70/60/50% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Medikits, reduced Upkeep for the Medical Wing.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the Ancients' ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims lack the knowledge to bring back the technology of the Ancients; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and bring back the fashion of the past!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 85/65/45% for 1/2/3 Successes, Successes needed: 1
Reward: +1 permanent Material income per clothing-related Artifact and success, changing the fashion around Mirn, outraged moral guardians)

[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 60/55/50% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

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

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

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

-[X] Expedition - (TOP-02) - (House Mirn support: N) - 1 Turn remaining

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

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

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

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

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

[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one has to wonder what would necessitate such a large flat area. Or what could be beneath it?
(Chance: 31%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the action fails, 34% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[X] The Crystalgarden - (1/2 Turns remaining)
Containing large crystals, arranged in geometric formations, and seemingly immune to the elements. This oddity has attracted the attention of many scavengers, yet none found anything of worth in it. Removing these crystals is seen as a waste of time since separated crystals seem to deteriorate in days and are incredibly brittle. Also, the crystals float when struck by lighting. Your Scientist wants to get some samples of these Crystals. And they want them bad. Preferably soon.
Warning: Plans incorporating this option are counted as 1.2 votes.
(Chance: 66%
Turns: 2
Reward: The Crystalgarden is mapped and surveyed for any oddities.
Warning! If the action fails, 17% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] The Berth
An area containing dozens of large warehouses holding what seem to be ships suspended in the air. Unfortunately, those ships are useless, seeing as there is no water and no way to transport these ships, alongside the fact that they were made out of metal. Whoever build these things had the means to carry them, or they were meant as pure prestige objects.
(Chance: 42%
Turns: 3
Reward: Sites in The Berth are located and mapped.
Warning! If the action fails, 23% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Search for the Zone
Your efforts to learn more about the region have yielded an unusual fruit, knowing that your Knight was most likely part of the Revival Initiative. This polity operated deep inside the Forest, scavenging for artifacts like you, but they took it a step further. They build a small town in the Necropoli. Foolish, yet finding it could end up unearthing treasures beyond imagination or prove a giant disappointment.
(Chance: ???%
Turns: ???
Reward: The Zone can be scavenged.)

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

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

[ ] Living Quarters - Expansion
While you have enough space for a small village in the Tree, you should expand what space is available. If anything, you will run out of rooms sooner rather than later.
(Cost: 10 Materials Upkeep: 1.5 Materials
Turns: 3
Reward: Up to 1500 Pilgrims can live in your base before mali start to apply)

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

[ ] Laboratories - Expanded
Now that you have some built, it is time to expand those labs! Unfortunately, building and equipping those labs will be too costly to put it lightly.
(Cost: 65 Materials, +7.5 Materials Upkeep
Turns: 7
Reward: Improved success-chances)

[ ] Sandcrete Mixer
Sandcrete is a miraculous substance. It can be mixed by using ubiquitous materials, reduces the time to build structures by months, and can be adapted to local needs practically on the fly! If only it weren't so damn hard to produce without specialized facilities.
(Cost: 35 Materials
Turns: 4
Reward: Sandcrete option costs reduced by 10 Materials, +10 to all Chemical research)

[ ] Beautification
Now that you have more clerks keeping the Tree in order and organized, you could start a long-term project. Like, say, chiseling a ludicrous amount of art and engravings into the stone so that people will like living here more? Maxcim does have all those ideas.
(Cost: 10 Materials, Upkeep: 1 Material
Turns: 3
Reward: -1 to Piety rolls, the Tree will be much more beautiful.)

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

[ ] Metalsmiths Abode - (Expanded)
Humanity was born without claws or scales. So we forged them in the fire, hardened by iron and oiled by our blood. It's a good saying, but some Mutated with claws and scales find its implications insulting. At least you now have a smithy, so having to wait days for a new tool is a thing of the past. Adding smelters, various tools, and more space for some more smiths would allow you to work more materials and intricate creations.
(Cost: 20 Materials, Upkeep: 7 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made of metal, can be upgraded.)

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

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

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

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

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

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

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

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

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

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

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

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

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

(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[ ] Study Sessions - (Locked For 2 (Two) Turns)
(Cost: 1 Faithful, 2.34 Material per Turn, for 8(eight) turns
Reward: 1 trained General Doctor)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] A Helping Hand - (Choose Faction)
(Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)

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

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

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

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

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

(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples of this.)
-[ ] Commission The Sandcrete Mixer
(Cost: 20 Materials
Turns: 2
Mutually Exclusive with: Sell The Sandcrete Recipe / Commission The Sandcrete Mixer, But Sneaky, Sell A Copy Of The Recipe)
-[ ] Commission The Sandcrete Mixer, But Sneaky
(Chance: 15%
Cost: 20 Materials
Turns: 2
Mutually Exclusive with: Sell The Sandcrete Recipe / Commission The Sandcrete Mixer, Sell A Copy Of The Recipe)
-[ ] Sell A Copy Of The Recipe
(Reward: 50 Materials
Mutually Exclusive with: Sell The Sandcrete Recipe / Commission The Sandcrete Mixer, Sell The Sandcrete Recipe)
-[ ] Sell The Sandcrete Recipe
(Needed Artifact: Sandcrete Recipe
Reward: 200 Materials
Warning
: You will be unable to profit from the Sandcrete Recipe going forwards.
Mutually Exclusive with: Commission The Sandcrete Mixer, But Sneaky / Commission The Sandcrete Mixer, Sell A Copy Of The Recipe)

Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (Choose 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, Church of Eden, The Followers of Light), rolled with a +15
Reward: Chosen organizations support-network unlocked.)

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

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

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

[ ] Write In


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

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

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

A moratorium will be until 06.11.20 at 17:00 CET.
Voting will be closed on 08.11.20 at 17:00 CET.
Boni can be assigned until 08.11.20 at 20:00 CET.
I will roll on the 09.11.20 at 17:00 CET if no one has rolled yet.
Updates will be online four days after rolls.
 
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