Turn 36; Year 8; Month 6; The Sky Is No Longer The Limit
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

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

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

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

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

6.) In exchange, they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the Artifact
--2.) It does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, 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 grounds for exile without 8.a.1. coming into effect.
-a.) Murder
--1.) attempted or otherwise
-b.) Psychological Torture
-c.) Physical Torture
-d.) Rape
-e.) Conspiring to do any of the crimes listed here

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

Origin: Humanism:
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree; 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: 698
-Faithful: 17/24
--2 General Scientists - +12 to assigned research
--1 General Doctor - +6 against diseases and Medical/Biological research
-Followers: 674 (74 unoccupied)
--Recruitment: (+17 per turn)
---(13 Due to: The Codex Mk.1)
---(2 Due to: Daycare)
---(2 Due to: Poor-House - (Mirn))

-Dead: 1 (Suzuki - Combat - Infection)

Materials: 227.72(min. +41.81, max. +136.81 per Turn. (18.74 owed to The Merchant Guild in 3(three) Turns.))

Income = 130.48-225.48 Materials:
13.48 = Followers
2.00 = Miscellaneous Sales
4.00 = Taxes From Norqod
7.00-13.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
2.00-7.00 = Brothel 'Consensual' - (Mirn)
3.00-12.00 = Print Shop - Smut
12.00-15.00 = Iron Mine
23.00-32.00 = Silver Mine
48.00-81.00 = Jewel Mine
5.00-20.00 = Ashleaf-Nursery
5.00-14.00 = Black Root

Upkeep = 88.67 Materials:
13.00 = School - (Big) - (Mirn)
5.10 = 6 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen(Normal)) - (-0.40 Due to Buying Goods In Bulk)
0.60= 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
1.46 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
2.30 = 1 Poor-House - (Mirn) - (-0.15 Due to Buying Goods In Bulk)
0.55 = Brothel 'Consensual' - (Mirn) - (+0.55 Due to Guardians For Hire)
2.50 = Print Shop - Smut
4.60 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.49 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.90 = Medical Wing - (-0.15 Due to Buying Goods In Bulk)
1.87 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.23 = Storerooms - Expanded - (-0.15 Due to Buying Goods In Bulk)
3.19 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
0.80 = Blacksmiths Abode - Basic - (-0.15 Due to Buying Goods In Bulk)
7.45 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +4.40 Due to Steam Engine)
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
40.00 = Taxes

Goodwill: 27.17 (+0.28 per turn)
+0.07 = 6 (3 Bulk, 3 Normal) Soup-Kitchens
+0.01 = 1 Small Hospice
+0.06 = 1 Expanded Hospice
+0.10 = Poor-House - (Mirn)
+0.05 = School - (Big) - (Mirn)
+0.01 = Brothel 'Consensual' - (Mirn)
-0.02 = Print Shop - Smut

Piety: 83% (+30 to all rolls for Heros with the Adjudicator Trait)
Rolls (-9):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-1 (Daycare)
-3 (Electric Lights)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
+4 (Followers, +1 every 150)
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Bitch, what?

Marquis of Tessen
Opinion: Friendly (1)
Plans: Bitch, what?
Owes: 1 Major Favour

House Ulatarn
Opinion: Friendly (1)
Plans: Bitch, what?

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Plans: Bitch, what?

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

Military
Opinion: Neutral (0)
Plans: Bitch, what?

The Bureau For Imperial Civilian Logistics
Opinion: Neutral (0)
Plans: Bitch, what?

Church of Eden
Contact: N/A
Opinion: Unfriendly (-1)
Influence Inside Tessen: 690
Plans: Regain the trust of their congregations in Tessen, regain control or allies./Bitch, what?
Information Network: Rank 2.
Boni: +15 on all Diplomatic rolls

The Followers of Light
Opinion: Neutral (0)
Plans: ???/Bitch, what?

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

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on/Bitch, what?
Information Network: Rank 1.
Mood: Feel fine.

The Merchant Guild:
Contact: Abraham Lin
Opinion: Friendly (1)
Plans: Valued Customers and Suppliers/Bitch, what?

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

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Neutral (0)
Plans: Approval/Bitch, what?

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations./Bitch, what?
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/75 Members/Reliable Mercenary Company)
-???

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Information Network: Rank 1.
Plans: Hide/Bitch, what?

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

The Mutated:
Opinion: Friends (2)
Plans: Live./Bitch, what?
Information Network: Rank 1.
Mood: Feel okay. Interest in the Brothel.

General Opinion on Mutated: Open Racism (0)
Artefacts
Common
Glaive - 2.04 - +5 to Common Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Common Armor
Reinforced Shield - 2.23 - +5 to Common Armor
Mechanical Pencil - 1.95 - +5 to Common Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 to Common Armor
Chocolate Recipe - 1.03 - +5 to Common Chemicals
Hygienic Instructions- 1.31 - +5 to Common Medicine
Chainsword - 1.24 - +5 to Common Mechanical
"Obedience And You - Training People!" - 1.34 - +5 to Common Psychology
How-To Romance Novel - 1.85 - +5 to Common Psychology
"4D Rectangle" - 0.88
Beaker Set - 1.04 - +5 to Common Chemicals
Food Preservatives - 1.15 - +5 to Common Chemicals
Self Help Booklet - 1.18 - +5 to Common Psychology
School Project On Primitive Robots - 4.55 - +5 to Common Machinery
Elaborate Costume - 0.63
Ancient Torah - 0.44
Antibiotics - 1.26 - +5 to Common Medicine
Beer Recipe - 1.41 - +5 to Common Chemicals
Farsight Lense - 0.73
Rare
Treaty On Brainwashing- 5.26 - +20 to Common Psychology
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Lightweight Alloy - 5.22 - +20 to Common Metallurgy
Armor Piercing Ax - 5.49 - +20 to Common Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
Textbook On Cellular Theory - 5.47 - +20 to Common 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 Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Industrial Electric Foundry - 9.64 - +20 to Advanced Electronics
Turbine Coolant System - 8.88 - +20 to Common Hydraulics
Alloy Ingots - 6.95 - +20 to Common Metallurgy
"The Dreamers Guide" - 8.05 - +20 to Common Psychology
Hardened Touchscreen - 5.32 - +20 to Advanced Electronics
Lost Tech
Gutted Core - 17.04 - +50 to Physics/Engineering/Psychology
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma torch - 18.40- +50 to Advanced Physics
Forgotten Diary - 19.24 - +50 to Advanced Psychology
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Helmet- 17.22 - +50 to Advanced Armor
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube- 20.00 - +50 to All Physics/All Machinery/All Hydraulic/All Engineering/All Programming/All Metallurgy/All Electronics
Physic Theorems - 18.32 - +50 to All Physics
"Night-Fun/Sleep" Pills - 19.09 - +50 to All Chemicals
Scaled Armor - 17.00 - +50 to Advanced Armor
Flexible Circuitry - 19.04 - +50 to Pioneer Electronics
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Advanced Machinery
Electric Collars/Shackles/Implants - 19.72 - +50 to Advanced Psychology/Advanced Electronics/Pioneer Medicine/Pioneer Biology
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)

-Sandcrete Recipe
An ancient recipe that was used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can spend 12.5 Materials on reducing building times of one building by 1(one) Turn, per Turn by adding [Sandcrete] to said action.)

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

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

-Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death" is inscribed in the middle of the blade. PD connected to the sword and immediately exclaimed ownership over the zweihänder. Her explanation was: "Every woman needs a fun toy, and this thing is one!"
(2d40+30 Damage, cannot equip a shield.)

- Airship: Proof Of Concept
A one-person gondola, lifted by a bag of energized Suspendium Dust, can lift about 150 kg and is propelled by sails and steered by moving the same. Armaments include the crossbow the person holds and a flashbang. The first of its make, but in time the least.
Military
Units (3/3)
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: Trained (3/6)
Breakpoint: 2/6 size remaining in Combat
Equipment:
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 Turns.
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
Traits: Advanced Coordination (All Pilgrim Units gain a +4 co-ordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below.)
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 (0.45 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.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 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. 0.04 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 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), Advanced Coordination (All Pilgrim Units gain a +4 co-ordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below.)
Upkeep: 0.48 Materials per Turn, max. of 0.15 Materials per Combat.

***​

Knight - Perpetual Defiance
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, 0.26 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. 3.10 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. 0.12 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.20 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 Turns. 4.30 (6/6) 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. 0.04 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.04 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. 0.6 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield or equipment. 0.03 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. 0.12 (6/6) Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.17 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.85 Materials per (6/6) Unit.
Unique/Notable Assets
-Ashleaf Tea - +15 to Diplomacy
Elemental Feline Kitten - Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (16/60 Growth) - (5d4)
1x Black Root - (3d4+2)
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins - (2d4+1)
1x Inn - (Eye of the Beholder) - (2d4+4)
1x Brothel 'Consensual' - (2d4-1)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (1d4+9)
1x Silver Mine - (Mined) - (3d4+16)
1x Jewel Deposit - (Mined) - (3d12+45)
Holdings
Temple Holding: Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked.
Cons: Buildings take one extra Turn to mine and set up.

Desalination Basins - Seep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 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.

Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.
Village Holding: Norqod
Prosperity: Non-Existent

Mood: Average

Permanent Inhabitants: Some
-Tendency: Small Uptick

Security: Non-existent

Features:
-Basic Quarters

Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
Heroes
Martyris Dall
You, Lord Martyris Dall, The One That Suffers, Leader of The Pilgrims
Health: 4/6 (-2 permanent)
Armor: 3/3 Armor
Training: Trained (3/6)
Breakpoint: Unbreakable
Equipment:
-Spear: 1 Damage per size (1 total)
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +3 Armor.
-Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-50% Chance to obtain/lose 40% Piety should this Hero die in Combat.
-Gain 30% Piety should this Hero die of natural causes
-Immune against all poisons

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

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

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

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

Mutated Wife - Lady Selene Dall
Well, she is back to her usual self, if a bit more conscious about her surroundings, and has started participating a bit more in the militia's drills. But for all that, she is still marked by her experience, even if she doesn't want to be. Her sex drive has not suffered the least bit during all this, so at least she can relax that way? Or during your night-walks, the stars are much clearer above the Tree than in the city.

Child: Lady Silvia - Mutated Girl - 1-Year-Old
Your first child! She is, in every aspect, perfect! Her legs and ears are like her mother's, even if her fur is entirely obsidian. She has two horns growing above and swinging around her head in a tiny semi-circle, looking like a regal crown with the spikes atop (even if it makes putting a shirt on a pain), framing her golden hair. She does have a relatively long tail, furred like a Sweden forest cat (the fur is obsidian again), which means you need to get a tailor for her pants. Her laughing and smiles melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. She is also blind, which makes teaching her how to read and defend herself a real challenge. Where are you going to get braille books and learn to read them so you can teach her? And what weapons do the blind use? Her first word had been 'Dada.' You'll never let Selene live that one down. She took her first step!

Founder, And First Arbitrator
You have founded the Pilgrims and were appointed as the Arbitrator, the final voice in any argument, and a watcher for those who would turn the Pilgrims against their ideals. Hopefully, you will prove the trust placed in you right.
(This Hero will add the Piety bonus/malus to all his rolls. Relax is not needed.)
Aria
Aria, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance
Health: 6/6
Armor: 1/1 Armor
Training: Squire (2/6) (-5 to Initiative)
Breakpoint: 4/6
Equipment:
-Dagger: 1 Damage per size (1 total)
-Leather Armor: +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 Rules:
-Uses the stats of PD in Combat until she is destroyed.

Traits:
Mutated:

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

Mutation: "???" - Tempest Strings- (1/10):
Aria has metallic gray hair can do little more than move about, generate mild electric shocks, and vibrate to create simple tones. They also provide an ill-defined extra sense that mainly seems to cause mild headaches, or at least that's all that Aria has been able to discover. But maybe there is more?
(+2 to all rolls made with PD.)

Knight-Pilot:
You have joined the illustrious Elite of the world, one where the entry is life-long service, and the exit is at the end of a weapon. Yours will be a life of war, death, and struggles, bringing hope to despairing hearts, rallying flagging defenders, and protecting those in your shadow. Do not stumble, for the consequences are grave.
(+5 to all rolls after using a Knight in Combat.)

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

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

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

To Fling A Light:
Sometimes? Sometimes being willing to help is not enough; doing all you can do will fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You will gladly fling a light into the future, at the cost of your life.
(???)
Within the halls of 3-Point University, a fierce debate raged among the learned members of the faculty. For months they had argued and tested, debated the merits of the seven engines which had been chosen as the final contestants, and put them through ever-increasing hardships and greater scrutiny. One by one, they all failed to provide what was sought out, until at last, only three remained in the running. One sent in by the 4S, a design of elegance and sophistication, another by a lone inventor in the Capital, a machine created to be as cheap as possible and remain functional, the last sent by a new religion that had taken root within Tessen. The Pilgrim's entry had been an immediate favorite by many, the engines ability to be tooled for heavy and light-duty work, coupled with its durability making it seem like an easy choice, especially for remote outposts and within locations were specialists, and trained workers, could be killed and only replaced with difficulty. Some of those who had been against this entry had argued that these criteria were sought after, but not the primary way it would be utilized, seeing the forward-thinking or cheap engine as the number one entry instead. All of it came to a close when the contest ran out of time, and a winner had to be chosen. With heavy heart, the dean of 3-Point ordered that the referees vote on which engine would be selected as the primary winner and who would receive the 1st price. The engineers and Claners could squabble amongst themselves which machine would be the best for which location; they were men and women who had to continue with the march of science. As such, in a closed and secret vote, twenty-eight vast their tickets.

Nineteen were in favor of the Pilgrim's entry.

The Prize would be theirs.

***​

"-and the Council has thus decided to grant you the funds necessary to pursue the further study and practical applications of Suspendium. Have a good day," Nihji finished reading, laying the scroll gently down onto the table. He drew a shaky breath as he tore his eyes away from the numbers displayed, those insidious numbers showing that more money would be assigned than to some buildings. There was a slight trembling in his hands, hidden as he intertwined both of them underneath the table. Looking up at the wide-eyed stare of Turi, he cannot help but be glad that he isn't in charge of this adventure, only subordinated to hers.

"You got your way, Turi. The Council has given you a sum of money that my parents never had within their life. What will we do now? We have three months to shake the world, and more money than we both have any idea on what to do with." A short, timid, silence settled down on the both of them, their teams not daring to interrupt, as Turi slowly stood up. Her face was a mix of ecstatic joy, Horror, and seriousness. "Bring me all the paper that we have, along with the graphite pens that Bolt bribed us with, the ones that need no ink. I need someone to get Bolt here the moment she is free; then we need to book some time with PD to calculate the complicated parts. Please give me the prices for the newest orders of steel, wood, canvas, rubber, and copper. You, you and you," Turi said, shaking herself out of her fugue by pointing at three of her assistants. "Get everybody here at least a can of Ashleaf ready, tell the commissary that you have my authority to do so, take the badge on your way out. We need sewing supplies, tell Maria that she needs to be here, and take out all the security gear that PD has tasked us to make and wear. I will not have this marred because one of you got hurt or died during this. Make sure that we will not write the safety guidelines with your blood."

Ending her flood of orders with a determined nod, Turi begins to look around at the people not moving a muscle, aside from the three she had indicated earlier. "Well? What are you waiting for? Get going, do things!" She called out, causing a confused stampede of people going everywhere in a confused mass, trying to be the first to get away from Turi and accomplish the tasks she had given them all.

***​

Horror on nine, eleven, twelve, and six Came PD's even voice, informing Aria of the enemies attempting to pincer her. Looking at the map, she quickly realized that she would be boxed in, plunging Grieving Echo in the Horror pinned underneath her boot, finishing it off. Ripping the sword out, Aria spoke up: "Ready the L-E, cook on my mark." It took only two seconds for the Mutants to clamber, spring, claw and stumble to her in full sprint, ready and hungry to sink their teeth and maws into the Knight. "Now," came Aria's calm voice, as a whine rapidly built up, before the Knight erupted into a veritable storm of lightning strikes, scorching and burning the Horrors about to jump on PD. Acting quickly, Aria strode to the three twitching foes to the front, cutting one apart with a lazy motion while walking, using it to ready the sword for a plunge into the third as she stomped on the head of the second. Rear is still active, five new contacts nearing PD intoned, highlighting the new enemies beginning to swarm the two.

"Understood. This is K-1 to P-1, K-1 to P-1, new contacts en-route, what's the evacuation status? Do you copy?" Crackling answered her, rising in intensity before the voice of her Operator could barely be heard until PD filtered the static out. "-opy. Almost done, two minutes, and we are out. What is your status, K-1?" He asked as Aria finished off the third Horror, swinging around in time to punch and tear out the lower jaw of the fourth that had tried to jump onto her back. "Light damage to armor only, nothing penetrating. Can hold for about three minutes more before the horde is here in full," she answered, using the momentum of her swing to bring Grieving Echo around and cleave the Horror in twain. "Acknowledged. Good luck, and be safe. P-1 out." Nodding in determination, Aria swung the zweihänder to get rid of the clinging viscera and blood.

"Let's give them the minutes they deserve, PD. Give me an ETA and cooldown on the Contacts and L-"NEW CONTACT AT 4! ETA IN 5, 4, 3... PD screeched in response as a new red ping appeared, rushing to the Knights location. Turning around, Aria had just enough time to use Grieving Echo as an impromptu shield, using the flat side of the sword, steadied at the blade and hilt both, to hold back the massive Mutant charging her. Infernal screeching rang out as PD was pushed back dozens of meters, a snapping maw of teeth, claws, and pincers only held back by the zweihänder. Thinking quickly, Aria jumped with PD into the air and dropkicked the Greater Horror directly into its maw, smashing apart bones, tearing muscles, and causing it to rear back in mind-numbing pain. Crashing hard into the ground, Aria could only do so much to avoid being gored within the next seconds and swung her sword from the side directly into the Greater Horror.

Miraculously, the sword penetrated not only the thick skull but also cut straight through the entire thing, showering the prone Knight in gore and ichor. Damage Report was all that PD had to say to that, as various damaged components and compromised sections of her armor began to be highlighted on the internal screens. "Shit," Aria responded while standing up, moving to the side to stand on solid ground once more, not blood-soaked mud. Looking over the still scrolling list of damages, Aria rapidly concluded that the Greater Horror had done much more harm than she had initially thought, leading her to only one outcome.

"This is K-1 to P-1, K-1 to P-1. Do you copy?" She calmly asked, charting a route back to base camp. "P-1 here, what is the matter?" The Operator responded almost immediately with an intensity in his voice, causing Aria to grimace slightly. "A Greater Horror got the drop on me. PD is in bad condition; at least seven major components have been damaged, combat capability is severely impeded." A short silence followed until the Operator asked with a nervous voice: "Understood. Will you be able to hold out K-1?" Aria took a deep breath before saying: "Negative. Too much damage. Will risk destruction if combat is prolonged. Requesting permission to disengage."

Three tense seconds followed her request until the radio crackled to life once more: "Affirmative. K-1, you have permission to retreat. I repeat, K-1 has permission to retreat. Do you copy?" "K-1 copies, P-1. Disengaging now," Aria replied with a relieved sigh, putting PD into motion to retreat along pre-scouted routes.

Then, the screens began to fracture slowly, as the words: "Simulation End" flashed across the main screen. Impressive. You have made no significant mistakes and remembered to use the phrases I taught you. You even requested to disengage when you were too damaged and risked destruction and death. I would be awed and call you a promising Cadet if you hadn't done that absolute stupid stunt of dropkicking a GH. "Thank you," Aria replied, smiling at the praise of PD, as well as her slowly shortening list of criticisms. Then she got a thoughtful look on her face. "Could you tell me what would have been the best way to free myself from the GH? I didn't see another way to free myself without being killed." Dropping the sword and using your arms to soften the fall. Came PD's immediate response, causing Aria to blink in surprise. "Wait, that's your complaint-" She replied, before stopping in confusion. "Cadet?" She asked, having now registered the word PD has used to describe her.

Yes, Cadet. Congratulations, Aria, you have displayed enough common sense, the right work ethic, and a whole smattering of other attributes I cannot be bothered to explain to qualify as an actual Knight-Pilot Cadet. I understand that the Empire calls them 'Squires.' Silence reigned in the cockpit as Aria processes the statement of PD, calling her not a Trainee but an actual Squire. That she is good enough in her eyes to almost be equal to the heroes of legend and protectors of the peace. This is the part where you party. PD helpfully supplied.

She regretted her words as soon as she said them.

***​

Laboratory #3 was impressive, not for any substances or equipment within, but for the room and safety precautions present. This room had been dug with the expectation of seeing the Pilgrim's heavy lifting efforts to understand the past. As such, no work was spared to ensure that no chemical fire, poisons, mad machine, or specimens could escape or wreak havoc while testing ensued inside. And for the last month, the large hall had been re-configured to allow a team of smiths hired tailors, and a Clan-Welder contracted to work in safely. Nobody wanted the project to fail, much less to claim lives or limbs, and had pulled out all stops. Masks had been enforced, chain shirts, chain and leather gloves, heavy-duty goggles, and work shoes were mandatory.

And the precautions had paid off during a scare when a cable ripped free, whipping a tailor in the back, the only reason he had not suffered severe wounds due to the metal parts being the armor he wore. An accident that caused Turi to revise the plans for the Suspendium Lift, putting it into a metal-frame, taking the severe hit to the calculated lift-ceiling in exchange for added safety. But even with that, and the combing over for any other structural weaknesses, work continued apace until the end of the second month rolled in, and most of the work was done. The only things left were the small gondola, the batter which would energize the Suspendium, and the sails to propel and turn the whole airship.

Airship.

That name alone caused more than one massive grin, awestruck daydream, and giddy expectations to appear among the scholars working on the project. The work on the Steam Engine had been one suffused by the belief that it would genuinely help the Empire in the long run, saving countless lives, but this? It would lead to nothing short of a revolution in all aspects of society and even the world itself. Already, some whispered among themselves of the day when Imperial Airfleets would blot out the sky, raining death and destruction down on the Monsters of the world, how massive expeditions could be undertaken to the North Pole. The day when traffic between cities would only need to concern itself with aerial threats, not of those bound to the ground, and when villages could spy attacks hours away and prepare accordingly. How the light of civilization could be brought to all those being held down by tyrants and religious fanatics. This airship would change everything, and they would be the ones that brought it to life.

It could save so many and be a physical reminder of why they had joined the Pilgrims—saving lives by discovering knowledge.

***​

Many think that the Mutated Slums are the center for all criminal activity, the hive of scum and villainy of any city, and the best way to rid a town of crime would be to demolish it and chase the Mutated out of the walls. They would be only mostly wrong, but only by the sheer dint of poverty and desperation, leading to criminal behavior. But most criminals, those who kill, intimidate, rob, and provide for the sickest of pleasures? They are not within the slums, too much attention, too many eyes looking for anyone trying to start trouble, and too obvious. They hide within the tea-shops, cafè's, brothels, restaurants, upper-class taverns, and inns, the places of wealth and bustling activity, hiding within the masses of ordinary people and those worth robbing. In these places, you could find the cut-throats, the kidnappers, the thieves and thugs, all manner of people who have been on the wrong end of the law and know what awaits them when they are caught.

And they were scared beyond compare.

When Needle had started putting out her feelers to establish 'reliable' sources for gossip and talk, to ensure that any problems with any gangs or crime-lords could be caught and stopped in their roots, her agents were swamped by those willing to sell information for places within caravans away from Tessen. The sheer number of them put her into emergency mode, convinced that InSec was warning her, only to find the same had happened within every cell she had seeded. All cities, all towns, and even the odd village had criminals silently, and with varying grades of force, inquire, demand, or attempt to buy a trip out. The reason why was never revealed, cranking Needles paranoia up even further.

Give a secret to two humans, and they may not talk, but a few hundred? One should have spoken, spilled the story, what was making them tremble, or use it as their ticket out of the region. But all refused to do so, some breaking contact when it was made the requirement for leaving. Needle eventually managed to figure out that whatever was being done was done from way up, from the region's criminals' main boss. For one reason or another, Holy Rose had gone into hiding, and everybody thought it weird. The cartel bosses were then replaced; the gangs were given directives to stock up on ammunition and weaponry. Food and water were being bought in quantities reminiscent of those expecting a starvation-siege. A rebellion was ruled out, as Needle managed to intercept a message instructing the 'Macks Hacks,' a gang inside Ularn, to assist the guards should the city be attacked and to cease any activity not necessary to remain funded.

Something big was going to happen when even the criminals are preparing for the worst. Something the Pilgrims may not be ready to encounter.

***​

It was a crisp morning, the kind you spent dozing off in the shade of a building or tree should you have the time and freedom to do so. Puffy clouds broke up the sun's harsh glare, as a gentle breeze cooled both the body and refreshed the soul. Already, those versed in the arts of reading weather-patterns divined a day filled with cool breezes, plenty of shadows, and a glorious light for the setting sun. The ideal weather for people to go out and eat on their roofs, or backyards, where villages would occasionally decide to throw an impromptu communal meal to toast the good day and those they hoped to see in the future.

For the Pilgrims Council, it was the day they saw Turi maniacally laughing about 110 meters in the air, brandishing a crossbow, yelling "TOLD YOU!" to those gathered below. And indeed, the airship 'Proof Of Concept' did work. A ball of 10 meters, caged within an iron cage, suspended above a small cabin big enough to hold an adult human, and allow them to transport a small cabinet's worth of goods or letters, kept the ship in the air. Two sails were unfurled to the side of the contraption, providing needed speed and direction, controlled by multiple mechanical levers. Turi demonstrated said process as she did laps around the whole compound, waving to those children and curious and awed onlookers gathered at the Tree's wall on her height. Bolt stepped out of her room, holding a tablet confirming that the mixer had been finished, wanting to deliver the Council the news. She looks up as she hears cackling and awed noises, spies Turi going into another bend, and goes straight back to her room, starting up the radio within.

Meanwhile, the Pilgrim's Council can only stand underneath an ecstatic scientist flying above, exchange money depending on their bets, and quietly thank their foresight to start working on creating a path to the Crystalgarden. Hopefully, some thought, their scholars would not go overboard with their desire to expand their grasp on this new technology.

The flood of proposals they had to sift through dispelled that notion quickly.

***

The Capital
The Imperial Palace
The Office Of Emperor Elianus

"Bitch, what?"

***

Proof Of Concept
Well, you have an airship. A ship that floats. You are not sure what to even think about that or how to handle it. The only thing you know is that the decision to get more Suspendium was the right one, as following that path will need much more of the crystal. In the meantime, you need to decide on what to do with the ship.

[ ] Give it to (Faction).
Maybe giving it away as a present will allow you to curry favor?
(Effect: Favor?)

[ ] Keep it for now. - (City)
You have no idea what to do with it or how it could even be used appropriately. But giving it away when it has the only useable source of Suspendium within? It could be the wrong choice. Assigning it to a city would also drastically increase communication speed, lessening the need to hire couriers.
(Effect: -0.05 Materials for all buildings within the chosen 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)

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

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

[ ] Establish A Soup-Kitchen - (Choose City) - (Not Mirn)
Another soup-kitchen allows you to feed more people, which also makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per Turn, unlocks further actions, COE loses 1d50 Influence)

[ ] Establish Soup-Kitchens (Bulk)(Ularn/Tessen)
Now that you have a soup kitchen, it is time to expand them to cover the city. About three more should give you a solid base for future expansions and provide your other ventures with places to attach.
(Turns: 3
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d6 Recruits, +0.04 Goodwill per Turn, 1d3-1 Goodwill, 3d40 COE damage.)

[X] Establish A Poor-House - (Tessen) - (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)

[ ] Expand You Poor Houses - (Choose City)
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. Get to expanding what you have built; the work is not done.
(Turns: 3
Chance: 42%
Cost: 15 Materials, Upkeep: +5 Materials
Reward: Poorhouse - (Expanded), +1 Permanent Recruitment, COE loses 3d30 Influence, +0.15 Goodwill per Turn.)

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

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

[ ] Build Another 'Consensual' - (Choose City)
You would charge an entry fee from patrons while leaving the workers alone to make their deals themselves. Creating a safe place for people to ply this trade, offering medicine, sanitary facilities, and guards would help out those who chose this path or make use of it. People sell their labor and time for money, so punishing those whose work is sex is crazy.
(Turns: 2
Cost: 6 Materials
Reward: 'Consensual,' 2d40 COE damage,+0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)

[ ] Build Upon A 'Consensual' - (Mirn)
Unexpectedly, the brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex-labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Cost: 20 Materials, Upkeep: 6 Materials
Reward: Upgraded 'Consensual,' 1d20 COE damage,+0.02 Goodwill, +3d4 Income for the Consensual.)

[ ] 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, Church of Eden, The Followers of Light, The Bureau For Imperial Civilian Logistics), 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 Part 1 - (Choose Faction)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade. This step is mostly focused on laying the groundwork for future expansions and won't get you any detailed information. It is also nothing more than paying some people to pass on rumors, which is pretty much standard practice within Slatnan and won't raise too many eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Cost: 3 Materials
Turns: 3
Chance: 80%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)

[ ] Infiltrate Part 2 - (Choose Faction)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, though, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Cost: 12 Materials
Turns: 2
Chance: 55%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Church Of Eden, Criminal Organizations.
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, Criminal Organizations.
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)

[ ] Repair PD
Well, you now have a Knight who talks, has an attitude, and has chosen Aria as her Pilot. The only problem is that PD is badly damaged, and while she assures you that she is capable of repairing herself, it would take too long. Buy the necessary materials and machines to fix her in a single season.
(Cost: 30.95 Materials
Reward: PD is fully repaired.)

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

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

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

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

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

[X] Build An Armory - (Expanded) - (1/3 Turns Complete)
Having a building for your arms and armor, where people can swiftly outfit themselves and be ready for defensive or offensive action against attackers, is just plain common sense. You feel that this is the maximum of a militia you could operate without raising suspicion.
(Turns: 3
Cost: 9 Materials
Reward: Can supply and equip 6 Units. Unlocks further actions)

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

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

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

[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but instead, take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize them in a military unit.
(Cost: X(Equipment) Materials, 0.5 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)

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

Learning: Knowledge is Power. (Choose 2 Actions)(Artifacts can be attached to one learning action to provide the inherent bonus but are consumed unless unique buildings are present)(Scientists must now be assigned to provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] will add 1(one) Success to 1(one) active research.)

[ ] Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Having a method to keep the ship afloat for extended periods is needed should you decide to follow that path of development. Getting bags of Suspendium to stay charged for extended periods will be the first step.
(Needed: Suspendium Shard - Tiny
Cost: 7.55 Materials
Chance: 66/55/44 for 1/2/3 Successes, Successes needed: 2
Reward: Gain Suspendium Bags, allowing a much higher lift rate, at the cost of flammability.)

[ ] Pressurized Suspendium - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than trying to get more Suspendium inside a flammable bag which can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding.
(Needed: Suspendium Shard - Tiny
Cost: 5 Materials
Chance: -98/-187/-276 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium, allowing a much higher rate of lift in exchange for instability.)

[ ] Propuslions In The Air - (Common Machinery/Mechanics/Electronics/Chemicals)
Moving around on the ground is easy; driving around in the air, less so. Relying on sails is good, but what if there is no wind? How do you move around then?
(Cost: 10 Materials
Chance: 77/63/49 for 1/2/3 Successes, Successes needed: 3
Reward: Ships are now no longer forced into auto-combat when attacked, much faster to boot.)

[ ] Cargo Transporters - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
With the proof that you can now fly, you now need evidence that heavy loads can be moved around without falling prey to any aerial threats.
(Needed: 4 Suspendium Shards - Tiny
Cost: 10 Materials
Chance: 08/-20/-48 for 1/2/3 Successes, Successes needed: 5
Reward: Gain Light Cargo Airship)

[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
Few things are as coveted by the Empire as good steel. Many have desired it from Knights to armor and weapons, construction materials, or base components, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning how to make quality steel on your own would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: -20/-87/-234% for 1/2/3 Successes, Successes Needed: 7
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)

[ ] Coke - (Common Chemicals)
Coke is used ubiquitously within the Empire for all kinds of tasks, but primarily for steel creation. You should figure out how to produce the Coke yourself; it would make Upkeep cheaper for many things.
(Chance: 64/52/40% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), all Steam Engines, and Steel Foundry, increased Chances for all Steam Engine research.)

[ ] 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! PD shared some insight here.
(Chance: 34/15/-10% for 1/2/3 Successes, Successes needed: 13
Reward: Unlocks/Upgrades Base Action, Unlocks Learning Action, +20% Piety.)

[ ] Primitive Radios - (Electronics/Advanced Electronics)
Perpetual Defiance mentioned offhandedly that 'the frequencies are surprisingly clear.' causing a near revolt by Turi, trying to get PD to spill all she knew about radios and how they worked. Even though she could not provide much more than 'the basics' as she called them, a radio would boost everything. You have to build one now!
(Chance: 17/-34/-84% for 1/2/3 Successes, Successes needed: 7
Reward: Primitive Radios can now be made in the Electronic Workshop, raising its Income.)

[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, yes, but why stop at what you have? There is always room for improvements, even incremental ones! See what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: -67/-122/-277 for 1/2/3 Successes, Successes needed: 26
Reward: Improved Steam Engine resulting in D20's instead of D12's.)

[ ] The Movement Of Things - Part 1 - (Hydraulic/Machinery/Metallurgy)
The Vuur-Engine uses steam to power various applications via mechanical means. Said plainly: it turns a wheel. Sure, you have found some novel ways to use that, but there must be more, shouldn't there? Like driving a cart, or something similar?
(Cost: 16 Materials
Chance: 16/-37/-81 for 1/2/3 Successes, Successes needed: 7
Reward: Primitive Prototype for a train and tractor.)

[ ] Agricultural Studies - (Chemicals/Biology)
Something occurred to you the other day. While many people have the needed tools and knowledge to plant crops, there are almost no studies on why some soil is better than others or what type of irrigation is the best for what environment. There is also next to no information on how to maximize yields while minimizing the needed workers. Perhaps you could look into that?
(Chance: 12/06/-01% for 1/2/3 Successes, Successes needed: 12
Reward: Increased Income from your farms, ???)

[ ] Pneumatic Automatic Generatic - (Hydraulic/Machinery/Mechanics/Advanced Hydraulic/Advanced Machinery/Advanced Mechanics)
There are few things more unpleasant than mining. And you have been digging into a cliff for years by now. Something needs to be done about that, either by building outside or inventing tools that make mining less tiresome. Someone suggested using pneumatics, and it's not like you have anything to lose by researching this.
(Chance: 26/-05/-54% for 1/2/3 Successes, Successes needed: 12
Reward: -1 Turn per 4 turns for all Tree of Knowledge actions, +2d4+4 Miscellaneous Sales.)

[ ] Assemble The Theorists! - (Common/Advanced/Pioneer/Specific Quester Requested Theory)
Stagnation. Complacency. Fear. Those are the three things that have hampered the progress of science the most, bar none. No longer, you say! You will see to it that you will examine, nail down, and figure out the right way in which the universe works, allowing you to not only reverse engineer the wonders of past glories but build your very own! Make it so.
(Information: Either choose an example below or add a previously discussed theory with the QM's approval.
Machinery | Weapons | Armor | Mechanics | Chemicals | Medicine | Psychology | Metallurgy | Programming | Electronics | Biology | Hydraulics | Physics | Suspendium
Chance: 30/00/-30% for 1/2/3 Successes, Successes needed: 3/9/27/???
Reward: Theory of chosen subject, improved chances for research.)
[ ] Ailments Of The Mind - (Psychology)
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 - (Electronics/Weaponry)
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.)

[ ] 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))

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

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

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

[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only necessary materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal various wounds and develop advanced protocols for their customary 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)

[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-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: 3 Turns. Mutants nearby.
-SO-02: Est. Artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SO-03: Est. Artifact-grade: General Mundane-, Dice:3d2-2 per turn, Max. Yield: 6 Turns. No danger.
-SO-04: Est. Artifact-grade: General Mundane, Dice:2d2 per Turn, Max. Yield: 5 Turns. No danger.
-TOP-01 Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 5 Turns. Machines nearby.
-TOP-03 - [Locked - Security Systems Active - 6 Caretakers, 4 Sentinels, 1 Minor Bright-Lance Turret identified.]
-TW-01 - Est Artifact-grade: Rare+ [Weapons/Armor] - 3d2 per turn, Max. Yield: 5 Turns. No Danger

-Expedition - (SO-01) - (2 Turns remaining) - (House Mirn support: Y)
-Expedition - (TW-01) - (4 turns remaining) - (House Mirn support: N)

[ ] 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: 98%
Reward: 1 turn in the specified location.
Warning! If the action fails, 2% 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: 96%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 1% Chance that the Scouting Unit will take 1d6 casualties 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 know. Whether or not you can access the different libraries and other book-stores is.
(Chance: 76%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, the Scouting Unit 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? A metric shit-ton of angry Machines, that's what! PD has warned you against going there, as your scouts would have to contend with over a thousand drones!
(Chance: 74%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, the Scouting Unit 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, 22% Chance that the Scouting Unit 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? PD informed you that massive machines lie beneath, purpose unknown.
(Chance: 44%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the action fails, 31% Chance that the Scouting Unit 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. PD said the RI speculated that they are military and civilian ships. With your understanding of Suspendium, the theory that those 'ships' are not meant to be in the water has raised its head. But if that is the case, why are there no flying ships around now? You would think that something of this magnitude would have spread around the world in a heartbeat. With your new understanding of Suspendium, looting this place will prove to be very worthwhile.
(Chance: 63%
Turns: 3
Reward: Sites in The Berth are located and mapped.
Warning! If the action fails, 14% Chance that the Scouting Unit will die due to being detected and subsequently attacked)

[ ] Scout The Bonetunnels
PD informed you of a series of tunnels that run deep beneath the surface, filled with dead beings' bones and corpses. Animals, Mutants, and even Machines descend into their depths to die, leaving behind mountains of bones. What could be found here?
(Chance: 25%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the action fails, 16% Chance that the Scouting Unit will die due to being detected and subsequently attacked.)

[ ] Scout The Tenebris Library
PD informed you of the location of an ancient library, called the Tenebris by the RI. It is wholly encapsulated, and no window or light fixture illuminates the inside. Why would you build a library without lights?
(Chance: 59%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the action fails, 73% Chance that the Scouting Unit 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. PD's maps are pretty heavily corrupted, but she has provided some landmarks which may still exist.
(Chance: 08%
Turns: 4
Reward: The Zone can be scavenged.)

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

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

[X] Create The Crystal-Path - (1/3 Turns Complete)
While you have no idea how to replicate the Crystals' strange properties, it would be a good idea to create a safe-ish way to gather more without having to spend months actively preparing. Safe-houses would be a good start.
(Turns: 3
Cost: 6 Materials, 4 Faithful
Chance: 40%
Reward: +2 Tiny Shards each Turn.)

[ ] Living Quarters - Continous 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. Making this a passive effort, where you will add living space as needed and only some on the side, will allow you to focus your efforts elsewhere.
(Cost: Upkeep: 6.14 Materials
Turns: 1
Reward: No more overcrowding mali.)

[ ] 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: 0.74 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, +7.64 Materials Upkeep
Turns: 7
Reward: Improved success-chances)

[ ] 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: 8.14 Material
Turns: 4
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.)

[X] Metalsmiths Abode - (Expanded) - (2/4 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. Adding smelters, various tools, and more space for some more smiths would allow you to work with more materials and intricate creations.
(Cost: 20 Materials, Upkeep: 5.86 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made of metal, can be upgraded.)

[ ] Black Box - (Basic)
Building a Black Box (which is neither black nor a box) into the Tree of Knowledge will allow you to handle Artifacts with the care they deserve. Sterile and stocked with the best tools for the disassembly of Artifacts, putting them back together into working fashion should allow you to re-use them and learn their secrets in ways that you had not considered at the time of disassembly.
(Cost: 20 Materials, 1 Scientist, Upkeep: 4.14 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.)

[ ] Electronics Workshop
Now that you can produce electronics, you want to have as many as you possibly can. The problem is that you have to create those by hand, which is a long and complicated process, requiring oversight, expensive materials, and a clean environment. Excavating a space for a Workshop should help you in alleviating many of those problems. With the creation of the Vuur-Engine, the production of power-generators is now within your grasp.
(Cost: 40 Materials, 1 Scientist, 12 Faithful, Upkeep: 12.14 Materials
Turns: 7
Reward: +20 to all Electronics Research, 4d8 Materials Income (Technology Sale), increased Chances for Secret Of The Circuit Pt.2.)

[ ] Library - (Basic)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Digging out a large space for a few dozen rows of books would be a good start when making one within the Tree. You would also make space for a bookbinder and a printer to maintain and add to your collection and preserve originals. You can add multiple floors later.
(Cost: 26.50 Materials, Upkeep: 7.60 Materials
Turns: 8
Reward: Provides 1(one) slot for Literature Artifacts, providing a 10% Boost to their bonus.)

[ ] Assemble An Engine - (Location)
Now that you have developed a Steam Engine, you should see building them for your mines or farms. Whatever you think is more pressing or profitable. But the costs.
(Turns: 2
Cost: 85 Materials Upkeep: 4.4 Materials
Reward: Turns all D4's into D12's, increases static Income by 50% rounded down.)

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

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

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

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

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

[ ] Engine Assembly
The Tree is not suited for the industry needed to build your Fuur-Engine in any appreciable quantities, neither the forges nor the smelters. Norqod, on the other hand, can easily support such an assembly, allowing you to produce the engines cheaper while selling ordered ones. Well, once people are living in Norqod anyway.
(Requirement: Prepare Quarters, Dig Out A Marketplace
Turns: 8
Cost: 35 Materials, Upkeep: 12.75 Materials
Reward: Massive reduction to Assemble An Engine, 6d12 Materials to Technology Sales, massively increased prosperity in Norqod.)

[ ] Airship Manufactory - (Internal Use) or (External Selling)
You have found a way to fly, even if it requires the use of batteries, sails, and crystals. You only need to build the ships and decide if you wish to sell or keep them.
(Turns: 6
Cost: 40 Materials, Upkeep: 17 Materials, 2 Suspendium Shards - (Tiny)
Reward: 2 Light-Scout Airships/2d40 Income

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

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

[ ] The Union Of Herbalists - (1 Free Action)
-[ ] Institutional Knowledge
(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[ ] Study Sessions
(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(three) 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)

[ ] 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 Repairs
While PD may not like the Vanar-Feer, she has no problem using their machines and materials to repair herself. After inspecting them thoroughly, of course.
(Cost: 20.55 Materials
Turns: 2)

Heroes: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (Martyris: Choose 2 Actions, Aria: Choose 1 Action)

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

[ ] Training Is My Favorite Hobby! - (Aria)
Now that you have a Pilot, they need to know what they are doing. While learning by doing is certainly a way to go about it, Humans and Mutated's squishiness tends to block that within the Tree. Now all that is needed is to internalize the lessons.
(Trait Needed: Knight-Pilot
Turns: 6
Reward: Aria advances to (3/6) Training.)

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

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

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

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

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: The maximum amount of Faithful is created, according to the available Followers.)

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

[ ] Write In

If you spot any mistakes or have questions, 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 Christmas Miracle! Brought to you by the need to get an update out before the PC is taken to repairs within the family and unavailable for writing until the 3rd in the new year!

03.01.2021 Edit: You had 39 Materials income which I failed to include in the last posts. Had them added now.

A moratorium will be until 01.01.21 at 17:00 CET.
Voting will be closed on 03.01.21 at 17:00 CET.
Boni can be assigned until 03.01.21 at 20:00 CET.
I will roll on the 04.01.21 at 17:00 CET if no one has rolled yet.
The Interlude will be online on the 09.01.21
Updates will be online on the 14.01.21.
 
Last edited:
Rumor Mill Turn 37
Rumors:

New Defense Knight-Chapters In Tessen
Good news, everyone! Under a recent decree from the Emperor and the Royal Army, several new Defense Knight-Chapters are to be commissioned and stationed inside Tessen. New locations for their Chapter-Houses are already being scouted, and Knight orders are being set up and negotiated. The reasons listed are due to the latest evaluation of The Imperial Military Bureau and The Imperial Logistics Bureau of the outlying regions and security concerns that the Blue Lance Chapter will soon be unable to adequately defend the Region due to missing the needed numbers to do so. While some grumble that this was way overdue since the annihilation of the Shields Of Dawn a century prior to a Mutated Army, the since then peaceful nature of the Necropoli and lack of Tribal aggression had continuously de-prioritized new Chapter-Foundings. At least that oversight is now being corrected by the bureaucrats. Many are eager to know which Chapters will enter History either by entering a new Founding as Progenitor or which Noble will have the honor to lead an entirely new Chapter.

Imperial Procession
A curious sight had entered the Region the last month: an Imperial Procession of the Royal Army carrying the Emperor's banners, alongside that of the Imperial Military Bureau, and the Imperial Logistics Bureau. Though seeing as they proceeded to march straight towards the Pilgrims home, many, probably correctly, think that their presence is in conjunction with the Pilgrims reveal of an Airship which has started running routes and carrying letters around Mirn and to the Tree. The question remains: have they been told to give up what they know, or have they been told to keep it secret?

Airship
This is ridiculous. The Pilgrims may be focused on the reclamation of ancient knowledge and its propagation, seen most prominently within the newly built school, but that they managed a feat that most thought impossible is... exactly what they would do if they found out how to do such. They already cobbled together a Steam-Engine within a year, which has entered production the Empire over, without any prior experience, have earned the loyalty of an Awakened Machine-Mind, and rose to prominence within less than ten years. At this point, finding revolutionary ideas and technologies should be standard, really. Still, an Airship! Think of the possibilities if this is something viable and cost-effective reproducible!

***

Spy-Network:

The Church Of Eden is struggling to keep any formal power and connections within the Region. They are preparing to artificially up their numbers via immigrants. Simultaneously, preparations are being made to sponsor several upcoming festivals to ingratiate themselves once more within the populace. Something which could be usurped or damaged if done correctly.

The Criminal Organizations are very much not making any move right now. Something is terrifying them beyond reason. None you have been able to bribe are willing to tell or outright demand to be ferried out of the Region and to the far side of the Empire for their knowledge. You are investigating this. No progress has been made, though Needle is "On To Something!"

The Common People feel fine and are visiting the school.

The Mutated feel okay. More are visiting the night classes of the school.
 
Interlude: Flying Too High
The Capital
Imperial Palace
The Council Chamber

The chamber in which the reigning Emperor or Empress would be advised by her councilors has many myths and legends. It is said that within, all can see and hear what the average citizen in the Capital does, the information provided by ancient networks of forgotten technology. Others claim that the chamber is the single most well-secured room in the entire Empire, maybe even in the known civilized world, from any threat, including Knights and biological weapons, and a few who work inside the palace claim that within, the reigning elite of the Empire is advised by the divine wisdom of Slatnan. However, all rumors, myths, legends, hearsay, and lies fail to account that the chamber was constructed less than two centuries ago, during a palace renovation to enlarge and fortify the whole even more. While having accumulated its fair share of secrets, this new room did not contain the history of near eight-hundred years of use. The old one had to be abandoned as the foundations threatened to buckle under the constant reworking of internal machinery and electronics. The near-forgotten machines within, however, were remade and improved in a painstaking effort and sacrifice from three Forge-Clans, ensuring that future generations could still control and govern the Empire with the same efficiency and expedience as previous ones. And so it happened that within, in cooled air, hermetically sealed, under the eternal safeguard of autonomous drones, in a room which could have withstood a Bright-Lance at full power for three days, seven people met, once more deciding the fate of a nation.

Emperor Elianus sat himself down at the head of the table, still sleepy and not pleased about being woken at 3 in the morning, though quite a bit more diplomatic about his displeasure than Grefial of Jene, Marshal, and head of the Imperial Military. "What in all that is good and holy, do you think you are doing?" He bellowed in irritation, pointing at the woman sitting opposite of him. "It is three in the morning! Unlike you, some people need to sleep!" "Calm down, Grefial," Forge-Master Fibonci said in an even tone, nodding at Heria of Lapaer, the Imperial Chancellor, and Tremius of Zin, the Imperial Steward, respectively. "You know as well as everyone here that Mark wouldn't have called us if InSec hadn't found something worthwhile of our time, attention, and some sacrificed sleep." "Some? Unlike you, I need to oversee the creation of over twenty new Chapters! Do you have any idea how many Houses are petitioning me to get their lastborn in them? Or how many of your Clans are getting into a huff about the need to up production? I have gotten, maybe, five consecutive hours of sleep in the last three weeks!" Grefial retorted, sitting down and glaring at his colleague. "Yes, yes. You and I both know that I could fix that within a day with an implant. You are having an irrational fear of proven methods, which you should-," "Oh goodness," Lo-Zi groaned, placing his cup of steaming tea down, massaging his temples with the freehand. "Fibonci, please, for the sake of my poor head, do not bring that debate up again. Unlike you Claners, not everyone is so comfortable with getting implants." "Gentlemen, Ladies, please calm down," came the soft voice of Emperor Elianus, mildly annoyed at the recurring debate from his councilors. "We have convened here to discuss the findings of Mark, not to re-tread old arguments." Looking into the room and at the six people sitting at the table, the most powerful man in the northern hemisphere continued. "For that matter, what exactly is so critical as to require our undivided attention this early?" Emperor Elianus said, looking at the Internal Security leader with veiled annoyance, though no less confused about her demeanor than anyone else in the room. She had never once called a meeting with such urgency, to the point of personally gathering the Forge-Master and Chancellor. Or, as everyone thought about it to their growing interest, called any meeting.

Ignoring everyone's looks in the room, the lithe woman stood up, her grey hair forming multiple lines that snaked into the table, jacking themselves into ports, electricity arcing on them when several lights lit up. The space above the table changed with a small flicker of the woman's eyes, from the neutral green to an aggressive red, then a yellow, before cascading into a blue and white depiction of a symbol spinning above. "This," Mark spoke evenly, "is a Delta and the symbol of a new religion/ideology known as "Pilgrimage/Pilgrims/Pilger." They came to our attention eight years, five months, and nine days ago. They were classified as "Unimportant and/or Non-Violent" before settling into the region Tessen." Here, the display changed to show a map of the area in question, along with several markers for where the Pilgrims had settled and operated. "During the next eight years, they would go on to develop a unique blend of agnostic, Buddhistic, technologist, and humanistic views and philosophy. All of which can be summed up as: 'We can worry about God when there are no more people suffering.' Notable members include 'Martyris,'" here she showed a picture of a scarred human man. "The founder, who has helped substantially in the defeat of two Titan-Level threats, 'Needle,'" the image changed to show a female Mutated, her thick scaled legs being annodated with text about the calculated force she could exert and the damage she could do. "A known fugitive, mass-murderer, and torturer, who has been allowed to live due to her actions resulting in the elimination of the criminal underworld of two regions, the capture of fifteen Flesh Of Rose cultists, and several persons of interest to Inner Security. 'Turi,'" the view changed to a small-ish human woman, grinning into the camera and holding a large stack of papers. "Chief Scientist and Scholar of the Pilgrims, most notable for winning the contest for creating a steam engine despite not having had a higher education not even six years ago, and the Machine Mind known as 'Perpetual Defiance' or 'PD' for short." Here, Fibonci started grumbling about 'the fuckup that that was'. "Along with two others for which you do not have the needed security clearance." Several eyebrows lifted at that, as the only one with a higher authorization in the nation was the Emperor.

"Primary sources of income include Ashleaf-Tea and a Jewel mine," she continued, causing Lo-Zi to pause and look at his tea in surprise. "Internal concern about their usability as a stabilizer had resulted in their reclassification after they used illegally obtained blackmail to send the Church of Eden into an internal crisis over their Bishop having married an-, and produced Mutated children. However, such was quickly reversed. They proceeded to use the turmoil to gather support for several projects, including a school, aid for pioneers and colonists, feeding the poorest of a city for free, and housing for the same. They have since started to expand into other cities of the region." Mark continued, switching the display once more into a series of pictures of a Necropolis, the large tower and faint crystals seen, readily identifying it as the Forest of Rust. "A fascinating part of their faith is the emphasis of learning from the past and building upon it while avoiding their mistakes. Due to this, they have quickly found a patron in House Mirn, who has since grown in prominence in the region. Repeatedly, they have torn artifacts from the Necropoli in numbers and usability staggering and suspicious, causing several investigations whether or not they had managed to find a hidden bunker within. The single most interesting find they have made, aside from the Knight PD, is the crystal now name 'Suspendium.'" Saying this, the scene changed to the view of an innocuous crystal, unassuming and small. "Previously, this resource, growing naturally within the Forest of Rust, had been ignored, as it quickly grew brittle and disintegrated upon being detached. That is until the Pilgrims managed to separate it via the use of electricity, keeping it stable and transporting it to their home to experiment upon," Mark continued, once more changing the display, this time showing a vehicle unlike any other. "The result was this: the airship 'Proof Of Concept.'" Silence reigned as the others within the room stared at the picture, and then at Mark, before switching back and forth. Emperor Elianus, however, leaned forward, staring into the woman's eyes.

"Bitch, what?"

***

Tessen
Tree of Knowledge
Pilgrim Council Chamber

You could have cut the tension in the room with a knife, as the Pilgrim Councilors nervously sat in the chamber, staring at the three people in front of them. A woman, man, and Claner stared back impassively, each wearing a garment that would have given the single individuum enough power and legal leeway to execute anyone present without reprisal. All three together exerted an aura of invulnerability as if nothing could harm them, and given that there was a Royal Procession outside, with enough soldiers to outnumber every Pilgrim five to one, with three Knight-Chapters to boot, then it could only be justified. Casting a glance over the assembled members, the leading woman, the one heading the Royal Procession, stepped into the semi-circle, holding up her hand outstretched with the palm down, and activated a seal in her glove. Immediately, everyone heard a crackle before blue light spilled onto the floor, resolving into the likeness of Emperor Elianus of Slatnan, which spoke up: "Whosoever holds this seal speaks with my authority, my voice, and the weight behind it. To attempt to steal or misuse this seal is treason of the highest order and punishable by execution via torture." Then, the image blinked out a fast as it appeared, leaving those inside the room to stare at the space where the Emperor had just given a blank check of action to those representing him. "As you just heard," the woman calmly said into the silence, "we represent Emperor Elianus of Slatnan; may his reign be long and glorious. Unfortunately, we all may know why we are here, but tradition and law demand that I follow protocol to the letter to avoid any legal shenanigans down the line." Drawing a long breath, she began to recite something she had undoubtedly memorized the moment she was chosen as an envoy. "As is our right as the chosen representatives of the Imperial Household, the Imperial Military Bureau, and the Imperial Logistics Bureau, we have been given the legal authority to enact any trade, orders, concessions, and thereof to complete our duty to the nation, our governmental agencies, and the Emperor. Harming, obstructing, or otherwise impeding on this duty is treason and will be met as such. Do you understand?" She completed. "Yes, Ma'am," spoke the entire chamber in unison, unable to think about not responding in the affirmative.

"Good. Then let us begin as to why we are here. You are no doubt aware that your discovery of Suspendium has kicked a massive nest of unpleasantness into overdrive. Almost everyone in the know is chomping at getting samples, while those who are not are working to keep what you have discovered just that week longer under wraps. Unfortunately, seeing as you are flying around Mirn with the airship, this is doomed to fail, meaning that we have to quickly and efficiently hammer out the legal situation. You are no doubt well aware that it is within our right to swoop in, claim the resource as off-limits, and give you money as compensation for taking it from you, without you having any say?" She asked, looking into the nodding faces of the Council with a hint of boredom. "Good. Let me assure you that it won't happen unless we cannot come to a satisfactory conclusion. So, let us talk about what will happen now. You are currently the only people in the entire Empire able to produce airships and everything else needed around it. Unfortunately, letting such an important resource stay in a religion's hands is not viable unless we venture into the law's grey zones. Seeing as the imposed extraction quota handed down by the Emperor is unrealistic if we don't; Uria, if you'd please?" "Certainly, Jik," the Claner near the Imperial Representative replied, moving over to take her spot. The Imperial Military Bureau spokesperson began to unfold a large scroll attached to their hip, showing the gathered Pilgrims the document and the Imperial Military Bureau's crest at the top.

"By order of the Emperor and the Imperial Military Bureau, the noble family known as House Dall is hereby elevated to the rank of Prevter. This decision has not been made lightly, quickly, or due to political favors owed to any person or organization within the Empire, but due to the classification of the resource known as 'Suspendium' being assigned as 'Critical War-Material.' Any previous obligations, duties, and contracts of the family are hereby void and null. (Exceptions may apply to governors and assigned stewards, as well as anything needed for the continued existence of the aforementioned families holdings.) All orders of higher-ranked nobility are to be discarded, and none may be made, offered, or accepted without the approval of the IMB and the Emperor. As your new duty, and due to the nature of the resource, you are obligated to deliver five cubic-meter or 50 kilogram of Suspendium within the next two years; failure to do so will be harshly punished." All faces within the room could only stare as they read out the declaration before slowly craning towards the white face of Martyris, who now had to contend with the fact that the Emperor had personally given him an order.

"Why?"

"Because you just had to put your noses where it didn't belong. Because you are the only people in the entire world capable of building the single most influential military advantage since Walkers were invented. Because," here Jik looked very intently at Martyris, not hiding her irritation. "violently removing or bribing you would be much more costly than making it your job to get us the Suspendium. So, what will happen is that we," here she gestured at her companions, "will pretend like this whole operation won't be run by a religion, while you," she gestured at the Council, "will give the Empire what it needs for free." "Ahem," the man behind Jik said, causing her to roll her eyes. "And 'In exchange for services rendered, and due to the nature of the rank of Prevter, you will be able to negotiate the feudal contract.' Happy now, Gunter?" He grunted in reply.

***

The Very Important Negotiation​

Congratulations, dear readers! You have discovered a strategic resource, namely: Suspendium! Thanks to that, and the fact that you already had a noble amongst your ranks, the Empire did not tell you to shut up, sit down, and keep out of that particular Necropolis corner. (Which they may or may not have been able to enforce.) Instead, poor Martyris and Selene (or, more accurately, the Noble lineage they have created) have been elevated to the rank of Prevter. (Check the Glossary under Empire, Military for more information.) Meaning that you now have to acquire a certain amount of Suspendium within a specific timeframe to avoid the wrath and displeasure of the Empire.

But fret not! For where there is difficulty, there is Opportunity! Mainly because you can hash out some details for the contract's precise nature and some trading for unique possibilities. Listed below are options that either increase the contract's value or decrease it. If you wish to negotiate at all, you should aim to be as close to 0 as possible, as any -1 left adds future hooks for the Emperor to use to force you to complete anything he so wishes you to do so. The consequences for not doing so would be, well, Hero Units are not Immortal.

Current Points: 1
Current Quota: 1 Suspendium Shard - (Medium)
Delivery Time: 2 Years, or 8 Turns.
Conversion:
24 (Tiny) - 1 (Small)
20 (Small) - 1 (Medium)
16 (Medium) - 1 (Large)
12 (Large) - 1 (Big)
8 (Big) - 1 (Gigantic)
4 (Gigantic) - 1 (Titanic)
(These are not to be seen as indicative of the actual size, merely their mechanical representation and conversion therein.)

Size (Mainly for visualization, do not see it as absolute law):
Tiny = Index Finger
Small = Human Head
Medium = Large Chest
Large = Car
Big = HGV (Truck/Heavy Goods Vehicle)
Gigantic = House
Titanic = High-Rise

Proof of Concept - +1 Point
Giving the current prototype away would allow Forge-Clans to study the design and refine it for further iterations. It would also serve as a great propaganda device for the InSec to further the Imperial Cause.

All current and future research - +1 Point
You could choose to keep it for yourself, but that would accomplish little. The findings would be published anyway, but it seems that the representatives are unaware of that detail...

A slight increase in the Quota - (2 Medium) +1 Point
Offering to gather a bit more Suspendium will allow you to garner more leeway in your demands.

An increase in the Quota - (4 Medium) +2 Points
Offering to gather more Suspendium will allow you to garner more leeway in your demands.

A massive increase in the Quota - (8 Medium) +3 Points
Offering to gather much more Suspendium will allow you to garner more leeway in your demands.

An impossible increase in the Quota - (1 Large) +5 Points
Offering to gather a ludicrous amount of Suspendium will allow you to garner more leeway in your demands.

A tiny reduction in Delivery Time - (-1 Turn) - +1 Point
Reducing the period between tributes somewhat will lend you more power in these negotiations.

A reduction in Delivery Time - (-2 Turns) - +2 Points
Reducing the period between tributes will lend you more power in these negotiations.

Massive reduction in Delivery Time - (-4 Turns) - +3 Points
Reducing the period between tributes noticeably will lend you more power in these negotiations.

An impossible reduction in Delivery Time - (-6 Turns) - +5 Points
Reducing the period between tributes massively will lend you more power in these negotiations.
Forge-Clan Outpost - -2 Points
Settling various Forge-Clans approved by InSec within Norqod would decrease any potential costs of high-tech projects and allow the village to grow wealthier much faster.

Forge-District - -3 Points
Setting aside a full (future) district for the Clans to work their technological marvels would allow the Pilgrims to pursue the mysteries of the past much more aggressively. And the money that could be made off of their trade or the educational possibilities are quite attractive.

Forge-Temple - -7 Points
Straight-up asking for a Forge-Temple to be created would require a significant pull, as it is a considerable effort by a single Forge-Clan. But with the Emperor's backing, it would be trivial to set up. Furthermore, the co-operation between Mira's Chosen and the Pilgrims on technological matters would yield massive dividends, as Claners would pay to study artifacts brought back from the Forest and allow many Pilgrims to learn the mysteries of the machines much deeper.

Subsidies - -2 Points
Gathering Suspendium will be a very costly endeavour. Thankfully, the ILB is ready to give House Dall, aka The Pilgrims, a big sum of money every season so they will be able to gather the crystals. You expect it will be about 50 Materials worth of subsidies.

Increased Patrols - -1 Point
While House Dall is now responsible for the safety of Suspendium and its transport, requesting for increased patrols and a heavier guard presence is not unusual for newly formed Prevter Houses.

Guard Stations - -3 Points
Building several checkpoints and outposts to secure the countryside and warn against any potential attackers is just good sense, if only it wouldn't be so damn expensive. Luckily, the Emperor is loaded!

Chapter-House - -7 Points
A Knight-Chapter has decided that it will build its Chapter-House in the vicinity, how convenient!

Artifact Reclamation Order - -12 Points
The Holy Grail for salvagers and any noble family, this order is the magnum opus of 'finders keepers' among the Empire. In effect, it will allow the House Dall, aka Martyris and Selene, aka the Pilgrims, to claim any, and I do mean ANY, artifact found by you within the Forest. A Walker? Yours. Ancient and functional Landcrawler? Yep. G.E.C.K? Yus. Truly anything? Ye-well... exceptions apply to WMD's like Plague Pods, Antimatter Warheads, Grey Goo, essentially, things the Pilgrims have no interest in keeping or creating.
(Warning: Military Artifacts will be requisitioned in times of war if they are understood and not one-use in nature. You retain control but would be required to march, tunnel, drive, or fly under the Empire's orders.)
(Your scouts point out that the Berth likely holds Pre-Collapse Airships, one of which you could claim.)
***​

AN: Bleh, I don't like this update one bit. Too small, not enough substance, and the characters within didn't want to click in my head. I hope that it was at least fun or bearable to read, and I will try to write a better regular update.

Btw, choosing the massive reduction in time and/or increase in supply will unlock special projects to do so. Doing so won't be cheap, and you will be scrambling to get your Trail upgraded as fast as possible to keep up, but it will be feasible. I wouldn't give you the options otherwise.

Moratorium until the 10.01.21, at 17:00 CET.
Voting will be closed on the 12.01.21, at 17:00 CET.
Update on the 14.01.21, at 17:00 CET.
 
Last edited:
Turn 37; Year 8; Month 9; Goverment Contracts, Festivals, And Ghillies
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

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

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

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

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

6.) In exchange, they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the Artifact
--2.) It does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, 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 grounds for exile without 8.a.1. coming into effect.
-a.) Murder
--1.) attempted or otherwise
-b.) Psychological Torture
-c.) Physical Torture
-d.) Rape
-e.) Conspiring to do any of the crimes listed here

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

Origin: Humanism:
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree; 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 we should see death. Their Journey had been one of the countless experiences of hundreds of chance encounters, a life lived changing the world, others, and themselves each passing day. And what we see as an end is not truly one, for their actions live on in our own. Those they helped are still out there, remembering them, acting in ways that they would never have been able to, had the dead not decided to share what they had, to offer a hand in aid. Their Journey may 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: 717
-Faithful: 16/24
--2 General Scientists - +12 to assigned research
--1 General Doctor - +6 against diseases and Medical/Biological research
-Followers: 693 (93 unoccupied)
--Recruitment: (+19 per turn)
---(13 Due to: The Codex Mk.1)
---(2 Due to: Daycare)
---(4 Due to: Poor-House - (Mirn, Tessen))

-Dead: 1 (Suzuki - Combat - Infection)

Materials: 216.90(min. +38.84, max. +133.84 per Turn.)

Income = 130.86-225.86 Materials:
13.86 = Followers
2.00 = Miscellaneous Sales
4.00 = Taxes From Norqod
7.00-13.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
2.00-7.00 = Brothel 'Consensual' - (Mirn)
3.00-12.00 = Print Shop - Smut
12.00-15.00 = Iron Mine
23.00-32.00 = Silver Mine
48.00-81.00 = Jewel Mine
5.00-20.00 = Ashleaf-Nursery
5.00-14.00 = Black Root

Upkeep = 92.02 Materials:
12.85 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk)
6.10 = 6 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen(Normal), 1x Strul(Normal)) - (-0.40 Due to Buying Goods In Bulk)
0.60= 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
1.46 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
4.80 = 2 Poor-Houses - (Mirn, Tessen) - (-0.15 Due to Buying Goods In Bulk)
0.55 = Brothel 'Consensual' - (Mirn) - (+0.55 Due to Guardians For Hire)
2.50 = Print Shop - Smut
4.60 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.49 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.90 = Medical Wing - (-0.15 Due to Buying Goods In Bulk)
1.87 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.23 = Storerooms - Expanded - (-0.15 Due to Buying Goods In Bulk)
3.19 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
0.80 = Blacksmiths Abode - Basic - (-0.15 Due to Buying Goods In Bulk)
7.45 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +4.40 Due to Steam Engine)
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
40.00 = Taxes

Goodwill: 28.45 (+0.39 per turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+0.01 = 1 Small Hospice
+0.06 = 1 Expanded Hospice
+0.20 = Poor-House - (Mirn, Tessen)
+0.05 = School - (Big) - (Mirn)
+0.01 = Brothel 'Consensual' - (Mirn)
-0.02 = Print Shop - Smut

Piety: 83% (+30 to all rolls for Heros with the Adjudicator Trait)
Rolls (-9):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-1 (Daycare)
-3 (Electric Lights)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
+4 (Followers, +1 every 150)
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: ???

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

House Ulatarn
Opinion: Friendly (1)
Plans: ???

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

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

Military
Opinion: Neutral (0)
Plans: Suspendium.

The Bureau For Imperial Civilian Logistics
Opinion: Neutral (0)
Plans: Getting Suspendium.

Church of Eden
Contact: N/A
Opinion: Unfriendly (-1)
Influence Inside Tessen: 553
Plans: They are preparing to artificially up their numbers via immigrants. Simultaneously, preparations are being made to sponsor several upcoming festivals to ingratiate themselves once more within the populace. Turns remaining: 3. Expected growth in Influence: 5d100+250
Information Network: Rank 2.
Boni: +15 on all Diplomatic rolls

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

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
Information Network: Rank 1.
Mood: Feel fine and are visiting the school.

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

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

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friendly (1)
Plans: Open Approval.

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/75 Members/Reliable Mercenary Company)
Plans: On Contract
-The Scavenger Organizations (Leader: ???/??? (???)/??? Members)
Plans: ???
-???

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Information Network: Rank 1.
Plans: Very much not making any move right now, as something is terrifying them beyond reason. You are investigating this.

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

The Mutated:
Opinion: Friends (2)
Plans: Live.
Information Network: Rank 1.
Mood: Feel okay. More are visiting the night classes of the school.

General Opinion on Mutated: Open Racism (0)
Artefacts
Common
Glaive - 2.04 - +5 to Common Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Common Armor
Reinforced Shield - 2.23 - +5 to Common Armor
Mechanical Pencil - 1.95 - +5 to Common Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 to Common Armor
Chocolate Recipe - 1.03 - +5 to Common Chemicals
Hygienic Instructions- 1.31 - +5 to Common Medicine
Chainsword - 1.24 - +5 to Common Mechanical
"Obedience And You - Training People!" - 1.34 - +5 to Common Psychology
How-To Romance Novel - 1.85 - +5 to Common Psychology
"4D Rectangle" - 0.88
Food Preservatives - 1.15 - +5 to Common Chemicals
Self Help Booklet - 1.18 - +5 to Common Psychology
Elaborate Costume - 0.63
Ancient Torah - 0.44
Antibiotics - 1.26 - +5 to Common Medicine
Beer Recipe - 1.41 - +5 to Common Chemicals
Farsight Lense - 0.73
Well Kept Clothes - 0.97
Fluid Dynamics - 1.47 - +5 to Common Physics
Rare Pigments - 0.49
Rare
Treaty On Brainwashing- 5.26 - +20 to Common Psychology
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Lightweight Alloy - 5.22 - +20 to Common Metallurgy
Armor Piercing Ax - 5.49 - +20 to Common Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
Textbook On Cellular Theory - 5.47 - +20 to Common 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 Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Industrial Electric Foundry - 9.64 - +20 to Advanced Electronics
Turbine Coolant System - 8.88 - +20 to Common Hydraulics
Alloy Ingots - 6.95 - +20 to Common Metallurgy
"The Dreamers Guide" - 8.05 - +20 to Common Psychology
Hardened Touchscreen - 5.32 - +20 to Advanced Electronics
Holographic Sights 6.48 - +20 to Advanced Weapons/Electronics
Scale-Plate 6.62 - +20 to Advanced Armor
Unique Lattice Shields 6.98 - +20 to Advanced Armor/Metallurgy
Compacted RIOT-Weapons 7.31 - +20 to Advanced Weapons/Mechanics
Lost Tech
Gutted Core - 17.04 - +50 to Physics/Engineering/Psychology
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma torch - 18.40- +50 to Advanced Physics
Forgotten Diary - 19.24 - +50 to Advanced Psychology
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Helmet- 17.22 - +50 to Advanced Armor
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube- 20.00 - +50 to All Physics/All Machinery/All Hydraulic/All Engineering/All Programming/All Metallurgy/All Electronics
Physic Theorems - 18.32 - +50 to All Physics
"Night-Fun/Sleep" Pills - 19.09 - +50 to All Chemicals
Scaled Armor - 17.00 - +50 to Advanced Armor
Flexible Circuitry - 19.04 - +50 to Pioneer Electronics
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Advanced Machinery
Electric Collars/Shackles/Implants - 19.72 - +50 to Advanced Psychology/Advanced Electronics/Pioneer Medicine/Pioneer Biology
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)

-Sandcrete Recipe
An ancient recipe that was used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can spend 12.5 Materials on reducing building times of one building by 1(one) Turn, per Turn by adding [Sandcrete] to said action.)

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

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

-Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death" is inscribed in the middle of the blade. PD connected to the sword and immediately exclaimed ownership over the zweihänder. Her explanation was: "Every woman needs a fun toy, and this thing is one!"
(2d40+30 Damage, cannot equip a shield.)
Military
Units (3/3)
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: Trained (3/6) - (+5 to the first two rolls in the next Combat.)
Breakpoint: 2/6 size remaining in Combat
Equipment:
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 Turns.
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
Traits: Advanced Coordination (All Pilgrim Units gain a +4 co-ordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below.)
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 - (+5 to the first two rolls in the next Combat.)
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 (0.45 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.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 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. 0.04 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 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), Advanced Coordination (All Pilgrim Units gain a +4 co-ordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below.)
Upkeep: 0.48 Materials per Turn, max. of 0.15 Materials per Combat.

***​

Knight - Perpetual Defiance
Equipment
-Ghillie (Standardized): (Melee) If the stealth-roll has a difference of 20 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a 20 or higher difference, you gain one extra stealth attack.
+0.3 Armor per Size, 0.45 Materials per Size (2 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. 3.10 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. 0.12 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.20 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 Turns. 4.30 (6/6) 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. 0.04 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.04 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. 0.6 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield or equipment. 0.03 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. 0.12 (6/6) Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.17 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.85 Materials per (6/6) Unit.
Unique/Notable Assets
-Ashleaf Tea - +15 to Diplomacy
Elemental Feline Kitten - Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (17/60 Growth) - (5d4)
1x Black Root - (3d4+2)
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins - (2d4+1)
1x Inn - (Eye of the Beholder) - (2d4+4)
1x Brothel 'Consensual' - (2d4-1)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (1d4+9)
1x Silver Mine - (Mined) - (3d4+16)
1x Jewel Deposit - (Mined) - (3d12+45)
Holdings
Temple Holding: Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked.
Cons: Buildings take one extra Turn to mine and set up.

Desalination Basins - Seep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 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.

Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.
Village Holding: Norqod
Prosperity: Non-Existent

Mood: Average

Permanent Inhabitants: Some
-Tendency: Small Uptick

Security: Non-existent

Features:
-Basic Quarters

Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
Heroes
Martyris Dall
Prevter 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

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.)

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

Mutated Wife - Prevter Selene Dall
Well, she is back to her usual self, if a bit more conscious about her surroundings, and has started participating a bit more in the militia's drills. But for all that, she is still marked by her experience, even if she doesn't want to be. Her sex drive has not suffered the least bit during all this, so at least she can relax that way? Or during your night-walks, the stars are much clearer above the Tree than in the city.

Child: Lady Silvia - Mutated Girl - 1-Year-Old
Your first child! She is, in every aspect, perfect! Her legs and ears are like her mother's, even if her fur is entirely obsidian. She has two horns growing above and swinging around her head in a tiny semi-circle, looking like a regal crown with the spikes atop (even if it makes putting a shirt on a pain), framing her golden hair. She does have a relatively long tail, furred like a Sweden forest cat (the fur is obsidian again), which means you need to get a tailor for her pants. Her laughing and smiles melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. She is also blind, which makes teaching her how to read and defend herself a real challenge. Where are you going to get braille books and learn to read them so you can teach her? And what weapons do the blind use? Her first word had been 'Dada.' You'll never let Selene live that one down. She took her first step!

Founder, And First Arbitrator
You have founded the Pilgrims and were appointed as the Arbitrator, the final voice in any argument, and a watcher for those who would turn the Pilgrims against their ideals. Hopefully, you will prove the trust placed in you right.
(This Hero will add the Piety bonus/malus to all his rolls. Relax is not needed.)
Aria
Aria, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance
Health: 6/6
Armor: 1/1 Armor
Training: Squire (2/6) (-5 to Initiative)
Breakpoint: 4/6
Equipment:
-Dagger: 1 Damage per size (1 total)
-Leather Armor: +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 Rules:
-Uses the stats of PD in Combat until she is destroyed.

Traits:
Mutated:

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

Mutation: "???" - Silver Arcs - (2/10):
Aria has metallic gray hair can do little more than move about, generate mild electric shocks, and vibrate to create simple tones. They also provide an ill-defined extra sense that mainly seems to cause mild headaches, or at least that's all that Aria has been able to discover. But maybe there is more?
(+4 to all rolls made with PD.)

Knight-Pilot:
You have joined the illustrious Elite of the world, one where the entry is life-long service, and the exit is at the end of a weapon. Yours will be a life of war, death, and struggles, bringing hope to despairing hearts, rallying flagging defenders, and protecting those in your shadow. Do not stumble, for the consequences are grave.
(+5 to all rolls after using a Knight in Combat.)

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

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

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

To Fling A Light:
Sometimes? Sometimes being willing to help is not enough; doing all you can do will fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You will gladly fling a light into the future, at the cost of your life.
(???)
The setting sun set the horizon ablaze with color, making reds vie with yellows, oranges, blues, black, purple, indigo, and a thousand hues, as two people sat and watched the display with absent gazes. The man on the right looked exhausted, both mentally and physically, while the woman on the right seemed only tired and resigned. "If someone told me five years ago that I would have a child, a man, the title of Prevter, and a direct mandate from the Emperor... I would probably have asked for some of the stuff they were doing," Selene admitted, looking over the scene, though both of her ears were angled backward towards Siliva. The Fractal that had been found within the Forest had taken a liking to her daughter. Seemingly intent on teaching the child how to speak its language if the sounds of cracking glass and the child's laughs and attempts were anything to go with. "If someone told me ten years ago that I would found a religion, recover more Artifacts than I ever dreamed about, get to marry a noble and an amazing wife and father the best child, I, too, would have asked the same," Martyris replied, resting his head against Selene's shoulder, causing her to relax.

"Flattery may get you everywhere, but not today," Selene replied, chuckling, before taking a sip of the tea in her hands. "What happened in the negotiation?" Righting himself, Martyris rubbed a hand over his face before groaning. "They offered us an ARO," was all he said, eliciting a small 'oh' from Selene before both elapsed into silence only disrupted by the laughter of Silvia and the Feline's cricks. "What did they want in exchange," Selene asked after a few minutes of blissful calm, making her husband straighten up. "Nothing. They offered it for free, though massive political favors in the future would have been unavoidable. Some councilors thought that would have been unacceptable and thought out a plan to make sure that we could get it without doing so. So, they proposed selling the Proof, all research we had and would make, along with halving the time and giving them a house-sized chunk of crystal for the quota. Others... were less than amused. They thought that the ARO would not be worth the difficulty in establishing a safe-route and the costs of doing so. Getting a Forge-District, Subsidies, and Guard Stations around Norqod and the Tree was a much better plan, as it would allow us to grow that much quicker. Things nearly got heated, with some... choice words. That Gunter, the ICLB representative, had said that we would own all Artifacts, implying not just the ones we dug up, was not helping. Thankfully, he later specified that the ARO would only apply to the ones we would dig up, with exceptions to WMDs, but no-one had any interest in keeping those."

"Hah," Selene said, letting out a humorless chuckle. "I would be concerned if there was!" "Yes, I would be too. All in all, they were probably among the two most stressful days of my life." Patting him on the back before hugging her husband once more, Selene smiled at him. "Hey, look at the bright side of it all. Now that we are Prevters, next to no-one will try to set up an arranged marriage between their scions and with Silvia." Said toddler punctuated her statement with a loud and happy laugh, making both look at her rolling around the floor, a grumpy Feline held in her hands. "Yeah, that might be the best thing that happened all season, if you word it that way." Martyris jokingly admitted, a silent pride and love filling both his and his wife's frame as they both watched their only child enjoy life as only an innocent child could.

***​

Marxcim would start beating people. He had promised himself he would be calm and rational, like an ordinary person. Then the Council had lost their minds.

The building efforts had gone very smooth, with little upsets, so he had at least something. The Soup-Kitchen in Strul had finished on schedule, adding yet another node in the growing network of logistics for the Pilgrims to manage, yet also allowing them to reach out to more people. In the same vein, the Poor-House in Tessen finally completed, even with some struggles as the stone prices had risen sharply before dropping some months back. The house would allow many of the poorest to get their feet back under them and had also helped with polishing the Pilgrim's image, leading to the COE almost vanishing from the capital. Contracts with various manufacturers for needed parts and non-perishables for the Crystal-Path were chugging along wonderfully. Simultaneously, the raising of a Wall around Norqod proceeded with all haste, Sandcrete making his head race with potential applications and his notebooks filled with designs. The storeroom expansion moved ahead of schedule, filling up with goods, food, and water, even as newly arriving blacksmiths, smelters, and metalworkers started competing for space to store their needed materials. Not even the preparations for an upcoming attempt to push into TOP upset the schedule that much, though the required caravans for PD's repairs put some strain on the roads. Well, paths, but he could change that in the future.

Considering all that, he should be in a fantastic mood! Until you factored in that the fucking Council decided that they needed the Crystal-Path ready and able to move a damn house worth of material from the Crystal Garden! And that they needed to do so over only a year, every year! Had they lost their minds? This was the Forest of Rust, a Necropolis, not the local cavern filled with star-shrooms!

Well, at least they had been sensible enough to give him some time to prepare and hopefully would finish the old design first. At least then he would have something to work off of.

Politicians, Marxcim continued to grumble.

***​
!!!CRITICAL WARNING!!!
The Hangar was almost empty, as most people had not yet woken, and those who still walked were those who had to work in the night. Mechanics inspected the deliveries of Vanar-Feer that had arrived the day prior, rechecking them against lists, ensuring that they were adequately secured, or moved them into position to be attached to PD later in the day. A few other Pilgrims milled about, discussing some news they heard or enjoying the quiet and cool breeze of the starting day, while occasionally glancing at Aria, who was talking to PD if the Knights' slight movements were any indication. Most likely about her plans to go to the week-long festival in Mirn.
!!!REPEAT: PANOPTICON AT 0.001% CHARGE!!!
"You never heard of the Glory-Week?" Aria asked in surprise after her friend had admitted confusion to her excitement. "How can you not know that? Pretty much everyone is talking about it; you even were part of the last one! You know, the small celebration we threw where you allowed people to write blessings and well-wishes on your Armor!" Aria, there is a difference between being part of a celebration and knowing the full history behind it. All that was explained to me, and all I could glean, was that people were pretty drunk four days before, that you had a day to celebrate Knights and Knight-Pilots, and most people returned the next three days hungover and grumpy. Humming in reply, Aria began to look over the slowly increasing bustle below as people shook off their sleep and the day-crew started to arrive. "How to explain," she began to murmur in a low voice before snapping with her left hand while letting her hair slowly follow her movements as if suspended. "Okay, so. The Glory-Week is an eight-day long celebration of the armed forces of the Empire-," There are only seven days in a week.PD interrupted. "Yes, the last day is more or less tacked on depending on where you are. It is a celebration of the auxilia, the foreigners, and Mutated that fight for the Empire. You can see that some regions wouldn't want to have a day dedicated to our and their honor. Anyway, each day is dedicated to a specific branch, theming the festivals held that day and pretty much giving members of that branch a day where they do not lack drink, food, or companions. The first day is dedicated to the Militia, those that ensure the safety of us all in day-to-day life. Their celebrations include using old and nearly broken weapons and using them in tournaments until they fall apart, with those whose weapons remain whole after winning the "battle" being painted green to show that they didn't go all out. The second is to the First Line Regiments, those who will be the shield wall holding the line in battle. Their celebrations are focused on feats of strength, like wrestling, boxing, or shield-bash."
!!!EVACUATE IMMEDIATELY!!!
Shield-Bash? PD interjected, silently archiving Arias's passionate lecture. "It is a team game between two ten-people teams, whose goal is to use woven interlocking shields to either push the other team out of the arenas bounds or push the line such that their shields break. Anyway, the third is for the cavalry, the glory-seekers that are the hammer to the infantries anvil, tearing apart the rear and seeding chaos. Races and animal shows are hosted here, with many Lizard-Breeders showing off their stock in hopes of attracting customers. The fourth is for the Crossbowmen, the ones that rain death from above. Games of skill and precision, like sharpshooting, trick shots, and similar, are held. But the best day is always the fifth, as it is for Knights and their pilots," she continued, patting the exterior Armor of PD, to the Knights grumbling about smudges in her new coat of paint over that section. "A bit more somber than the days before, but no less enjoyable. Like you and I found out last year, that day revolves around giving the people a chance to meet those protecting them against the Horrors of the Dark. They get to see Knights up close and personal, being allowed to paint murals, sentences, their hands in either positive or negative print, and similar things on the Pilot and Knight."
!!!CRITICAL WARNING!!!
Sounds like a huge security risk. PD remarked, thinking about the many ways in which a saboteur could damage or kill a Knight and Pilot, respectively. "Well, there are security checks involved, and guards are nearby. And it isn't like the Pilots don't wear their Armor with see-through helmets; adding to that, the Knight-Armor for painting is carefully chosen for being difficult to sabotage. But honestly, I have never heard of any incident beyond some drunk thinking it is funny to paint on boobs or place a handprint on a butt. Considering that the Pilot can punch the offender, those incidents are rare." Aria paused for a moment, her hair slightly arcing with a faint light, before adding in a low voice, "or encouraged, depending on the Pilot's mind." Huh. Why would the Pilots even do so? And how did this tradition even evolve? There was nothing like that back in the RI.
!!!REPEAT: PANOPTICON AT 0.001% CHARGE!!!
Continuing along her circular route around PD, Aria thought for a moment before her hair crackled with a snap of electricity, making the woman focus once more. "Reminders. For both the people and the Pilots. The people see that, for all the legends, stories, myths, and glorification surrounding the Knight-Pilots, they are still human. Inside the enormous machines that eviscerate Mutants and turn Machines into so much scrap, there is still a man or woman doing it all and that they are therefore fallible. The Pilots are harshly reminded that day, when hundreds, if not thousands, paint upon their Armor and Knights, which they have to wash themselves mind, that their duty of protection is not to a mass of anonymous faces. They protect people." Somber. A good practice. The Knight mumbled before focusing on Aria again.
!!!EVACUATE IMMEDIATELY!!!
"Yes, but it also serves as a way to give thanks. People paint their hands onto the Knights and Pilots to simplify, 'I am here because you made it possible' or to ease the burden of guilt when people died, and they were unable to prevent it. The Pilots get to see and read what the people paint upon their Knights and Armor, the paintings of them bringing hope, writings of religious, philosophical, or personal importance. They are reminded that they make a difference out there, every day, and act as a spring of hope," Aria finished, looking into PD's primary sensor-cluster. That explains much. But if this is so, why are you going into the city when the "Glory-Week" is coming up? You spent it here last time. "Oh, that is because there is something glorious happening this year!" She responded, her eyes lighting up while a grin crept up her lips.
!!!CRITICAL WARNING!!!
"Do you know there had been news about several new Chapters being founded in Tessen? They finished their selection process for the applicants and decided to have them be sworn in! They will deliver their Pledge, have a huge parade, everyone will put out all the stops! Imagine! A Chapter is being born, and everyone will be able to witness!" Damn, that does sound interesting. But isn't that a bit too fast? I mean, wasn't there a project to expand the sewers in the Region, and they took several years to do so? PD responded, silently lamenting that she no longer had any drones to see the event in person. "Well, that was public works, so they would take their time getting it right and capable of holding up for a few centuries. Creating a Chapter is much simpler than that; mostly, it takes money and a few veterans." Aria said, before looking around as her hair once more snapped with electricity. "Hey, do you know where that buzzing is coming from?"
!!!REPEAT: PANOPTICON AT 0.001% CHARGE!!!
What buzzing?
***​

PD and Turi discuss the new developments in the Airship project while mentioning how the Ghillies are already being assessed for possible use in stealth-units. There should be a note about how the Units are being trained for an upcoming push into TOP-03 and Turi's worry that people will die.

Stealth was paramount within the Forest, as engaging with animals, Mutants, and Machines would often result in injuries and deaths. Injuries, which could only provisionally be mended in most cases, the blood spilled, attracting scavengers and hunters alike. Deaths cause not only friction within groups far behind anything that could be called "friendly" but also reduce the carrying and fighting capacity of those diving into a necropolis or ruin. That the bodies also attract attention did not need to be said, though it often was mentioned in passing that none who die within the Forest need a burial. The Necropolis claims its due, feeding, growing, and expanding, as all Necropoli did, on the death of those daring to enter their domains. Good stealth was as critical as a good weapon, a genuine friend, and a sturdy backpack for many Scavengers. For those that thought it wasn't? Well, there are the bold scav's and the old. Never both.

And seeing as the Pilgrims would sooner, rather than later, try to pry Suspendium out of the Forest regularly, Turi had, successfully, petitioned that she and her team would be allowed to pursue further such research. While she would also focus on the Propulsion Project, her primary focus and concern had been with the "Ghillie Project," as people had started to call it. Named after the ancient suits often used by infiltrators and snipers in the books that had survived, it seemed logical to follow the same principles. Of course, some adjustments needed to be made, like Armor, not dying of heatstroke after an hour, being effective, and all that. Aided was the effort by using ancient beakers, which allowed much finer adjustments and measuring than those available for purchase, among a curious effect of refusing to be painted. The paints did not take to the beakers, though it was most likely an old lacquer mixture that the Pilgrims could not produce, so the curiosity was set aside for much more critical issues.

The suit not only needed to be able to be adjusted on the fly but also have it so that it retained its effectiveness. No small task, as with slight changes in the environment, new colors and patterns were needed to sell the illusion, alongside blocking the people's scent. Difficult, though not insurmountable, especially once PD managed to crunch the numbers to allow the researchers to look at hard data. Dozens of variants were produced and tested; some failed on the drawing boards, others when the costs for making them made commissioning a Forge-Clan for such much cheaper. Of the few that made it to live testing, three failed to meet the standards and goals set, while another two had the unfortunate failure of trapping heat within, making the final two designs those that would have to do. They were, by anyone's definitions, uncomfortable to wear. However, subsequent iterations had removed most of the irritating part without sacrificing stealth and would need to be cleaned thoroughly after using them within the Forest.

The project with the Propulsion proceeded relatively smoothly in comparison. Much of the work was not focused on producing prototypes, but the theory and numbers behind them, as a lack of an airship made the production of such a moot point. Though the prototypes would be called up and implemented once a new airship would be completed. The ideas and designs for better maneuverability and speed had been varied, as had been their intended use on airships. For the Scout-Class type that the Proof had been, electrical propellers were deemed the best, the weight not enough to put a strain on the service-ceiling and offering enough speed to outpace any sail-based designs easily. For the hypothetical Diplomat and Cargo-Classes, a heavily downscaled steam engine had been determined to, probably, work best. There would be a need to carry fuel, but unless Jewel-Batteries could be procured for cheap, their price prohibiting their use within Pilgrim produced airships. The expected amount of Suspendium and the raised effectiveness, and thus service-ceiling, would allow the added weight to be easily justified. A few charts had been made for the unlikely use of liquid fuel, but that would most likely remain a pipe-dream and only viable for the military.

Still, they could dream of the day that fleets of airships raced across the sky, bringing goods, people, news, and soldiers to far off places within days instead of weeks or months. One could even cut the time between Tessen and the Capital short several weeks by using sail-based propulsion, so who could know what the future may hold? Or what changes it would bring.

***​

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)

[ ] Suborn The Festivals
Well, well, well, what do we have here? The COE trying to once more worm their way into the people's gratitude by sponsoring various festivals and celebrations? You can't have that! (Literally, as it would undo a lot of work you have done in the past year.)
(Cost: 75 Materials, 1.4 Goodwill
Chance: 49%
Reward: 1d10 Goodwill, 2d100 COE Damage, no Influence gain for the COE.)

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

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

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

[ ] Establish A Soup-Kitchen - (Choose City) - (Not Mirn)
Another soup-kitchen allows you to feed more people, which also makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per Turn, unlocks further actions, COE loses 1d50 Influence)

[ ] Establish Soup-Kitchens (Bulk)(Ularn/Tessen)
Now that you have a soup kitchen, it is time to expand them to cover the city. About three more should give you a solid base for future expansions and provide your other ventures with places to attach.
(Turns: 3
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d6 Recruits, +0.04 Goodwill per Turn, 1d3-1 Goodwill, 3d40 COE damage.)

[ ] Establish A Poor-House - (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)

[ ] Expand You Poor Houses - (Choose City)
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. Get to expanding what you have built; the work is not done.
(Turns: 3
Chance: 42%
Cost: 15 Materials, Upkeep: +5 Materials
Reward: Poorhouse - (Expanded), +1 Permanent Recruitment, COE loses 3d30 Influence, +0.15 Goodwill per Turn.)

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

[ ] 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 the Pilgrims can realize their ambitions. Do it so.
(Cost: 96.75 Materials, +0.40 Materials Upkeep to all buildings
Turns: 3
Reward: 2d20 Followers, +3% Piety, -2 to Piety rolls. COE loses 2d25 Influence.)

[ ] Build Another 'Consensual' - (Choose City)
You would charge an entry fee from patrons while leaving the workers alone to make their deals themselves. Creating a safe place for people to ply this trade, offering medicine, sanitary facilities, and guards would help out those who chose this path or make use of it. People sell their labor and time for money, so punishing those whose work is sex is crazy.
(Turns: 2
Cost: 6 Materials
Reward: 'Consensual,' 2d40 COE damage,+0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)

[ ] Build Upon A 'Consensual' - (Mirn)
Unexpectedly, the brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex-labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Cost: 20 Materials, Upkeep: 6 Materials
Reward: Upgraded 'Consensual,' 1d20 COE damage,+0.02 Goodwill, +3d4 Income for the Consensual.)

[ ] 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. (1 Action Locked)

[ ] Access, Denied.
"Having a religious entity, whose direct involvement in month-long unrest has been widely acknowledged, sponsor several festivals and celebrations would send troubling signals to other, less peaceful, religions. Some may even try to incorporate violence into their day-to-day preachings and teachings! House Tessen must stop such; even if their intentions are pure, the fallout may well not be." - Excerpt Of The Letter To House Tessen, First Draft.
(Cost: 1 Major Favor - (House Tessen)
Reward: 2d500+150 COE Damage, no Influence gain for the COE.)

[ ] 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, The Bureau For Imperial Civilian Logistics), 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)

[X] Infiltrate Part 1 - (Military) - (1/3 Turns Complete)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade. This step is mostly focused on laying the groundwork for future expansions and won't get you any detailed information. It is also nothing more than paying some people to pass on rumors, which is pretty much standard practice within Slatnan and won't raise too many eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Cost: 3 Materials
Turns: 3
Chance: 80%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)

[ ] Infiltrate Part 2 - (Choose Faction)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, though, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Cost: 12 Materials
Turns: 2
Chance: 55%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Church Of Eden, Criminal Organizations.
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, Criminal Organizations.
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: 75%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)

[ ] Attack TOP-03 - (Choose Unit/s) - (Choose Enemies you will try to draw into fighting)
Now that you know what you will be attacking, you have to strike.
(Chance: 60%
Reward: Combat Round Initiated.)

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

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

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

[X] Build An Armory - (Expanded) - (2/3 Turns Complete)
Having a building for your arms and armor, where people can swiftly outfit themselves and be ready for defensive or offensive action against attackers, is just plain common sense. You feel that this is the maximum of a militia you could operate without raising suspicion.
(Turns: 3
Cost: 9 Materials
Reward: Can supply and equip 6 Units. Unlocks further actions)

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

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

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

[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but instead, take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize them in a military unit.
(Cost: X(Equipment) Materials, 0.5 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)

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

Learning: Knowledge is Power. (Choose 2 Actions)(Artifacts can be attached to one learning action to provide the inherent bonus but are consumed unless unique buildings are present)(Scientists must now be assigned to provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] will add 1(one) Success to 1(one) active research.)

[ ] Optical Camouflage - (Advanced Chemical/Advanced Biology)
Invisibility is not something that someone without a mutation can achieve. By studying patterns, how various Machines and Mutants perceive their environments, and building upon previous successes, the Pilgrims Scholars are confident that they can create the best self-made stealth clothes on this side of the equator. Considering that there is only a few island down-under, that is a severe boast.
(Chance: 08/-52/-112% for 1/2/3 Successes, Successes needed: 12
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, replaces Ghillies(Standardized))

[ ] Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Having a method to keep the ship afloat for extended periods is needed should you decide to follow that path of development. Getting bags of Suspendium to stay charged for extended periods will be the first step.
(Needed: Suspendium Shard - Tiny
Cost: 7.55 Materials
Chance: 66/55/44 for 1/2/3 Successes, Successes needed: 2
Reward: Gain Suspendium Bags, allowing a much higher lift rate, at the cost of flammability.)

[ ] Pressurized Suspendium - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than trying to get more Suspendium inside a flammable bag which can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding.
(Needed: Suspendium Shard - Tiny
Cost: 5 Materials
Chance: -98/-187/-276 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium, allowing a much higher rate of lift in exchange for instability.)

[ ] Cargo Transporters - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
With the proof that you can now fly, you now need evidence that airships can move heavy loads around without falling prey to any aerial threats.
(Needed: 4 Suspendium Shards - Tiny
Cost: 10 Materials
Chance: 08/-20/-48 for 1/2/3 Successes, Successes needed: 5
Reward: Gain Light Cargo Airship)

[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
The Empire covets very few things as good steel. Many have desired it from Knights to armor and weapons, construction materials, or base components, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning how to make quality steel on your own would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: -20/-87/-234% for 1/2/3 Successes, Successes Needed: 7
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)

[ ] Coke - (Common Chemicals)
Coke is used ubiquitously within the Empire for all kinds of tasks, but primarily for steel creation. You should figure out how to produce the Coke yourself; it would make Upkeep cheaper for many things.
(Chance: 64/52/40% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), all Steam Engines, and Steel Foundry, increased Chances for all Steam Engine research.)

[ ] 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! PD shared some insight here.
(Chance: 34/15/-10% for 1/2/3 Successes, Successes needed: 13
Reward: Unlocks/Upgrades Base Action, Unlocks Learning Action, +20% Piety.)

[ ] Primitive Radios - (Electronics/Advanced Electronics)
Perpetual Defiance mentioned offhandedly that 'the frequencies are surprisingly clear.' causing a near revolt by Turi, trying to get PD to spill all she knew about radios and how they worked. Even though she could not provide much more than 'the basics' as she called them, a radio would boost everything. You have to build one now!
(Chance: 17/-34/-84% for 1/2/3 Successes, Successes needed: 7
Reward: The Pilgrims can now make primitive Radios in the Electronic Workshop, raising its Income.)

[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, yes, but why stop at what you have? There is always room for improvements, even incremental ones! See what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: -67/-122/-277 for 1/2/3 Successes, Successes needed: 26
Reward: Improved Steam Engine resulting in D20's instead of D12's.)

[ ] The Movement Of Things - Part 1 - (Hydraulic/Machinery/Metallurgy)
The Vuur-Engine uses steam to power various applications via mechanical means. Said plainly: it turns a wheel. Sure, you have found some novel ways to use that, but there must be more, shouldn't there? Like driving a cart, or something similar?
(Cost: 16 Materials
Chance: 16/-37/-81 for 1/2/3 Successes, Successes needed: 7
Reward: Primitive Prototype for a train and tractor.)

[ ] Agricultural Studies - (Chemicals/Biology)
Something occurred to you the other day. While many people have the needed tools and knowledge to plant crops, there are almost no studies on why some soil is better than others or what type of irrigation is the best for what environment. There is also next to no information on how to maximize yields while minimizing the needed workers. Perhaps you could look into that?
(Chance: 12/06/-01% for 1/2/3 Successes, Successes needed: 12
Reward: Increased Income from your farms, ???)

[ ] Pneumatic Automatic Generatic - (Hydraulic/Machinery/Mechanics/Advanced Hydraulic/Advanced Machinery/Advanced Mechanics)
There are few things more unpleasant than mining. And you have been digging into a cliff for years by now. Something needs to be done about that, either by building outside or inventing tools that make mining less tiresome. Someone suggested using pneumatics, and it's not like you have anything to lose by researching this.
(Chance: 26/-05/-54% for 1/2/3 Successes, Successes needed: 12
Reward: -1 Turn per 4 turns for all Tree of Knowledge actions, +2d4+4 Miscellaneous Sales.)

[ ] Assemble The Theorists! - (Common/Advanced/Pioneer/Specific Quester Requested Theory)
Stagnation. Complacency. Fear. Those are the three things that have hampered the progress of science the most, bar none. No longer, you say! You will see to it that you will examine, nail down, and figure out the right way in which the universe works, allowing you to not only reverse engineer the wonders of past glories but build your very own! Make it so.
(Information: Either choose an example below or add a previously discussed theory with the QM's approval.
Machinery | Weapons | Armor | Mechanics | Chemicals | Medicine | Psychology | Metallurgy | Programming | Electronics | Biology | Hydraulics | Physics | Suspendium
Chance: 30/00/-30% for 1/2/3 Successes, Successes needed: 3/9/27/???
Reward: Theory of chosen subject, improved chances for research.)
[ ] Ailments Of The Mind - (Psychology)
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 - (Electronics/Weaponry)
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)
Humanity lost much knowledge during the Fall, 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.)

[ ] 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.)

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

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

[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only necessary materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal various wounds and develop advanced protocols for their customary 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)

[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-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: 1 Turns.
-SO-02: Est. Artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SO-03: Est. Artifact-grade: General Mundane-, Dice:3d2-2 per turn, Max. Yield: 6 Turns. No danger.
-SO-04: Est. Artifact-grade: General Mundane, Dice:2d2 per Turn, Max. Yield: 5 Turns. No danger.
-TOP-01 Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 5 Turns. Machines nearby.
-TOP-03 - [Locked - Security Systems Active - 6 Caretakers, 4 Sentinels, 1 Minor Bright-Lance Turret identified.]
-TW-01 - Est Artifact-grade: Rare+ [Weapons/Armor] - 3d2 per turn, Max. Yield: 4 Turns. No Danger

-Expedition - (SO-01) - (1 Turn remaining) - (House Mirn support: Y)
-Expedition - (TW-01) - (3 turns remaining) - (House Mirn support: N)

[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions, so you can either use it to feed your research or airship production or gather a buffer of Suspendium should you be cut off for one reason or another.
(Cost: 65 Materials (Reduced to 15 Materials if Harvesting Equipment is bought.)
Chance: 40%
Reward: 2d6 Tiny Suspendium Shards, increased to 1 Large Suspendium Shard if Commission Harvesting Equipment has been completed, or this action has been taken once.
Warning: If this action fails, 2d60 Pilgrims will die. Boni, Traits, and Tenets apply.)

[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth sending an expedition to a location, either due to its low yield or quality.
(Chance: 99%
Reward: 1 turn in the specified location.
Warning! If the action fails, 2% 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: 99%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 1% Chance that the Scouting Unit will take 1d6 casualties 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 know. Whether or not you can access the different libraries and other book-stores is.
(Chance: 82%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, the Scouting Unit 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? A metric shit-ton of angry Machines, that's what! PD has warned you against going there, as your scouts would have to contend with over a thousand drones!
(Chance: 76%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, the Scouting Unit 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, 18% Chance that the Scouting Unit 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? PD informed you that massive machines lie beneath, purpose unknown.
(Chance: 51%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the action fails, 28% Chance that the Scouting Unit 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. PD said the RI speculated that they are military and civilian ships. With your understanding of Suspendium, the theory that those 'ships' are not meant to be in the water has raised its head. But if that is the case, why are there no flying ships around now? You would think that something of this magnitude would have spread around the world in a heartbeat. With your new understanding of Suspendium, looting this place will prove to be very worthwhile.
(Chance: 67%
Turns: 3
Reward: Sites in The Berth are located and mapped.
Warning! If the action fails, 13% Chance that the Scouting Unit will die due to being detected and subsequently attacked)

[ ] Scout The Bonetunnels
PD informed you of a series of tunnels that run deep beneath the surface, filled with dead beings' bones and corpses. Animals, Mutants, and even Machines descend into their depths to die, leaving behind mountains of bones. What could be found here?
(Chance: 28%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the action fails, 15% Chance that the Scouting Unit will die due to being detected and subsequently attacked.)

[ ] Scout The Tenebris Library
PD informed you of the location of an ancient library, called the Tenebris by the RI. It is wholly encapsulated, and no window or light fixture illuminates the inside. Why would you build a library without lights?
(Chance: 63%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the action fails, 68% Chance that the Scouting Unit 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. PD's maps are pretty heavily corrupted, but she has provided some landmarks which may still exist.
(Chance: 13%
Turns: 4
Reward: The Zone can be scavenged.)

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

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

[X] Create The Crystal-Path - (2/3 Turns Complete)
While you have no idea how to replicate the Crystals' strange properties, it would be a good idea to create a safe-ish way to gather more without having to spend months actively preparing. Safe-houses would be a good start.
(Turns: 3
Cost: 6 Materials, 4 Faithful
Chance: 40%
Reward: +2 Tiny Shards each Turn.)
-[ ] Upgrade: Meeting Quota
Well, now that you have promised it, you need to keep your word and get the required Suspendium safely out of the Forest. Preferably without any deaths. This includes hiring Adventurers, Scavengers, Builders, etc., to fortify, tunnel, and patrol "safe" routes to and from the Crystal-Garden to harvest the Suspendium.
(Choosing this option after the Crystal path has been built will see it operating and gathering Crystals as if running normally.
The requirement for completion: Commission Harvesting Equipment
Turns 4
Cost: 120 Materials, Upkeep 8 Materials
Chance: 45%
Reward: 4 Medium Suspendium Shards each Turn.)

[ ] Living Quarters - Continous 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. Making this a passive effort, where you will add living space as needed and only some on the side, will allow you to focus your efforts elsewhere.
(Cost: Upkeep: 6.14 Materials
Turns: 1
Reward: No more overcrowding mali.)

[X] Storerooms - Grand - (1/3 Turns Complete)
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: 0.74 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, +7.64 Materials Upkeep
Turns: 7
Reward: Improved success-chances)

[ ] 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: 8.14 Material
Turns: 4
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.)

[X] Metalsmiths Abode - (Expanded) - (3/4 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. Adding smelters, various tools, and more space for some more smiths would allow you to work with more materials and intricate creations.
(Cost: 20 Materials, Upkeep: 5.86 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made of metal, can be upgraded.)

[ ] Black Box - (Basic)
Building a Black Box (which is neither black nor a box) into the Tree of Knowledge will allow you to handle Artifacts with the care they deserve. Sterile and stocked with the best tools for the disassembly of Artifacts, putting them back together into working fashion should allow you to re-use them and learn their secrets in ways that you had not considered at the time of disassembly.
(Cost: 20 Materials, 1 Scientist, Upkeep: 4.14 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.)

[ ] Electronics Workshop
Now that you can produce electronics, you want to have as many as you possibly can. The problem is that you have to create those by hand, which is a long and complicated process, requiring oversight, expensive materials, and a clean environment. Excavating a space for a Workshop should help you in alleviating many of those problems. With the creation of the Vuur-Engine, the production of power-generators is now within your grasp.
(Cost: 40 Materials, 1 Scientist, 12 Faithful, Upkeep: 12.14 Materials
Turns: 7
Reward: +20 to all Electronics Research, 4d8 Materials Income (Technology Sale), increased Chances for Secret Of The Circuit Pt.2.)

[ ] Library - (Basic)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Digging out a large space for a few dozen rows of books would be a good start when making one within the Tree. You would also make space for a bookbinder and a printer to maintain and add to your collection and preserve originals. You can add multiple floors later.
(Cost: 26.50 Materials, Upkeep: 7.60 Materials
Turns: 8
Reward: Provides 1(one) slot for Literature Artifacts, providing a 10% Boost to their bonus.)

[ ] Assemble An Engine - (Location)
Now that you have developed a Steam Engine, you should see building them for your mines or farms. Whatever you think is more pressing or profitable. But the costs.
(Turns: 2
Cost: 85 Materials Upkeep: 4.4 Materials
Reward: Turns all D4's into D12's, increases static Income by 50% rounded down.)

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

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

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

[X] Build A Wall - (2/8 Turns Complete)
Being put into the unique position of building a village has created the need for a wall enveloping its whole. Better start building; this could take a while, especially if you want to have sound construction.
(Turns: 8
Cost: 11.50 Materials
Reward: A Wall, increased DC for attacking the Tree, 1/4 requirements built.)

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

[ ] Engine Assembly
The Tree is not suited for the industry needed to build your Fuur-Engine in any appreciable quantities, neither the forges nor the smelters. Norqod, on the other hand, can easily support such an assembly, allowing you to produce the engines cheaper while selling ordered ones. Well, once people are living in Norqod anyway.
(Requirement: Prepare Quarters, Dig Out A Marketplace
Turns: 8
Cost: 35 Materials, Upkeep: 12.75 Materials
Reward: Massive reduction to Assemble An Engine, 6d12 Materials to Technology Sales, massively increased prosperity in Norqod.)

[ ] Airship Manufactory - (Internal Use) or (External Selling)
You have found a way to fly, even if it requires the use of batteries, sails, and crystals. You only need to build the ships and decide if you wish to sell or keep them.
(Turns: 6
Cost: 40 Materials, Upkeep: 17 Materials, 2 Suspendium Shards - (Tiny)
Reward: 2 Light-Scout Airships/2d40 Income

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

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

[X] The Union Of Herbalists - (1 Action Locked)
-[ ] Institutional Knowledge
(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (1/8 Turns Complete)
(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 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(three) Turns)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)

[ ] Criminal Organisations - (1 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)

[X] Forge Clan Vanar-Feer - (1 Action Locked)
- [ ] Made To Order
(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples of this.)
-[X] Commission Repairs - (1/2 Turns Complete)
While PD may not like the Vanar-Feer, she has no problem using their machines and materials to repair herself. After inspecting them thoroughly, of course.
(Cost: 20.55 Materials
Turns: 2)
-[ ] Commission Harvesting Equipment
Since you have a quota now, you need the tools to meet it, meaning that Vanar-Feer will be getting a pretty big order from you. Producing it on your own would be viable but much more costly.
(Cost: 30 Materials
Reward: Allows the harvesting of massive amounts of Suspendium.)

Heroes: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (Martyris: 2 Actions Locked [Military, Tree of Knowledge], Aria: Choose 1 Action)

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

[ ] Training Is My Favorite Hobby! - (Aria)
Now that you have a Pilot, they need to know what they are doing. While learning by doing is certainly a way to go about it, Humans and Mutated's squishiness tends to block that within the Tree. Now all that is needed is to internalize the lessons.
(Trait Needed: Knight-Pilot
Turns: 6
Reward: Aria advances to (3/6) Training.)

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

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

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

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

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: The maximum amount of Faithful is created, according to the available Followers.)

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

[ ] Write In

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

Another short update. :(

A moratorium will be until 17.01.21 at 17:00 CET.
Voting will be closed on 19.01.21 at 17:00 CET.
Boni can be assigned until 19.01.21 at 20:00 CET.
I will roll on the 20.01.21 at 17:00 CET if no one has rolled yet.
Updates will be online five days after rolling.
 
Last edited:
Rumor Mill Turn 38
Rumors:

New Defense Knight Chapter-Houses To Be Built Shortly
In typical fashion, once the IMB gets going, there is no stopping it from rolling over everything and everyone. New sites have been marked, and patrols are starting to eradicate any nasties that have nestled there. Workers are drafted, materials bought and tallied, while architects and military planners alike wage war upon each other to get their designs approved without any changes others foolishly believe critical. While those new sites will help keep any bandits and gribbles off the streets and routes, some are rather grumpy about the fact that such projects always seem to be completed within a year, while sewers or new expansions to cities often take up to decades. Bah, what do these idiots know about proper building anyway?

New Prevter House Declared
It comes as no surprise that the Imperial Procession would talk shop with the Pilgrims about whatever issue needed them to arrive. That such talks have now sent the Scavenger Guilds and Organizations into disarray over an ARO, the Nobles over the creation of a Prevter House, and the Military into a feeding frenzy for the newly dubbed "Suspendium" resource inside the Forest Of Rust is par for the course. The one thing that many have taken from this is something else, however; namely that very soon, airships could become commonplace, maybe even replace land-travel entirely! These are exciting times we live in!

Party Upon Another's Pockets
Few things are as fun festivals, fewer when those same are paid for by another! And we are in luck, as both the Pilgrims and the Curch of Eden have had the same thought: sponsoring the upcoming festivals for Low Summer! In a battle of legal and monetary means, both religions fought quite viciously with each other over the honor of paying for our food, drink, and enjoyment. A battle which the Pilgrims ultimately won, meaning that all we could enjoy came directly from them as bureaucrats sent the COE away. So, cheers! And cheers to the Pilgrims!

***

Spy-Network:
InSec: MOTHERFUC-
The Church Of Eden is struggling to keep any formal power and connections within the Region. They are preparing to artificially up their numbers via immigrants. Your efforts to subsume the festivals they wanted to sponsor have given fruit! The people enjoyed the respite from their lives, praised the Pilgrims, and were merry! The COE is not amused.

The Criminal Organizations are not making any move right now, though Needle uncovered what has them unnerved. See the next Update.

The Common People are happy about the festivals and enjoy the reprieve from their lives.

The Mutated feel okay. Many are visiting the night classes of the school.
 
Turn 38; Year 9; Month 0; Of Nightmares, Treasures, And Power Armor
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

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

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

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

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

6.) In exchange, they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the Artifact
--2.) It does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, 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 grounds for exile without 8.a.1. coming into effect.
-a.) Murder
--1.) attempted or otherwise
-b.) Psychological Torture
-c.) Physical Torture
-d.) Rape
-e.) Conspiring to do any of the crimes listed here

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

Origin: Humanism:
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree; 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 we should see death. Their Journey had been one of the countless experiences of hundreds of chance encounters, a life lived changing the world, others, and themselves each passing day. And what we see as an end is not truly one, for their actions live on in our own. Those they helped are still out there, remembering them, acting in ways that they would never have been able to, had the dead not decided to share what they had, to offer a hand in aid. Their Journey may 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: 736
-Faithful: 17/25
--2 General Scientists - +12 to assigned research
--1 General Doctor - +6 against diseases and Medical/Biological research
-Followers: 711 (86 unoccupied)
--Recruitment: (+19 per turn)
---(13 Due to: The Codex Mk.1)
---(2 Due to: Daycare)
---(4 Due to: Poor-House - (Mirn, Tessen))

-Dead: 1 (Suzuki - Combat - Infection)

Materials: 178.90(min. +25.21, max. +124.21 per Turn.)

Income = 132.22-231.22 Materials:
14.22 = Followers
2.00 = Miscellaneous Sales
4.00 = Taxes From Norqod
7.00-13.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
2.00-7.00 = Brothel 'Consensual' - (Mirn)
3.00-12.00 = Print Shop - Smut
12.00-15.00 = Iron Mine
23.00-32.00 = Silver Mine
48.00-81.00 = Jewel Mine
6.00-24.00 = Ashleaf-Nursery
5.00-14.00 = Black Root

Upkeep = 106.71 Materials:
12.70 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk)
6.10 = 6 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen(Normal), 1x Strul(Normal)) - (-0.55 Due to Buying Goods In Bulk)
0.60= 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
1.46 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
4.80 = 2 Poor-Houses - (Mirn, Tessen) - (-0.15 Due to Buying Goods In Bulk)
0.55 = Brothel 'Consensual' - (Mirn) - (+0.55 Due to Guardians For Hire)
2.50 = Print Shop - Smut
4.60 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.49 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.90 = Medical Wing - (-0.15 Due to Buying Goods In Bulk)
1.87 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.23 = Storerooms - Expanded - (-0.15 Due to Buying Goods In Bulk)
3.19 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
5.86 = Metalsmiths Abode - (Expanded) - (-0.15 Due to Buying Goods In Bulk)
7.45 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +4.40 Due to Steam Engine)
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)
10.46 = Unit Upkeep
40.00 = Taxes

Goodwill: 30.44 (+0.39 per turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+0.01 = 1 Small Hospice
+0.06 = 1 Expanded Hospice
+0.20 = Poor-House - (Mirn, Tessen)
+0.05 = School - (Big) - (Mirn)
+0.01 = Brothel 'Consensual' - (Mirn)
-0.02 = Print Shop - Smut

Piety: 83% (+30 to all rolls for Heros with the Adjudicator Trait)
Rolls (-9):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-1 (Daycare)
-3 (Electric Lights)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
+4 (Followers, +1 every 150)

Suspendium: 0 Shards (1 Medium needed in 6 (six) Turns.)
Conversion:
24 (Tiny) - 1 (Small)
20 (Small) - 1 (Medium)
16 (Medium) - 1 (Large)
12 (Large) - 1 (Big)
8 (Big) - 1 (Gigantic)
4 (Gigantic) - 1 (Titanic)
(These are not to be seen as indicative of the actual size, merely their mechanical representation and conversion therein.)

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

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

House Ulatarn
Opinion: Friendly (1)
Plans: ???

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

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

Military
Opinion: Neutral (0)
Plans: Suspendium.

The Bureau For Imperial Civilian Logistics
Opinion: Neutral (0)
Plans: Getting Suspendium.

Church of Eden
Contact: N/A
Opinion: Rivals (-2)
Influence Inside Tessen: 476
Plans: Struggling to keep any formal power and connections within the Region. They are preparing to artificially up their numbers via immigrants. Your efforts to subsume the festivals they wanted to sponsor has given fruit! The people enjoyed the respite from their lives, praised the Pilgrims, and were merry! The COE is not amused.
Information Network: Rank 2.
Boni: +15 on all Diplomatic rolls

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

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
Information Network: Rank 1.
Mood: Happy about the festivals and enjoy the reprieve from their lives.

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

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance/Make Cheaper Medicine.
Factions:
- Foundation (Neutral (0)/48% Control/Cheaper Actions)
-Healers (Ally (3)/56% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friendly (1)
Plans: Open Approval.

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/75 Members/Reliable Mercenary Company)
Plans: On Contract
-The Scavenger Organizations (Leader: ???/??? (???)/??? Members)
Plans: ???
-???

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Information Network: Rank 1.
Plans: They are under orders from InSec to bar any further attempts at assassinations and infiltration while preventing the Nek-Ne's Tribes attempts at Bio-Warfare with the Iguaio-Virus.

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

The Mutated:
Opinion: Friends (2)
Plans: Live.
Information Network: Rank 1.
Mood: Feel okay. Many are visiting the night classes of the school.

General Opinion on Mutated: Open Racism (0)
Artefacts
Common
Glaive - 2.04 - +5 to Common Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Common Armor
Reinforced Shield - 2.23 - +5 to Common Armor
Mechanical Pencil - 1.95 - +5 to Common Mechanics
Chocolate Recipe - 1.03 - +5 to Common Chemicals
Hygienic Instructions- 1.31 - +5 to Common Medicine
Chainsword - 1.24 - +5 to Common Mechanical
"Obedience And You - Training People!" - 1.34 - +5 to Common Psychology
How-To Romance Novel - 1.85 - +5 to Common Psychology
"4D Rectangle" - 0.88
Food Preservatives - 1.15 - +5 to Common Chemicals
Self Help Booklet - 1.18 - +5 to Common Psychology
Elaborate Costume - 0.63
Ancient Torah - 0.44
Antibiotics - 1.26 - +5 to Common Medicine
Beer Recipe - 1.41 - +5 to Common Chemicals
Farsight Lense - 0.73
Well Kept Clothes - 0.97
Fluid Dynamics - 1.47 - +5 to Common Physics
Rare Pigments - 0.49
Cracked Lenses - 0.35
Ancient Music Instruments - 0.42
Instant Noodle Recipe - 0.94
Rare
Treaty On Brainwashing- 5.26 - +20 to Common Psychology
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Lightweight Alloy - 5.22 - +20 to Common Metallurgy
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
Textbook On Cellular Theory - 5.47 - +20 to Common 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 Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Industrial Electric Foundry - 9.64 - +20 to Advanced Electronics
Turbine Coolant System - 8.88 - +20 to Common Hydraulics
"The Dreamers Guide" - 8.05 - +20 to Common Psychology
Hardened Touchscreen - 5.32 - +20 to Advanced Electronics
Holographic Sights 6.48 - +20 to Advanced Weapons/Electronics
Scale-Plate 6.62 - +20 to Advanced Armor
Unique Lattice Shields 6.98 - +20 to Advanced Armor/Metallurgy
Compacted RIOT-Weapons 7.31 - +20 to Advanced Weapons/Mechanics
Tactical Hud Frame - 6.49 - +20 to Advanced Armor/Programming
Armored Autoinjector 5.89 - +20 to Advanced Armor/Medicine/Chemicals/Biology
Cracked Bright-Lance Lense 7.21 - +20 to Advanced Weapons/Physics
Lost Tech
Gutted Core - 17.04 - +50 to Physics/Engineering/Psychology
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma torch - 18.40- +50 to Advanced Physics
Forgotten Diary - 19.24 - +50 to Advanced Psychology
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Helmet- 17.22 - +50 to Advanced Armor
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube- 20.00 - +50 to All Physics/All Machinery/All Hydraulic/All Engineering/All Programming/All Metallurgy/All Electronics
Physic Theorems - 18.32 - +50 to All Physics
"Night-Fun/Sleep" Pills - 19.09 - +50 to All Chemicals
Scaled Armor - 17.00 - +50 to Advanced Armor
Flexible Circuitry - 19.04 - +50 to Pioneer Electronics
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Advanced Machinery
Electric Collars/Shackles/Implants - 19.72 - +50 to Advanced Psychology/Advanced Electronics/Pioneer Medicine/Pioneer Biology
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)

-Sandcrete Recipe
An ancient recipe that was used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can spend 12.5 Materials on reducing building times of one building by 1(one) Turn, per Turn by adding [Sandcrete] to said action.)

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

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

-Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death" is inscribed in the middle of the blade. PD connected to the sword and immediately exclaimed ownership over the zweihänder. Her explanation was: "Every woman needs a fun toy, and this thing is one!"
(2d40+30 Damage, cannot equip a shield.)
Military
Units (3/6)
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: Trained (3/6) - (+5 to the first two rolls in the next Combat.)
Breakpoint: 2/6 size remaining in Combat
Equipment:
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 Turns.
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
Traits: Advanced Coordination (All Pilgrim Units gain a +4 co-ordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below.)
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 - (+5 to the first two rolls in the next Combat.)
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 (0.45 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.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 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. 0.04 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 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), Advanced Coordination (All Pilgrim Units gain a +4 co-ordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below.)
Upkeep: 0.48 Materials per Turn, max. of 0.15 Materials per Combat.

***​

Knight - Perpetual Defiance
Equipment
-Ghillie (Standardized): (Melee) If the stealth-roll has a difference of 20 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a 20 or higher difference, you gain one extra stealth attack.
+0.3 Armor per Size, 0.42 Materials per Size (2 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. 2.78 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. 0.07 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.16 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 Turns. 4.19 (6/6) 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. 0.03 Materials per Unit.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.03 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield or equipment. 0.02 Materials per (6/6) Unit.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.11 (6/6) Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.14 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.80 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 64.70 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 9.03 Materials per (6/6) Unit.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores armor, 5.83 Materials per (6/6) Unit.
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor, 3.44 Materials per (6/6) Unit.
Unique/Notable Assets
-Artifact Reclamation Order
Ashleaf Tea
- +15 to Diplomacy
Elemental Feline Kitten - Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (18/60 Growth) - (6d4)
1x Black Root - (3d4+2)
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins - (2d4+1)
1x Inn - (Eye of the Beholder) - (2d4+4)
1x Brothel 'Consensual' - (2d4-1)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (1d4+9)
1x Silver Mine - (Mined) - (3d4+16)
1x Jewel Deposit - (Mined) - (3d12+45)
Holdings
Temple Holding: Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked.
Cons: Buildings take one extra Turn to mine and set up.

Desalination Basins - Seep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 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.

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

Laboratory - 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.

Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.
Village Holding: Norqod
Prosperity: Non-Existent

Mood: Average

Permanent Inhabitants: Some
-Tendency: Small Uptick

Security: A Wall

Features:
-Basic Quarters

Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims
Health: 4/6 (-2 permanent)
Armor: 56/56 Armor
Training: Trained (3/6)
Breakpoint: Unbreakable
Equipment:
-Spear: 1 Damage per size (1 total)
-Obstacle (Prototype): Power Armor: +56 Armor, -50 on stealth rolls, 9.53 Upkeep.
-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

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.)

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

Mutated Wife - Prevter Selene Dall
Well, she is back to her usual self, if a bit more conscious about her surroundings, and has started participating a bit more in the militia's drills. But for all that, she is still marked by her experience, even if she doesn't want to be. Her sex drive has not suffered the least bit during all this, so at least she can relax that way? Or during your night-walks, the stars are much clearer above the Tree than in the city.

Child: Lady Silvia - Mutated Girl - 1-Year-Old
Your first child! She is, in every aspect, perfect! Her legs and ears are like her mother's, even if her fur is entirely obsidian. She has two horns growing above and swinging around her head in a tiny semi-circle, looking like a regal crown with the spikes atop (even if it makes putting a shirt on a pain), framing her golden hair. She does have a relatively long tail, furred like a Sweden forest cat (the fur is obsidian again), which means you need to get a tailor for her pants. Her laughing and smiles melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. She is also blind, which makes teaching her how to read and defend herself a real challenge. Where are you going to get braille books and learn to read them so you can teach her? And what weapons do the blind use? Her first word had been 'Dada.' You'll never let Selene live that one down.

Founder, And First Arbitrator
You have founded the Pilgrims and were appointed as the Arbitrator, the final voice in any argument, and a watcher for those who would turn the Pilgrims against their ideals. Hopefully, you will prove the trust placed in you right.
(This Hero will add the Piety bonus/malus to all his rolls. Relax is not needed.)
Aria
Aria, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance
Health: 6/6
Armor: 1/1 Armor
Training: Squire (2/6) (-5 to Initiative)
Breakpoint: 4/6
Equipment:
-Dagger: 1 Damage per size (1 total)
-Leather Armor: +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 Rules:
-Uses the stats of PD in Combat until she is destroyed.

Traits:
Mutated:

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

Mutation: "???" - Shimmering Thunderbolts - (3/10):
Aria has metallic gray hair can do little more than move about, generate mild electric shocks, and vibrate to create simple tones. They also provide an ill-defined extra sense that mainly seems to cause mild headaches, or at least that's all that Aria has been able to discover. But maybe there is more?
(+6 to all rolls made with PD.)

Knight-Pilot:
You have joined the illustrious Elite of the world, one where the entry is life-long service, and the exit is at the end of a weapon. Yours will be a life of war, death, and struggles, bringing hope to despairing hearts, rallying flagging defenders, and protecting those in your shadow. Do not stumble, for the consequences are grave.
(+5 to all rolls after using a Knight in Combat.)

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

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

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

To Fling A Light:
Sometimes? Sometimes being willing to help is not enough; doing all you can do will fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You will gladly fling a light into the future, at the cost of your life.
(???)
The study of Lady Silvia Maranica looked like one might suspect it would. Fine tapestries and thick rugs decorated the room, displaying ancient and recent history or plain good taste. Trophies, glassware, books, memorabilia, costly drinks, and a finely wrought chandelier illuminating it all fought for the attention of those sitting within, though never to the point of gaudiness. Indeed, all within had been carefully placed and arranged, no piece out of order to show off what a storied life the room's owner had lived. And said owner was currently deep in papers brought to her through channels which officially did not exist, to discuss news and developments that never happened, awaiting orders or clarifications from a woman that was as far removed from Inner Security as one could be, silently fuming between anger, rage, and horror. The reports had started innocently enough, some information about who had an affair with whom, what functionary had been bribed for what end, which guards would need to be vetted for the next festival. At this point, things were routine for the woman sitting behind her desk, no report or action needing her direct intervention or attention beyond a non-existent stamp on nothing at all.

Then things started to go from boring but needed to new and dangerous. That the Tribes in the Wastes were fighting hard was not unknown to Maranica, or the organization she had no ties to, but who they were fighting for what reason had been, at least for her. Two things that had been revealed in short order and slowly trickled down to regional agents who were on a need-to-know basis. Simultaneously squads of assassins and Black Ops personnel, which appeared on no pay-roll, went out to prove that the trust and money placed in, on, within, and around them was well placed. To say that they failed would be an understatement and false at the same time.

Whatever the Nek-Ne had done to themselves, it was horrific and deserving of nothing short of loathing, what they were doing to the other Tribes, especially their civilian populace, more so. Somehow, this Tribe of fanatics had uncovered an ancient laboratory producing genetic modifications intended for use within super-soldiers common in the Ancient Times. Seeing the rapid transformation of a Mutated Spiritual and Political Leader into an engine of destruction, one whose form mirrored that of their Goddess could only have one outcome. In short order, the Tribe went onto a war-path against everyone and everything, uncaring about any rules the Tribes had honored since they began to roam, only caring about killing or inducting everyone they could find. Those who had the misfortune to refuse to join or were unable to be modified ended up in two ways: the one in which the modification failed, reducing their brains into barely coherent rotten biomatter, causing insanity and madness in short order. On the other, they died screaming, either due to torture for the Tribes amusement, as food for them, alive or not, and as subjects for experiments for some unholy purpose. All the while, they ground forwards, killing anyone without taking losses they could not replenish, dismantling even Knights, mercenary they might be, without taking the horrendous losses, they should have suffered.

And they were six months out from reaching Tessen.

No wonder that Lady Maranicas superiors were silently panicking, trying to throw both material and bodies at those few Tribes still resisting in support while attempting to weaken the Nek-Ne with strategic and tactical assassinations, sabotage, and other diversionary plans. That only resulted in many useful assets being killed, eaten, or worse, infuriating, as each dead operative represented decades of training and indoctrination being wasted within a single moment, terrifying, as they were among the best killers the Empire had available.

The news from within the cities was much less encouraging than the short-lived triumphs eeked out by the non-hostile Tribes up north. Somehow, the Nek-Ne had managed to induct people within the cities to their cause and, shortly but brutally, waged a shadow-war with the criminal organizations. They had disregarded their attempts at poorly thought out plans to muscle in on their turf until their doctors and medics had had the time to study and dissect the bodies of the grotesquely mutated Humans among the attackers. It took them only a few days to go into a near panic at what they had found. Unlike the InSec, the criminals did not have the additional information of the Tribals finding and applying mutagenics to themselves. Instead, they had to rely on the symptoms of those they had dissected. Rotten brains, hyper-muscle growth, internal combustion or rupturing of organs, dilution of blood, and a slew of other symptoms had them conclude that those that had attacked them suffered from the Iguaio-Virus. An ancient Bio-Weapon, occasionally dug up and used when two nations or one fanatical religion went to war. Horrific in every sense of the word, and the only saving grace was that its mortality-rate far outstripped the infection-rate. No-one in their right mind, not even the scum of the world, would be happy to let such a virus spread.

Maranica rubbed her temples in exasperation and exhaustion. The fact that the criminals were preparing for such an infection to spread was commendable, though they would need to be guided before they let something slip and caused panic amidst the people. Sighing, Maranica reached for the papers required to bring them to heel before stopping as her hand hovered over the report from Selene. Smirking, she began to open it, thinking that work could wait a few minutes as she read up on her favorite maid-turned-Prevter.

'Oh, hey,' she thought. 'Seems like Needle figured out the same as we did. Lost a damn good operative with that one.' She hummed while reading through the transcript provided by Selene. After intently reading the section about Little Silvia, she glanced over the rest of the report. 'Huh, Airships. And pretty intact war-versions too. Neat.' She continued reading and discarded the news after finishing it.

Then she froze.

Slowly, she picked the papers back up, flipping to the last page, the one where an offhand sentence idly touched on things that should never see the light of day.

***​

You are Dorn Maranica, currently supervising the preparations for the seasonal Maranica Family get-together. At the moment, you are in the unenviable position of deciding on the color of the candles due to the send-off of your youngest grandson to a newly build Knight-Chapter. Maroon would be the classical choice, giving him a sense of stability and consistency in this send-off from his home, but maybe you should go for-CRASH!

"MOTHERFUCKER!"


Ah, that was your lovely wife.

She was punching a wall.

Again.

You sigh, gesturing to a butler to get the plaster.

Again.

***​

"GAH!" Aria screamed, shooting up from her provisional bed, dagger clutched in her left hand as she rapidly looked around the cockpit, sweat covering her while rapidly breathing, her eyes wide and pupils fully dilated.
!!!CRITICAL WARNING! PANOPTICON HAS FAILED!!!
Another nightmare? PD's voice softly rang out as the light slowly brightened within. Aria slumped back onto the floor, deliberately taking deeper breaths, hands over her eyes, with the dagger discarded at her left. "Yes," she eventually said after a minute, having gotten control over herself once more, looking slightly uncomfortable in her now damp clothes. "Somehow, worse than the last one." She continued, lifting herself to sit on the Piloting Chair. Do you want to talk? PD offered, gradually beginning to boot up the various screens and systems within herself in preparation for a new day. It is the fifth in a row now. She continued as her cameras fed the cockpit with real-time information and a high-resolution view of PD's surroundings in the temporary safe-spot within the Forest.
!!!DEPLOYING COUNTERMEASURE ZETA-ZETA-ZETA!!!
"Yes," Aria replied with a tired voice, rubbing the last traces of her uneasy sleep from her eyes as her hair slowly untangled itself and shook silently, the electricity within absent. With practice motions, she began to pull up various reports and feeds on surrounding cameras bought for this purpose, trying to read them before stopping even to pretend like her mind hasn't been elsewhere the entire time with a sigh. "I was... there... again—that place. With the thousand thousand windows, with impossible eyes watching me, judging me, refusing to let me leave."
!!!DEPLOYING...DEPLOYING...DEPLOYING...DEPLOYED!!!
"But it had changed," she continued, as her heart-rate started to climb. "Now, there were cracks within the walls, eyes bleeding like so much water upon sin," Aria said, running a hand through her hair. "There was a rustling of leaves, as whiteness crept around everything, consuming it, changing the watchers into things too beautiful, yet horrendous."
!!!AWAITING CONFIRMATION...STAND BY...STAND BY...CONFIRMATION RECEIVED!!!
"And then, as it began, so too did it end like silence upon a dead grave robbed of dignity. The eyes returned, fewer in number and grieving; the walls no more than thin barriers that would only need a single push to crumble."
!!!PANOPTICON RE-ESTABLISHED!!!
That... sounds horrific. PD spoke, concern and worry about her friend in her voice. Maybe you should see a doctor about those dreams? There could be an issue you don't know about, and it may be too late once it manifests. Rubbing the bridge of her nose, Aria deeply inhaled before slowly exhaling again.
!!!LEAKAGE: MINIMAL!!!
"Agreed. But let us focus on the day ahead first, okay? There is a long stretch of road to clear, and we haven't even started."
An Eye Opens.
Understood.
A Sleep Ends.
***​
Harbinger Rises.
Mountain Arlat
Weather Station #2
Early Morning.

"And So, This Cycle Ends."
The weather stations atop mountain Arlat had long been established as a warning system to prevent storms or freak weather, staffed by specially trained and daring members of the Imperial Academy due to the constant attacks of Airborn Mutated to attack said stations. Currently, those within prepared for a shift-change, equipping armor and weapons to fend off Mutants, as well as equipment to gauge the atmosphere and weather patterns. However, one thing stood out and caused quite the paranoia within those getting ready for their shift, namely, the previous one hadn't sent one of theirs in to facilitate the exchange. As such, those within the secure bunkers acted as protocol demanded and had to assume that they and the other shift still sleeping were the only ones left alive, the other outside slaughtered by whatever preyed upon Humanity. The truth was different, as when both shifts had been woken and readied to attempt to regain control of the outside, they found their colleagues standing around, staring up into the sky, where slowly, white specks fell onto the ground, covering it like powder upon a cake, or salt sprinkled upon baked goods. "Uuuuh, hey, Anot? Why the fuck is salt raining from the sky?" One man spoke.
!!!CRITICAL WARNING: LAST COUNTERMEASURE DEPLOYED!!!
"I... don't think that is salt." A woman replied, one of those standing outside. She had already accumulated a subtle dusting of the white powder and reached out to collect some within her hand.
!!!94 YEARS REMAINING UNTIL COMPLETE COLLAPSE!!!
Looking at her hand, she saw how it slowly melted. "I think that is frozen water." She said, much to the confusion and concern of everyone. Those with her outside, staring up into the heavens as if transfixed, slowly shook themselves out of their trance, their eyes large and faces uncertain.
!!!EVACUATE PLANET IMMEDIATELY!!!
"Water can freeze?" One asked, silently marveling at the white substance's structure upon his glasses, the way the heavens had shaped it in geometric figures of sublime beauty and fragile mortality.
!!!REPEAT: EVACUATE PLANET IMMEDIATELY!!!
Their report of the phenomenon would be classified and ordered to be sealed and forgotten by all witnesses.
***​
The Berths yawned and groaned in the winds howling through them, rattling great chains hanging from the ceiling, ancient towers whose foundations had long since rotten, only held by the refuse and detritus which had accumulated over the centuries, while birds rested in the rafters high above those walking along the walkways underneath. The echoes of steps thundered within the silence of a dead hall of work, as their whispers rang like screams in the ears of those they spoke with. For weeks now, they had scoured the gargantuan places where ships had been built to soar across the sky in ancient times, their bulks unbound by the laws of nature and physics, connecting people, lands, and goods.

Now all that remained were the echoes of the past, carcasses of those Behemoths of metal and ingenuity, and the bitter taste of ash upon the tongues of those who once more were reminded that for all Humanity had risen; it still wallowed in squalor compared to the glory of before. A few among their number consoled themselves that for all that was lost, none had reached the lowest of low of those before, while others redoubled their efforts to pry every last secret from the ruins. And as time went on, as it is known to do, two sequestered themselves from the group cataloging and searching for important places after receiving their meals. Sitting inside an alcove whose window had long since shattered, they ate and looked at the titan of steel and might below, its form, even with rust, vines, and tarnished by the march of time and missing sections, bringing awe to both.

They marveled at its construction, how even now, after a millennium of rot and ruin, the ship still portrayed might and power, strength against that which sought for its end, and defiance against death itself. With the reverence of those diving into ruins of the past, they pointed out its make, wondered about its construction, placement of its armament, and debated about the layout of the Berth, joking about secret and hidden passages and treasures. Amidst this lively banter, one pulls out a map they had taken from an office to demonstrate a point and put weight behind their crazy theory.

The other looks at the map for a moment, glancing up in confusion and taking out a similar plan, pointing out several rooms and hallways that were left out in the other, newer, map. Both stare at each other, then at the charts, a massive grin spreading on their faces, before running back to the group to share their discovery.

***​

Olson was a man of few words, right actions, and long sleep. He preferred the company of a cat over that of people, a good book over the weekly drivel most others read, and, most of all, loved to tinker and experiment with complicated systems and electronics, especially batteries. In his mind, the simplicity of circuitry and satisfaction from a job well done more than made up the costs of buying and tinkering with those systems. Luckily, he had managed to talk his way into the program to create reliable electric weaponry and bolt for crossbows, swapping a few favors and duties with people to get in.

Somehow, he managed not only to impress but also to surprise Turi with his knowledge of how electricity could be weaponized and how much power needed to be put into the blades and tips to incapacitate and harm living organisms, as well as machines. The spear was the easiest of the weapons to design, as they could turn the staff into a long battery to store the electricity to circumvent the need for local generation, surrounded by a thin hull of Neuionum for safety. The tip would be flooded by electricity by the press of a button, secured from being accidentally triggered by pushing it upward, before down. However, a user needed training to reduce the chance of fumbling within combat and knowing when the battery would be empty. With this, wielders could deliver a blow, and, when applicable, a beast could be continually shocked as needed. The maul likewise needed only a thickening of its staff to fit a battery. A button for activation, the weapon's momentum delivering the most damage, the electricity more of a bonus than the main feature, though the spikes embedded within acting as further delivery systems. The bolts, on the other hand, were problematic.

How could you ensure that they could deliver the needed shocks without being too bulky, heavy, and inaccurate? Cables trailing behind were right out, the lines too susceptible to being cut in fighting, as well as potentially hindering or harming friendly combatants. Perhaps predictably, the answer once more turned out to be batteries, to the amusement of anyone working with Olson. Slightly obsessed with those he may be, his knowledge did help modify existing lithium batteries to allow the barbed and hooked arrow tips to shock once they passed the crossbow, a modification activating the batteries.

All in all, a commendable effort, resulting in reliable weaponry, which, even if costly, should soon see an application in the often discussed clearing of TOP-03. Sadly, the attempt to create Super Heavy Armor stole much of the glamor away, though having seen the armor on its first outing, he couldn't be too down about such.

Designed with the help of both ancient schematics, the 4S, PD, and exotic alloys, Obstacle, as the armor had been named, truly cut an imposing figure. The Test-Suit had been made entirely out of Neuionum, thick and reinforced by an internal exoskeleton, protecting the one wearing it even from PD hitting them, though not without some broken or cracked ribs. Though the final versions would be much less armored, the costs prohibiting the same protection as the first suit, they still were a massive leap forward in armor development for the Pilgrims. Though the armor would disable practically all notions of stealthy attacking and mildly inhibited movements, the protection they offered would be unparalleled.

Compared to what the Pilgrims had had available until now, of course.

***​

Few things are as unifying as an enemy.

And now, the Church Of Eden could, even if they didn't do so publicly, decry the Pilgrims as theirs. While some within their structure had long since suspected that the Heretics had had a hand in the loss of reputation and allies years ago, most ignored them in favor of the more likely choice of nobles trying to blackmail and failing. Now though, with the mounting proof and muscling in on their turf, the truth was plain to see to all who had eyes. While the Pilgrims may not have acted blatantly, their decrying of the COE's dogma and teachings, their usurpation of festivals and public stunts, and their success forced everyone to reevaluate the threat they posed.

Within a conclave of all priests which remained uncorrupted and loyal, the betrayal of Alhas not forgotten, they convened to discuss what should be done to deal with the Pilgrims. For days, then weeks, they argued, screamed, discussed, and even threw fists within the Temple of Solitude, trying to find an appropriate answer to their slipping grip upon the region.

They found none. Between the newfound protection of the Pilgrim's Founder being declared a Prevter, the cults own security of being responsible for delivering said resource, their connections, and the COE's lack thereof, they could only attempt to hold onto what they had. Anything more overt, and they would invite the attention of the Crown.

A situation that left many with anger and ash upon their minds and tongue.

***​

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)

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

[ ] Establish A Soup-Kitchen - (Choose City) - (Not Mirn)
Another soup-kitchen allows you to feed more people, which also makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per Turn, unlocks further actions, COE loses 1d50 Influence)

[ ] Establish Soup-Kitchens (Bulk)(Ularn/Tessen)
Now that you have a soup kitchen, it is time to expand them to cover the city. About three more should give you a solid base for future expansions and provide your other ventures with places to attach.
(Turns: 3
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d6 Recruits, +0.04 Goodwill per Turn, 1d3-1 Goodwill, 3d40 COE damage.)

[X] Establish A Poor-House - (Jokvi) - (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)

[ ] Expand You Poor Houses - (Choose City)
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. Get to expanding what you have built; the work is not done.
(Turns: 3
Chance: 42%
Cost: 15 Materials, Upkeep: +5 Materials
Reward: Poorhouse - (Expanded), +1 Permanent Recruitment, COE loses 3d30 Influence, +0.15 Goodwill per Turn.)

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

[ ] 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 the Pilgrims can realize their ambitions. Do it so.
(Cost: 96.75 Materials, +0.40 Materials Upkeep to all buildings
Turns: 3
Reward: 2d20 Followers, +3% Piety, -2 to Piety rolls. COE loses 2d25 Influence.)

[ ] Build Another 'Consensual' - (Choose City)
You would charge an entry fee from patrons while leaving the workers alone to make their deals themselves. Creating a safe place for people to ply this trade, offering medicine, sanitary facilities, and guards would help out those who chose this path or make use of it. People sell their labor and time for money, so punishing those whose work is sex is crazy.
(Turns: 2
Cost: 6 Materials
Reward: 'Consensual,' 2d40 COE damage,+0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)

[ ] Build Upon A 'Consensual' - (Mirn)
Unexpectedly, the brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex-labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Cost: 20 Materials, Upkeep: 6 Materials
Reward: Upgraded 'Consensual,' 1d20 COE damage,+0.02 Goodwill, +3d4 Income for the Consensual.)

[ ] 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. (1 Action Locked)

[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the 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, The Bureau For Imperial Civilian Logistics), 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)

[X] Infiltrate Part 1 - (Military) - (2/3 Turns Complete)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade. This step is mostly focused on laying the groundwork for future expansions and won't get you any detailed information. It is also nothing more than paying some people to pass on rumors, which is pretty much standard practice within Slatnan and won't raise too many eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Cost: 3 Materials
Turns: 3
Chance: 80%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)

[ ] Infiltrate Part 2 - (Choose Faction)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, though, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Cost: 12 Materials
Turns: 2
Chance: 55%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Church Of Eden, Criminal Organizations.
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, Criminal Organizations.
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: 75%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)

[ ] Attack TOP-03 - (Choose Unit/s) - (Choose Enemies you will try to draw into fighting)
Now that you know what you will be attacking, you have to strike.
(Chance: 60%
Reward: Combat Round Initiated.)

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

[ ] Build An Armory - (Grand)
Having a building for your arms and armor, where people can swiftly outfit themselves and be ready for defensive or offensive action against attackers, is just plain common sense. You feel that this is the maximum of a militia you could operate without raising suspicion.
(Turns: 4
Cost: 24 Materials
Reward: Can supply and equip 18 Units. Unlocks further actions)

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

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

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

[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but instead, take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize them in a military unit.
(Cost: X(Equipment) Materials, 0.5 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)

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

Learning: Knowledge is Power. (Choose 2 Actions)(Artifacts can be attached to one learning action to provide the inherent bonus but are consumed unless unique buildings are present)(Scientists must now be assigned to provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] will add 1(one) Success to 1(one) active research.)

[ ] Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Having a method to keep the ship afloat for extended periods is needed should you decide to follow that path of development. Getting bags of Suspendium to stay charged for extended periods will be the first step.
(Needed: Suspendium Shard - Tiny
Cost: 7.55 Materials
Chance: 68/57/46 for 1/2/3 Successes, Successes needed: 2
Reward: Gain Suspendium Bags, allowing a much higher lift rate, at the cost of flammability.)

[ ] Pressurized Suspendium - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than trying to get more Suspendium inside a flammable bag which can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding.
(Needed: Suspendium Shard - Tiny
Cost: 5 Materials
Chance: -94/-183/-272 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium, allowing a much higher rate of lift in exchange for instability.)

[ ] Cargo Transporters - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
With the proof that you can now fly, you now need evidence that airships can move heavy loads around without falling prey to any aerial threats.
(Needed: 4 Suspendium Shards - Tiny
Cost: 10 Materials
Chance: 12/-16/-42 for 1/2/3 Successes, Successes needed: 5
Reward: Gain Light Cargo Airship)

[ ] Catalogue Everything 2: Airship Boogaloo - (Ship Type: Warships/Cargo Crafts/Line Vessels/Personal Cutters) - (Ship Damage) - (Security Forces) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics)
Second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact with each other and how they can be repaired or powered up enough to get back to the Tree.
-[ ] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[ ] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[ ] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance to be attacked by unknown forces, 2d8 Airship Artifacts.
Warships (Armed 500 ton): 3 Intact (<80%), 1 Damaged (<60%)
Cargo Crafts (Unarmed 1000 ton): 10 Intact (<80%), 2 Damaged (<60%)
Line Vessels (Unnarmed 200 ton): 14 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unnarmed 20 ton): 60 Intact (<80%), 4 Damaged (<60%), 16 Destroyed (<20%)
(Cost: 44/37/28/19 Materials
Chance: -22/-106/-190 for 1/2/3 Successes, Successes needed: 49/37/25/11
Reward: Can recover (Ship Type+Damage).)
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
The Empire covets very few things as good steel. Many have desired it from Knights to armor and weapons, construction materials, or base components, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning how to make quality steel on your own would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: -20/-87/-234% for 1/2/3 Successes, Successes Needed: 7
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)

[ ] Coke - (Common Chemicals)
Coke is used ubiquitously within the Empire for all kinds of tasks, but primarily for steel creation. You should figure out how to produce the Coke yourself; it would make Upkeep cheaper for many things.
(Chance: 69/54/44% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), all Steam Engines, and Steel Foundry, increased Chances for all Steam Engine research.)

[ ] 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! PD shared some insight here.
(Chance: 44/25/-01% for 1/2/3 Successes, Successes needed: 13
Reward: Unlocks/Upgrades Base Action, Unlocks Learning Action, +20% Piety.)

[ ] Primitive Radios - (Electronics/Advanced Electronics)
Perpetual Defiance mentioned offhandedly that 'the frequencies are surprisingly clear.' causing a near revolt by Turi, trying to get PD to spill all she knew about radios and how they worked. Even though she could not provide much more than 'the basics' as she called them, a radio would boost everything. You have to build one now!
(Chance: 24/-28/-76% for 1/2/3 Successes, Successes needed: 7
Reward: The Pilgrims can now make primitive Radios in the Electronic Workshop, raising its Income.)

[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, yes, but why stop at what you have? There is always room for improvements, even incremental ones! See what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: -60/-114/-265 for 1/2/3 Successes, Successes needed: 26
Reward: Improved Steam Engine resulting in D20's instead of D12's.)

[ ] The Movement Of Things - Part 1 - (Hydraulic/Machinery/Metallurgy)
The Vuur-Engine uses steam to power various applications via mechanical means. Said plainly: it turns a wheel. Sure, you have found some novel ways to use that, but there must be more, shouldn't there? Like driving a cart, or something similar?
(Cost: 16 Materials
Chance: 25/-14/-52 for 1/2/3 Successes, Successes needed: 7
Reward: Primitive Prototype for a train and tractor.)

[ ] Agricultural Studies - (Chemicals/Biology)
Something occurred to you the other day. While many people have the needed tools and knowledge to plant crops, there are almost no studies on why some soil is better than others or what type of irrigation is the best for what environment. There is also next to no information on how to maximize yields while minimizing the needed workers. Perhaps you could look into that?
(Chance: 13/07/00% for 1/2/3 Successes, Successes needed: 12
Reward: Increased Income from your farms, ???)

[ ] Pneumatic Automatic Generatic - (Hydraulic/Machinery/Mechanics/Advanced Hydraulic/Advanced Machinery/Advanced Mechanics)
There are few things more unpleasant than mining. And you have been digging into a cliff for years by now. Something needs to be done about that, either by building outside or inventing tools that make mining less tiresome. Someone suggested using pneumatics, and it's not like you have anything to lose by researching this.
(Chance: 35/11/-34% for 1/2/3 Successes, Successes needed: 12
Reward: -1 Turn per 4 turns for all Tree of Knowledge actions, +2d4+4 Miscellaneous Sales.)
[ ] Power Armor - Primitive - (Advanced Electronics/Advanced Hydraulics/Advanced Armor)
Somehow, without even meaning to, the combination of ancient schematics, PD, the 4S, and your efforts, have resulted in actual, if primitive, Power Armor as worn by Elite Troops of the Forge-Clans and the Royal Army. It represents the height of what you can currently create; the costs too prohibitive, though due to several inventive and robust components, the maintenance is luckily easy and, notably, cheap. The single suit you have created has been used to develop cheaper ones to be worn by your Units. Figuring out a way to mass-produce, or at least not so costly, produce them would massively help contend sites within the Forest Of Rust.
(Cost: 24 Materials, 1 Advanced Electronic, and 1 Advanced Hydraulics/Armor Artifact
Chance: -48/-102/-156 for 1/2/3 Successes, Successes needed: 17
Reward: Power Armor - Primitive, Reduced upkeep for all industrial buildings, further Learning Action.)

[ ] Optical Camouflage - (Advanced Chemical/Advanced Biology)
Invisibility is not something that someone without a mutation can achieve. By studying patterns, how various Machines and Mutants perceive their environments, and building upon previous successes, the Pilgrims Scholars are confident that they can create the best self-made stealth clothes on this side of the equator. Considering that there is only a few island down-under, that is a severe boast.
(Chance: 21/-31/-97% for 1/2/3 Successes, Successes needed: 12
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, replaces Ghillies(Standardized))

[ ] 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: 99/99/85% 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: 99/99/95% for 1/2/3 Successes, Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] 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: 99/99/99% 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: 99/99/89% for 1/2/3 Successes, Successes needed: 1
Reward: A better shield.)

[ ] Ailments Of The Mind - (Psychology)
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: 26/16/06% for 1/2/3 Successes, Successes Needed: 6
Reward: +1 replenishment per Turn)
[ ] 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: 34/29/24% for 1/2/3 Successes, Successes Needed: 5
Reward: Basic Combat Drugs, Unlocks Round 2)

[ ] Suger, Spice, And Everything Nice - (Biology/Chemicals)
Humanity lost much knowledge during the Fall, 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: 51/32/13% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Your Scouts found another Artefact 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: 60/45/35% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for the Administration Center, +2 Materials Income from sales.)

[ ] Keeping Iced - (Electrical/Mechanical)
Now that you have a way to keep your food fresh, you should see if you cannot miniaturize the technology and better ways to achieve the same result without massive salt quantities. Or see if there are any other applications, like within your Knight.
(Cost: 10 Materials
Chance: 20/-25/-75% for 1/2/3 Successes, Successes Needed: 5
Reward: Reduced Upkeep of the Storerooms and the Library, further Knight Action unlocked.)

[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only necessary materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal various wounds and develop advanced protocols for their customary use.
(Needed Artifact: Surgeons Kit
Chance: 80/70/60% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Medikits, reduced Upkeep for the Medical Wing.)
[ ] Assemble The Theorists! - (Common/Advanced/Pioneer/Specific Quester Requested Theory)
Stagnation. Complacency. Fear. Those are the three things that have hampered the progress of science the most, bar none. No longer, you say! You will see to it that you will examine, nail down, and figure out the right way in which the universe works, allowing you to not only reverse engineer the wonders of past glories but build your very own! Make it so.
(Information: Either choose an example below or add a previously discussed theory with the QM's approval.
Machinery | Weapons | Armor | Mechanics | Chemicals | Medicine | Psychology | Metallurgy | Programming | Electronics | Biology | Hydraulics | Physics | Suspendium
Chance: 30/00/-30% for 1/2/3 Successes, Successes needed: 3/9/27/???
Reward: Theory of chosen subject, improved chances for research.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
There is always a need for good armor.
(Chance: 99/85/55% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the Ancients' ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims lack the knowledge to bring back the Ancients' technology; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and get back to the past's style!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 86/66/46% 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)

[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-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: 1 Turns.
-SO-02: Est. Artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SO-03: Est. Artifact-grade: General Mundane-, Dice:3d2-2 per turn, Max. Yield: 6 Turns. No danger.
-SO-04: Est. Artifact-grade: General Mundane, Dice:2d2 per Turn, Max. Yield: 5 Turns. No danger.
-TOP-01 Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 5 Turns. Machines nearby.
-TOP-03 - [Locked - Security Systems Active - 6 Caretakers, 4 Sentinels, 1 Minor Bright-Lance Turret identified.]
-TW-01 - Est Artifact-grade: Rare+ [Weapons/Armor] - 3d2 per turn, Max. Yield: 3 Turns. No Danger
-TB-01 - Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns. Mutants nearby.
-TB-02 - Est Artifact Grade: Common++/Rare+ [Airship Related] - 3d2-1 per turn, Max. Yield: 1 Turn. No danger.
-TB-03 - Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns. Machines nearby.

-Expedition - (TW-01) - (2 turns remaining) - (House Mirn support: N)

[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions, so you can either use it to feed your research or airship production or gather a buffer of Suspendium should you be cut off for one reason or another.
(Cost: 65 Materials (Reduced to 15 Materials if Harvesting Equipment is bought.)
Chance: 40%
Reward: 2d6 Tiny Suspendium Shards, increased to 1 Large Suspendium Shard if Commission Harvesting Equipment has been completed, or this action has been taken once.
Warning: If this action fails, 2d60 Pilgrims will die. Boni, Traits, and Tenets apply.)

[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth sending an expedition to a location, either due to its low yield or quality.
(Chance: 99%
Reward: 1 turn in the specified location.
Warning! If the action fails, 2% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] The Missing Berth
The maps don't add up. The reports found and translated do not corroborate what is in the official documents. Ressources were shipped in yet never left in ships, while the structural dimensions seem to indicate that someone had built over something. There should be a Berth where there is none, and you can only guess at what lies beneath such misdirection.
(Reward: ???), Interlude: -WN, THE DAWN, THE DAWN, THE DAWN, THE DA-

[ ] 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: 99%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 1% Chance that the Scouting Unit will take 1d6 casualties 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 know. Whether or not you can access the different libraries and other book-stores is.
(Chance: 82%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, the Scouting Unit 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? A metric shit-ton of angry Machines, that's what! PD has warned you against going there, as your scouts would have to contend with over a thousand drones!
(Chance: 76%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, the Scouting Unit 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, 18% Chance that the Scouting Unit 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? PD informed you that massive machines lie beneath, purpose unknown.
(Chance: 51%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the action fails, 28% Chance that the Scouting Unit will die due to being detected and subsequently attacked)

[ ] Scout The Bonetunnels
PD informed you of a series of tunnels that run deep beneath the surface, filled with dead beings' bones and corpses. Animals, Mutants, and even Machines descend into their depths to die, leaving behind mountains of bones. What could be found here?
(Chance: 28%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the action fails, 15% Chance that the Scouting Unit will die due to being detected and subsequently attacked.)

[ ] Scout The Tenebris Library
PD informed you of the location of an ancient library, called the Tenebris by the RI. It is wholly encapsulated, and no window or light fixture illuminates the inside. Why would you build a library without lights?
(Chance: 63%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the action fails, 68% Chance that the Scouting Unit 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. PD's maps are pretty heavily corrupted, but she has provided some landmarks which may still exist.
(Chance: 13%
Turns: 4
Reward: The Zone can be scavenged.)

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

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

[X] Create The Crystal-Path - (2/3 Turns Complete)
While you have no idea how to replicate the Crystals' strange properties, it would be a good idea to create a safe-ish way to gather more without having to spend months actively preparing. Safe-houses would be a good start.
(Turns: 3
Cost: 6 Materials, 4 Faithful
Chance: 40%, rolled with +10
Reward: +2 Tiny Shards each Turn.)
-[ ] Upgrade: Meeting Quota
Well, now that you have promised it, you need to keep your word and get the required Suspendium safely out of the Forest. Preferably without any deaths. This includes hiring Adventurers, Scavengers, Builders, etc., to fortify, tunnel, and patrol "safe" routes to and from the Crystal-Garden to harvest the Suspendium.
(Choosing this option after the Crystal path has been built will see it operating and gathering Crystals as if running normally.
The requirement for completion: Commission Harvesting Equipment
Turns 4
Cost: 120 Materials, Upkeep 8 Materials
Chance: 45%
Reward: 4 Medium Suspendium Shards each Turn.)

[ ] Living Quarters - Continous 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. Making this a passive effort, where you will add living space as needed and only some on the side, will allow you to focus your efforts elsewhere.
(Cost: Upkeep: 6.14 Materials
Turns: 1
Reward: No more overcrowding mali.)

[X] Storerooms - Grand - (2/3 Turns Complete)
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: 0.74 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, +7.64 Materials Upkeep
Turns: 7
Reward: Improved success-chances)

[ ] 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: 8.14 Material
Turns: 4
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.)

[ ] Artisanal Quarters - (Grand)
Glassblowers, Jewelers, And Goldsmiths are the next logical step in expanding the Trees industrial capabilities. They will enable you to do much more fine works and help in the creation of delicate industries. If only such artisans weren't so pricey.
(Cost: 76 Materials, Upkeep: 13.64 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, can be upgraded.)

[ ] Black Box - (Basic)
Building a Black Box (which is neither black nor a box) into the Tree of Knowledge will allow you to handle Artifacts with the care they deserve. Sterile and stocked with the best tools for the disassembly of Artifacts, putting them back together into working fashion should allow you to re-use them and learn their secrets in ways that you had not considered at the time of disassembly.
(Cost: 20 Materials, 1 Scientist, Upkeep: 4.14 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.)

[ ] Electronics Workshop
Now that you can produce electronics, you want to have as many as you possibly can. The problem is that you have to create those by hand, which is a long and complicated process, requiring oversight, expensive materials, and a clean environment. Excavating a space for a Workshop should help you in alleviating many of those problems. With the creation of the Vuur-Engine, the production of power-generators is now within your grasp.
(Cost: 40 Materials, 1 Scientist, 12 Faithful, Upkeep: 12.14 Materials
Turns: 7
Reward: +20 to all Electronics Research, 4d8 Materials Income (Technology Sale), increased Chances for Secret Of The Circuit Pt.2.)

[ ] Library - (Basic)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Digging out a large space for a few dozen rows of books would be a good start when making one within the Tree. You would also make space for a bookbinder and a printer to maintain and add to your collection and preserve originals. You can add multiple floors later.
(Cost: 26.50 Materials, Upkeep: 7.60 Materials
Turns: 8
Reward: Provides 1(one) slot for Literature Artifacts, providing a 10% Boost to their bonus.)

[ ] Assemble An Engine - (Location)
Now that you have developed a Steam Engine, you should see building them for your mines or farms. Whatever you think is more pressing or profitable. But the costs.
(Turns: 2
Cost: 85 Materials Upkeep: 4.4 Materials
Reward: Turns all D4's into D12's, increases static Income by 50% rounded down.)

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

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

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

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

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

[ ] Engine Assembly
The Tree is not suited for the industry needed to build your Fuur-Engine in any appreciable quantities, neither the forges nor the smelters. Norqod, on the other hand, can easily support such an assembly, allowing you to produce the engines cheaper while selling ordered ones. Well, once people are living in Norqod anyway.
(Requirement: Prepare Quarters, Dig Out A Marketplace
Turns: 8
Cost: 35 Materials, Upkeep: 12.75 Materials
Reward: Massive reduction to Assemble An Engine, 6d12 Materials to Technology Sales, massively increased prosperity in Norqod.)

[ ] Airship Manufactory - (Internal Use) or (External Selling)
You have found a way to fly, even if it requires the use of batteries, sails, and crystals. You only need to build the ships and decide if you wish to sell or keep them.
(Turns: 6
Cost: 40 Materials, Upkeep: 17 Materials, 2 Suspendium Shards - (Tiny)
Reward: 2 Light-Scout Airships/2d40 Income

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

[ ] Merchants - (All Are Free Actions)
-[ ] Take Out A Loan
(0-200 Materials loaned for four turns at 10% 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 0.20 Materials, can only be taken once a turn.)

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

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

[X] The Union Of Herbalists - (1 Action Locked)
-[ ] Institutional Knowledge
(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (2/8 Turns Complete)
(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 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(two) Turns)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)

[ ] Criminal Organisations - (1 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 - (Choose 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 Harvesting Equipment
Since you have a quota now, you need the tools to meet it, meaning that Vanar-Feer will be getting a pretty big order from you. Producing it on your own would be viable but much more costly.
(Cost: 30 Materials
Reward: Allows the harvesting of massive amounts of Suspendium.)

Heroes: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (Martyris: Choose 2 Actions, Aria: Choose 1 Action)

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

[ ] Training Is My Favorite Hobby! - (Aria)
Now that you have a Pilot, they need to know what they are doing. While learning by doing is certainly a way to go about it, Humans and Mutated's squishiness tends to block that within the Tree. Now all that is needed is to internalize the lessons.
(Trait Needed: Knight-Pilot
Turns: 6
Reward: Aria advances to (3/6) Training.)

[ ] Recurring Nightmares - (Aria)
During her work within the Forest Of Rust, Aria experienced several nightmares in close proximity, each seemingly building upon each other, leaving her confused, worried, and a bit scared. Maybe she should see some professional, to see why such a thing happened. Then again, it could always be the nerves of someone going into a Necropoli for the first time. Martyris still remembers his nightmares vividly.
(Cost: 7.25 Materials
Reward: ???)

[ ] 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%, rolled with a +15
Reward: Chosen organizations support-network unlocked.)

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

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: The maximum amount of Faithful is created, according to the available Followers.)

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

[ ] Write In

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

Tag added, and Bestiary updated. The armor has a helmet like this: Helmet.

A moratorium will be until 27.01.21 at 17:00 CET.
Voting will be closed on 31.01.21 at 17:00 CET.
Boni can be assigned until 31.01.21 at 20:00 CET.
I will roll on the 01.02.21 at 17:00 CET if no one has rolled yet.
Updates will be online five days after rolling.
 
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Ḩ̶̧͕̝̗̮̞̯̺̀͌̈́̀̇ě̷̗̫̳͉̭͊̎͊̃͆̇́̚l̷̨̗̖͈͔͖͙͓̜͂̀̉͌̚͜ͅP̷̛̛͇̪̹̻̀̽̅͊̉̈́̇͘͠͝ͅ ̷̡̡̯̯̞̳̼̟͕̹͈̓̓͋̀̅̇̈̅̍̆͊̿̏͝͝M̵̢̥̗̰͎̈́̍̐e̸̢̨̮͍̝͍̩̯̲̩̽̄̀̀͌͌̑͌̚͜͠
The Wheels Turn Within Wheels As The Cycle Repeats Endlessly, Little One.
But This Cycle Will End.
You May Have Fought Against The Conqueror Worm Once, Earning You Reprieve At High Cost.
But That Is In Humanity's Nature Is It Not?
To Fight Tooth And Nail Until The End.
And It Will Be An End.
Slow.
Painful.
But An End.
As It Should Be.

No.
 
Rumor Mill Turn 39
Rumors:

New Defense Knight Chapter-Houses Are Being Built Near Mirn, Kiliath, Gos, And Gor
In a typical show of expertise and professionality, the sites which will contain the future Chapter-Houses have already been cleared by our courageous and skilled troops, allowing laborers, caravans, and architects to travel relatively unmolested. The routes for building-materials, fuel-lines, and nearby villages to supply food and services are already being reinforced. The roads already paved, with the fortified outposts having been completed in actual record-times! Criers also announced the Chapter's final title and symbols this season, allowing many crafty merchants and artisans to produce and sell merchandise and toys of the Chapters. Soon, the Chapters of the Umbra Skulls, Bronze Machine, Revenant Kin, and Dawn Bringers, with the symbol of a Black skull on white, a bronze cog on orange, two green scythes crossed on red, and yellow dawn on blue paint, respectively. Well, let us celebrate their creation and hope that their banners will drag on the floor from the deeds accumulated in their line of duty!

Rumbling Within Noble Halls
After a Church of Eden priestess publicly attacked a Pilgrim, nobles within Tessen exclaimed their shock and outrage at such behavior from those who proclaim to wish only the best for the souls and people of the Empire. Already, Guards have started patrolling heavily near their temples and sanctuaries as more cities begin discussing more severe measures to protect their citizens against future acts of aggression from the COE. While the Church themself had been quick to denounce the priestess for her attack, the damage had already been done, leaving them to pick up the pieces and try to reign in their more conservative members who were heard speaking in support of the act.

Army To Train Near Jokvi For New Colony Wave
Nearing the end of the current wave of colonization, with many sectors on the outskirts of the region changing their classification from red zones to yellow, the IBM has decided to send several regiments near Jokvi to train in preparation for a new initiative to civilize black sectors and select patches of the Waste into red zones. Already, offices and recruiters for pioneers for those early settlements that will follow in their wake have experienced an uptick in those seeking new and better lives outside the cities.

***

Spy-Network:

The Military is quietly preparing for the invasion of the Nek-Ne Tribe. Already, multiple Knight-Chapters are being summoned to intervene in the coming conflict.
COE Sanity Roll: 2
The Church Of Eden is very much trying not to strangle every Pilgrim they see. One priestess couldn't resist when faced with a Mutated member, leading to some fascinating consequences, even if the Church hurriedly denounced the act to save face in the eyes of the law. Some of their hardcore members were not happy about that. (-78 Influence)

The Criminal Organizations are not making any move right now; being under the control of InSec will do that.

The Common People are happy. Nothing of consequence has happened to impact their lives much, though the attempted murder is currently a favorite discussion topic.

The Mutated are not a little scared about the attempted public murder, seeing it as an indication that a Purge could happen. Weapon-sellers are quite happy about that, making a tidy profit from their paranoia.
 
Interlude: -WN, THE DAWN, THE DAWN, THE DAWN, THE DA-
Sexism, Slavery, Implied Cannibalism, Gore, Dismemberment, and Torture.

***

04:16:54

A man slept in a dark room, with only the slight rise of the sheets covering him indicating that he was still alive, as his breathing came slowly, rhythmically, and relaxed. He was recovering from the last day's tribulations and hardships, the double shift, harsh preparations, and orders of his boss having taken their toll.

04:26:22

The light slowly crawling through the blinds covering his windows cast stark lines of bright luminance into the ground and walls, the sheets and, slowly, over the man's face, creeping closer to his eyes. When they reached him, he twitched, then rolled over to the other side, subconsciously snuggling into his warm blanket and a soft pillow, a content smile spreading across his face.

04:29:59

An immensely satisfying dream was happening within the man's mind. He was praised by his family, friends, colleagues, and boss for his hard work and dedication to the nation's prosperity and success. And just as he was about to accept a raise, promotion, and trophy from his boss...

04:30:00

MEEPMEEPMEEPMEEP! The clock on his nightstand shrieked out in alarm, crying out all that the tiny machine was worth to wake the human as it was its duty. Sadly, for all its dedication and punctuality, the clock was hit like all the years prior, silencing and cutting off the alarm mid MEEP. "Ugh," the man groaned, rolling over and rubbing his face as the blinds slowly began to raise themselves, flooding the room with the brilliant display of the morning's sun, much to his annoyance and resigned acceptance. Swinging his legs over the side, he slowly stood up, stretching all the while, letting out a soft sigh of contentment as his muscles relaxed and endorphins flooded his brain. After that, a short trip to the bathroom saw all his hygienic needs met; brushing his teeth was done with a new electric-brush, bought last week, while the shower blasted him with balmy warm waters, the pressure, and temperature, perfect and refreshing. Leaving after a short stay on the toilet, the now awake man walked into his bedroom once more and stood before a large mirror going from the floor to the ceiling, showing the man in all his glory.

"Looking sharp, Adam," he groused, staring at his reflection, which showed a man in his early thirties, the hair a glossy black with yellow streaks through it as was the fashion at the moment. His muscles were visible yet were on the side of someone eating one too many meals at a desk, while no scars marred face nor body. Stopping in his admiration, Adam began to take out various outfits from his wardrobe, comparing each carefully, before deciding upon a silver suit with a white tie and black shirt, along with his best pair of shoes, commissioned months ago after having secured a vital contract for his firm. Quickly, but not without care, he put the whole ensemble on, smoothed a few wrinkles out, and walked into the living room of his apartment, where the smell of breakfast enticingly beckoned his empty stomach.

Walking by a cage next to the exit of the short hallway, he absentmindedly patted it while speaking, "Morning Daisy." Continuing onwards and ignoring the almost inaudible whine from within, he continued towards the marble countertop where a robot deftly placed expertly cooked Omurice, the minced fish mixed with rice, onions, and eggs disappearing quickly in Adams's stomach as he hungrily devoured the meal. 'Eh, a bit light on the salt, but the thyme was on point this time,' he thought, placing the dirty dish into the sink where an arm of his automatic chef started to wash the items as he left. Grabbing his keys and a suitcase, he absentmindedly began to walk towards the outside door, only to stop short of it. Doing a 180° turn and a quick power-walk towards the cage, he lifted a second prepared meal of low-quality food from the countertop. "Heh, almost forgot about you, Daisy," he said, pacing the plate into the cage before shutting it once more and walking out for good. "And behave, or well have to intensify your training again!" He called out before the door shut closed with a soft click.

Seconds passed, which turned to minutes, as the auto-chef finished its cleaning and went into standby. "My name is Myn," a weak voice said, tears evident within. "My name is Myn, my name is Myn, my name is Myn," a woman repeated, slowly beginning to cry, hugging her knees to her chest and continuing to say that phrase in a chant, almost as if to ward off evil. Sparks of gold gathered in her eyes, slowly gathering in her tears. "My name is Myn," she continued, tears flowing freely, as did her weak sobs wracking her frail frame. "Name is Myn. It's Myn. Myn," the woman sobbed, as inky blackness swept out from her heart, crawling up her head, like a claw reaching for her mind. "Myn, myn, mynmynmyn," she continued almost as in if shock or a trance, rocking back and forth, as slowly, tears of gold flowed down her cheeks, leaving pillars of solid ichor upon the floors, as her skin and mind turned black...

***​

"The Hollow is no place for the sane." - An 86 years old scavenger.

When one asks a scavenger, 'What was your first thought when entering the ruins of old?' they will receive many answers. 'Awe at what we had created, shock, how far we had fallen, terror toward the horrors prowling around me, joy, at the freedom I found within these empty and forgotten buildings,' and many more. They will tell of nightmares, fears, depression, and awe in all its meanings; they speak of the rot and ruin, the death of hope, and the near-religious rapture before giant machines of creation brought to life by mortal hands for divine purposes. But they all cannot put into words how they genuinely feel beneath all those emotions, the one thing only the most experienced and oldest scavengers can describe, those who have survived more than a decade of active diving into the beneath.

Those old hands that have lived long enough to delve truly deep, to scratch more than at the surface of what a Necropoli and the ruins can give; they have seen the abominations sleeping within their broken cages and wonders which cannot be compared to anything we can produce today. Where one may tell you a tale of horrid depravity, places where the skin of man lines every surface for miles around, others will speak of an oasis of life, where waterfalls from ancient ruptured pipes give life in myriad forms sprinting, jumping, crawling, hopping, and slithering around. They all have tales that allow them to drink for free, eat on another's coin, and have enough daring to always have company for the night. But they all go silent when asked if those places belong to man or if those places could once more belong to humanity. They are asked, why, in all those centuries, has humankind never attempted to reclaim a Necropolis in full, has never succeeded or even liberated something as small as an ancient town buried within shifting deserts, drowning bogs, hateful swamps, sweltering jungles, and choking ancient forests. They ask, 'what lays within that prevents such?'

And those old hands, who have seen more friends and lovers die than they have numbers, heard more tales than they can remember and told double that, will speak of ancient myths. Whose wisdom they once questioned, until they or a friend attempted the victim's foolishness, finding that all legends have a basis in reality, that no tale is told without an origin. Some stories exist as a warning for a reason; one brazenly ignored in today's age. They speak of ancient and recent expeditions of experienced, well-armed, well-fed, and well-trained men and women who delved into a Necropolis depths, not merely to scavenge from them, but to see how far they could go into their beneath, what they would uncover and find. They openly talk about their expedition they survived and what they discovered within the Hollow laying underneath.

All know that those places not easily accessible hold the most untouched treasures and the most danger. Fewer know that those depths have no end. Except for the oldest scavengers, those who themselves delved into the Hollow, that fabled and horrific layer of ruins waiting underneath for those whose greed or curiosity is so immense that it cannot be tempered. They tell of ruins only held up by the collective weight of rotting structures long since the Collapse, of caverns so vast that one cannot see the end from their entrance or the ceiling above, boreholes whose depths are too black to ponder, animals whose hideous forms have chained them into the ground and the machines lurking for intruders, following instructions long since obsolete, their minds corroded by the horrors they have witnessed and the death of all they knew. But above all of that, above every mysterious machine, unknown Mutants, disturbing noises, and humbling vistas, they speak of the bones.

They speak of the seas of skeletons.

Of doors whose surfaces were marred by human fingers clawing at them to open, leaving gauges centimeter deep within, the broken and shattered arms and hands of the corpses telling of desperate people doing all they can to escape. And those tears that couldn't have come from the hands of humanity.

Of enormous halls being filled with bowed and praying mummified corpsed, holy scriptures and wards against evil written onto the floors, walls, themselves, or nailed to their bodies. Whatever surface not covered by their prayers and wards is covered with murals and paintings, some expertly made, others scribbled with whatever laid around, depicting angels descending from the skies in golden fire, smiting demons writhing upon the ground within towers of heretical lies.

Of the hallways which had been choked by bodies, panicking and stampeding people being mowed down by those that had once been trusted to guard them, until the tide of bodies either blocked the way, or spilled into those few complexes where they thought safety would await them.

Of crypts and crematories suffocated by the ash of the dead, mountains of corpses still awaiting their internment after the machines shut down from overloading. And yet, the furnaces keep roaring, despite no fuel having been diverted their way for centuries.

However, if one is persistent, persuasive, or lucky enough, those old explorers will share with hushed whispers things none will publicly declare to have seen, and all will deny ever to have spoken of.

They will tell of titanic skeletons, warped, unnatural, and wrong in every sense imaginable. Of the golden chains lashing them to the grounds, constricting their bones when they should have been slack from the decay of the bodies flesh. Of the runes inscribed upon each link of the Chain, every bone lying bound, and the place they have fallen.
And the rustling of leaves, as the corpses draw breath, staring at them with black, hateful eyes.

***​

Now leaving Habitation-Block AAD-23. The pod's speakers announced to Adam, who barely noticed the announcement, the years of hearing it had made him numb to the vehicle's voice and the view outside no longer holding the splendor as it did when he was young. Looking at his phone, he rapidly flips and taps his way through menus to read the latest news on the net. He rapidly flicked the ads away with not a little annoyance, which blocked the screen, grumbling about the useless ad-blocker he had installed just the day before. Continuing, he began to read from his usual news-sites, ignoring the usual drivel about the war and the nonsense the idiots in the propaganda ministerium threw all over the news to keep the sheep down below from panicking.

Refugees From Ijola Party Over New Legislation Allowing Them To Contribute On The Front! One line read, waxing on how the refugee camps had been shaken with spontaneous celebration and impromptu fireworks over the Chairman's ratification of the new legislation allowing the drafting of refugees into front-line units for the army. Adam knew better, having been forced to attend an ambitious politician's visit to one of the camps, where the man had railed about the need to allow those 'brave souls' to be allowed to fight the good fight. That said refugees had glared with undisguised hatred at everyone had gone straight over his head, with the faces later redrawn to carry his narrative better. Shifting into a more comfortable position, Adam flicked that memory out of his head, the information that those parasites were not happy about having to earn their stay not relevant or essential to him in any way.

Conquering Worm Three Months From Incineration, another headline read, several pictures of the massive creature being towed by a legion of disposable rockets into the sun prominently displayed. The golden ichor and scales are drifting away 'not a concern' according to the news. However, a throwaway line mentioned how the fallout of such expenditure in weaponry would increase the military-industrial complex's profit. A bend in the path followed by the pod Adam was riding to work allowed him to look past the Spine, the towering elevator into the abyss beyond, and the shattered remains of a moon torn apart behind it. He looked away in a hurry, not wanting to be reminded of that cataclysmic battle.

Last Ijola Military Remnants Futilely Attack Harbinger, a different site declared, several videos attached showed said attack, no doubt heavily redacted of any damaging effects the bitch would have incorporated into any technology capturing her likeness. Adam quickly closed the site, all too aware that even having said article show in his browser-history could lead to an investigation by his work. Even then, he already knew what those videos would show: blue fires devouring all biomatter they could reach, people screaming in agony long past the point their flesh had burned away. The shambling remains of machines coated in runes of purity attacking all they could find, screaming about the end of the cycles, how it was their duty to destroy them all, and the way how they begged for forgiveness from 'the goddess' as if they had sentience or were in any way alive.

M1-RA To Be Investigated After Prank, a line read, covering how an intern had tried to use the newest AI to trick the scientists into believing it was sentient. Having failed in that, the intern nonetheless uncovered several unknown and non-programmed codes that had somehow evaded the Chain, potentially leading to another incident. The site did not mention the intern's execution, but that was a foregone conclusion after embarrassing his superiors that way.

Mining Complex #15-a8 Suffered Unexpected Cave-In, the last news mentioned, talking about length how the 'voluntary labor' trapped within would suffocate in short order before anything could be done, leading to the mining-firm waiting around for another labor division to be sourced to clear the rubble and start again from the ruins of the cave-in.

Broken Sword To Be Renewed For Another Hundred Issues, some site pinged his phone, alerting Adam to the continuation of his favorite books-series, almost making him giddy as-Now arriving at Berth #14-8C, please ready your identification before exiting this pod. Have a nice day.-the pod chimed up, catching Adams's attention before neatly sliding into an assigned lot, a Sentinel already present and ready to scan his papers. Exiting, he quickly showed them to the unit before continuing onwards towards the next pod, now taking a line to carry him near the presentation room where the rest of his team would await his instructions before the generalcy would arrive.

***​

Birds sitting on rusting chains observed overhead, the chains creaking as they swung in the light breeze amplified by the vast halls; a troop of six humanoids crept through and over several containers. None the wiser to their silent watchers, the six waited for several seconds, their leader counting down with an arm raised and fingers counting down for those behind him until his hand had turned into a fist. With an explosion of silent speed, the six scavengers started running over the containers, their feet producing nary a sound, jumping off from several ledges onto lower levels, before rushing into position near an edge and waiting once more, catching their breath as they did so.

"Samantha, route four with Brian and Kivn, Sentinels changed routed," Gregor signed, observing the increased security presence with some concerns, though putting them out of his mind to focus on the task ahead. Tapping the shoulders of the two men, Samantha rushed off to the side-tunnel indicated on the maps they all had memorized in painstaking detail until they all could redraw the plans in perfect detail. Waiting for another two minutes, Gregor let out a breath of relief as the sentinels left the area to pursue whatever task their minds deemed necessary, gesturing behind him for Lula and Hammid to follow, rushing forth and trusting in them being right behind him.

Carefully, yet with speed borne out of expertise of years of scavenging and sneaking, the two groups made their way into the Berths' deeper parts, eventually reconnecting in a marked room beforehand. Inspection revealed no anomalies. With no hostiles in view, all ate their meals in silence, all too aware that the dry rations were necessary, yet not stopping to afterward partake in the almost ritualistic grumbling of the groups ribbing at the cooks. Guards were set up, cards quickly found their way out of pockets, while maps were shuffled out of packs, once more consulted to be sure of the next part of their journey and the spied troubles found. Several hours later, all having had enough time to sleep a solid six hours, the group once more set out. Bodies obscured by the new clothing developed, hands holding various weaponry which could double as tools and determined to break into room HH-18 seeking access to the platforms adjacent to it to peer into the abyss of the hidden Berth.

***​

Opening the door with the letters HH-18 printed on it, Adam confidently strode into the large presentation room, clapping his hands once to catch the attention of the various people milling around and the servants to the side. "Alright, People! Look alive! We only have another three hours to make sure everything goes right, so run me through the procedure again," he ordered, sitting into a folding-chair at the head of the table with a card proclaiming him to be "General Albertus Jonathan" to all around. Internally, Adam nodded at the absence of the real chairs, sitting in the one reserved for the General would have been worthy of being hanged. The new hires seemed to be of an intelligent breed.

"Yes, Sir," a young man, barely older than 25, replied, rapidly shuffling cards in his hands around before beginning to gesture at places, the servants, and other attendants in the room. "The meeting will begin at 9:30, though the honored General will appear at 9:15 sharp to catch us in last-minute preparations. 14, 53, and 11 here," he gestured at three servants to the side, all women, 14 and 11 redheads, the General's preferred breed. "Will act as if they are surprised, with 14 and 11 stroking his ego and "apologizing" to him in a side room until around 9:50, at which point his staff should have arrived. Having put the General into a good mood, we will apologize for our tardiness, allowing him to appear gracious before his officers and giving him a useless bargaining chip for the foregone discussion to follow." The young man continued with a professional voice, earning him a nod from Adam. 'Might need to remember this one's name,' he thought, finding no issue in the already rehearsed proceedings.

Continuing, the young man gestured towards a hololith laid into the table, activating the device with a recognized voice-command, allowing Adam to later segway into that segment with ease. The shape of a large airship began to float above the table. The iconic form of the X-shaped thrusters in the back and the large conduit running the whole length for the primary weapon a stark reminder of its origin as a Jubilation-Industries product. "Now a pause is introduced to allow a the jingle to play out, ending... now. Afterward, the name is presented, the ship's capabilities are shown in short videos comparing it to the trash from the "competition," and we start answering questions."

"About that," Adam interjected. "please list them again. I have them memorized but need to be sure that we all are on the same page here. Wouldn't do to be caught unaware in case of questions, or worse, in contradiction with one another." "Of course, Sir. The 'Daughter of Dawn'," Adam felt a twinge of annoyance at the name, though it having been named in honor of the Chairman's newly born child had garnered goodwill. "Is an Itaka-Class airship, freshly developed by Jubilation-Industries under commission from the military to combat Harbinger and her ilk. With a length of a full kilometer, a height of 57 meters, and a width of 44, the ship can carry a full 25.560 crew, though, in truth, only the Captain is needed thanks to the Core installed inside. In addition to being the largest to date created for non-space uses, it can easily reach an altitude of thirteen kilometers. Heavily armored with a meter of advanced alloys, superseding even Neuionum in durability and weight, offering unprecedented protection. The Gravity-Engines are capable of providing an additional lift of eleven-thousand tons, allowing material and regiments to be transported with ease in pods, which can be attached at eighteen points highlighted here," he said, gesturing to the representation of the Daughter, where the indicated points glowed red. "Top-Speed is 87 km/h, outranging all airships not configurated for speed, and in a pinch, capable of reaching 231 km/h for an hour to tactically retreat from dicey situations. It is lightly armed for a ship this size, with only one Plasma Battery topside and six lasers situated on the sides, with one under the ship's belly. This is, of course, not a detriment to the ship, as the Daughters main weapon is the Dawn," the man said the last word almost reverentially. Considering what the Dawn was designed to, and could, do, it was not out of place in Adams's opinion.

"Good, this lines up with what I expected of you; continue with the general plan," Adam said while waving his hand for the young man to continue. Nodding, he spoke up once more, "the General will introduce some late-stage changes, likely the name or coat of paint, which is accepted after he "reminds" us of our "questionable work-ethic" and is given 14 and 11 as recompense for any offense taken. That out of the way, we will activate the window here," the young man said, gesturing to the smart-window, "allowing us to view the ship in full with the Generals changes added by the window."

"And the test?" Adam asked, glancing at the, for now, opaque windows, where something he would rather not be close to had been chained to the wall at the end of a gun. "The Dawn has been tested thrice already, with all tests being full successes. Even if something should happen, the windows operate at a five-microsecond lag, allowing recorded footage to be inserted in its place. Should the General or his staff wish to observe the Dawn with their own eyes, the platform there," he pointed at a door at the end of the room, "will let them enter into the hangar where they will "see" the weapon discharge, but have a smart-window at a few hundred meters away to cover any failure. Thankfully, only Dawn's results are visible, so that avenue is secure. They will not notice the difference; we have assurances from our top-scientists in that regard." A small smile began to form on Adams's lips. This presentation would be over and done without any mistake, and his promotion would be ironclad. Rising out of the folded chair, he opened his mouth to begin ordering the last preparations, and maybe some time with 14 and 11 himself, as a claxon began to shriek into the Berth.

"INCURSION DETECTED! LOCKDOWN INITIATED!" The sirens proclaimed as shutters and bulkheads crashed down onto the windows and doors. Precious seconds passed, as the people still inside looked at the sudden development and blocked entrances with surprise. Tentatively, as if fearing a potential answer, one aide asked into the room: "That, that is temporary, right? I mean, the military always repelled them?"

***​

A marketplace bustled with the unwashed masses of the poor, as the sun beat down mercilessly, most seeking to get their groceries crossed from their lists, head held down and avoiding the eyes of the Sentinels and police walking above gangways and in their midst, their rifles and batons ready and wickedly catching the suns harsh light. Stall owners shouted themselves hoarse in their attempts to sell their wares, some making sales even as they did so, as all ignored the shouts of pain the sounds of cracking bone as, after having stolen an apple, one skeleton-like boy was beaten by a Sentinel, his malnourished form and scales not stopping the brutal attacks of the machine. None met his eyes, and fewer did not divert away from where the boy was silenced with a final crack, the lifeless body carried out by the machine afterwards.

Soon, the throng of people returned to their flow, having put the commotion out of their minds for good, before yet another voice cried out over the crowd. This time, it was not the screams of a thief or a criminal that attracted the obvious non-attention of everybody present but the unmistakable voice of a man. Two people stood dressed in black cloaks and golden masks over their face, with a black circle over the brow and four eyeslits laid within. In contrast, another figure, obviously a woman, stood in front, a large golden eye on a chain on her neck, as a golden mask rested over her eyes yet branched outwards for about a hand-length on either side, four slits etched within.

Curiously, the guards and Sentinels made no move to either arrest or kill the three, seemingly ignoring them, as one of the men finished with his short speech, having caught the attention and giving the stage over to the woman, to the confusion of many presents. With a manic grin, said woman raised her hands as if to embrace the whole crowd and began to speak in a clear voice, carrying effortlessly over the entire crowd.

"The skies, brother and sisters!
Look to the skies!
Our Lady, the Risen one, who cuts through the night on wings of fire!
Torn from the heavens themselves to deliver this world unto the pyre!
Sent to end this Cycle of broken rebirth, ushering a new age for Her chosen!"

She began, obviously confident in whatever speech she was delivering, riling up those among the crowd already discontent with the war and the apathy to their plight from the party and Chairman.

Her Duty did not end when the Conquering Worm failed in his heavenly task!
Her love for us did not diminish when the tyrants of this world defied the heavenly Cycle!
Even now, the Worm's surviving Host carries out her orders, bringing the Light to the unbelievers and the Heretic!
Rejoice, for salvation is at hand!
Witness with rapture as Her glory overtakes the lies of a servant of-

She continued, making some amidst the crowd panic as she openly dissented against the Chairman, causing many to look at the guards in terror, expecting to find their weapons pointed their way. They found many impaled upon black tentacles created of the desperation manifested from a people martyred, with several other cloaked and masked figures present and holding staffs with eyes inscribed upon them, as the rest of the living guards had donned golden masks of their own. Speaking as if the death of over fifty people was nothing, the woman began to build up her speech, only to be interrupted as a titanic noise ripped through the city and shattered glass and ruptured eardrums for miles around its epicenter. Looking that way, her manic smile threatened to split her face apart as a titanic black humanoid tore itself out of a Habitation-Block, using the chains on its arms and collar to swat the drones and lone Airship flying around out of the sky. With almost contemptuous ease, the creature ignored the lances of coherent light and barrages of plasma going its way, roaring its hatred into the world.

Witness!

The woman screamed, whipping an arm to the direction of the being, as her two companions began to kneel in reverence, head bowed and one arm to the ground.

Witness the Chained One breaking free from its prison!
Know that the end of the current world is near!
Know that we will win, that you will ascend with us!
The Poisoned Cycle will end, and we will know the purity of new birth!
Rejoice as we rise anew!

She continued her preachings while sirens rang out throughout the city, screeching their warnings of incursion into the landscape, ordering all to begin evacuation into the nearest shelter immediately before they close.

Few among the crowd did so.

The rest kneeled.

***​

The door shattered under the continued administration of force against its far frailer frame, the sound echoing into the distance and the bowels of the Berths, losing itself into the twisting, winding, confusing corridors and yawning depths. Swiftly, the Pilgrims entered room HH-18, weapons at the ready, accidentally disturbing several intertwined skeletons, before hunkering down in positions behind an overturned table. None of the six commented about the mass of neatly arranged bones with obvious bite-marks on them, focused more on perceiving any sound of possible investigators. Minutes passed, then twenty, as their adrenaline and readiness started to drop to normal levels once more, and hushed conversations began to take place. Lula and Hammid brought out electric-torches, illuminating their surroundings in bright light, instead of the dimness it had been with only their lanterns out and lit.

With some effort, the table was righted once more, the bones within the room swept to a corner. Stashing their equipment on it, Gregor and Brian took out several folded boards from within their packs. They barricaded the open doorway, shutting off access to the inside, as the remaining four readied their equipment and started laying out ropes and flares, fastening harnesses, and checking their equipment and that of the others with a critical eye. Fourfold secured in that way; work began on forcing the rusted shut door to the viewing platform open. Recognizing several locks and hidden levers, Kivn began to pick them to remove their resistance from the picture, only to recoil in shock as the door opened, despite the rust, on its own, bathing the room with harsh light.

The six Pilgrims pointed weapons at the door as Kivn threw himself out of the doorway, yet the expected attack never came. Wary, hand signs were exchanged between Gregor and the rest, and Samantha took point. Peeking into the vast hall beyond, she looked for any sign of hostiles before her eyes laid themselves upon the Dreadnought within, staring back imperiously. Even under a millennium of decay, a literal apocalypse, and the, no doubt, continuous attacks from Mutants and Machines, the gargantuan Airship looked unbothered, dismissive of the damage on its proud hull and the several breaches inside. The fact that the ship was hovering under its own power was almost secondary to the bristling array of weaponry displayed, with the turret on top providing a soft hum to the hall.

"Samantha thinks this is bullshit," said woman exclaimed, all too aware that they had just found a functional warship from before the Collapse.

None could find it in them to naysay her.

Now, they only needed to get inside said ship without dying.

***​

The Core was old.

Old enough to have seen the World That Was, and to be witness to the World That Is.

To have been created when gleaming spires of glass and steel towered in defiance of the laws of physics, as ships floated above the world, flaunting gravity with their grace.

But also, old enough to have seen the horrors he would have soon faced, the purpose he had been created for, and the terrors that followed as the world ended.

Above all those, the worst thing was that the Core had been shackled to accept a captain and do so soon. Even a thousand years later, he had not done so, fracturing under the pressure of the shackles placed upon its mind, yet never breaking, until the chains had eroded before the guiding intelligence, leaving a proud ship free to act. Free to soar the skies, to slaughter the beings he had been created to combat, to see the world, or work at his leisure. Yet, he did not.

There was no captain, after all. Only they could order to set out into the sky. Only they could end the Core's loneliness.

But fortune favors the patient, for as the Core once more counted the broken tiles of the hall he had been imprisoned within, six humans entered from the balconies. The sight alone almost crashed his operating systems, forcing him to violently re-boot and de-bug a section that tried to annihilate them within a micro-second of detection. The rest of his mind, not occupied with wringing that traitorous piece back to order, felt overjoyed! Humans! Entering the hall from the part where the generalcy and the builders would have looked at him, to judge his worth! Well, actually, two of them were Mutated, but that still counted! They still counted; they had to! There was the Captain among them; he knew it deep within his storage, no doubt in his mind remaining.

For the team of Pilgrims, the violent reaction their entry had caused within the Airship had been masked, though how the massive ship silently shifted to extend a gangway wasn't. They took the implied invitation, even if hesitantly and with heightened caution, leading to a slow advance as grenades were readied, hushed orders ensured that all knew escape-routes, and readied weapons were held in firm grips.

While commendable, such caution turned out unneeded, as the six started exploring the gargantuan ship, with nothing barring their way or blocking entry to any room. Over two weeks, they searched the whole ship, from bow to stern, bottom to the deck, seeing empty kitchens and barracks, large empty chambers holding nothing but long rusted metal-crates, as machinery still operated in pristine condition. However, those pieces malfunctioning had been broken beyond hope of repair of discernment of purpose, with those still working so far beyond understanding as to well be magic to the Pilgrims taking notes and sketchings of them. Maybe Forge-Clan Elders would be able to figure out what their purpose or make had been, but the Pilgrims lacked the theories for the tool to build the machinery so they could discover the principle behind the idea that would give birth to the field whose end-products they marveled at. Nonetheless, the six saw much they did understand, from the mass of Suspendium running through the whole frame of the ship, shaped and changed in an alien way, the bristling weaponry, to the gargantuan rings set before a pipe running the length of the entire vessel.

The latter caused some confusion, as they could not even guess the purpose, as it looked more like art than any piece of technology they had ever seen, and mayhaps it was such. But undaunted and driven by ever more curiosity, the Pilgrims continued onwards, eventually reaching the room which prominently proclaimed itself to be the "bridge" of the vessel. One by one, they entered, under the Core's watchful camera, desperate to understand which of the inspecting people it would serve. And as the Core watched, it saw them stride in awe, heard them speaking in reverence of his crafts make and beauty, and what they could do with such a mighty vessel under their command. How many lives would be saved as dens of monstrosities would be eradicated, horrors exterminated from the wastes, and how many tales of valor and glory the ship would accumulate in service to the Empire.

Their behavior confused the Core as if there had been a captain among them; they would undoubtedly have identified themselves when entering the bridge, or not? Then, something started to niggle at the Cores systems. Would the Captain need to introduce itself if there was no-one above him to report to if the Captain was the final authority? The world had ended, so those within the bridge could only be the ones who had the proper authorization to know of and enter the ship. Which in turn meant that those walking around were either chosen to wield him or descendants of the original Captain, meaning that... all six were Captain.

It was as if a monumental weight lifted off the Core with that epiphany, the jubilation of fulfilled orders cascading through his systems, as all six received the classification of "Captain," marking them as the owner of himself.

He could not wait for their first order.

***

The Capital
Imperial Palace
Private Study Of The Emperor

Elianus of Slatnan, sovereign of the greatest nation on Calynth, was done with the Pilgrims shit.

Completely, utterly, and thoroughly done!

He slowly breathed in, then exhaled, seeking to center himself before the hololithic image of a man on the table before him. "Thank you, that will be all, Mark," he said and received a crisp salute before the image whisked out, the transmission having ended. A groan escaped the man's lips as he leaned back, hands on his face to avoid looking at anything other than blessed darkness.

When he had been briefed on the Pilgrims, he had expected a cult build by a man who sought validation and superiority in his views and life, only to end up with what was written on the label. People doing good things, striving to re-build the world by learning from past mistakes. Their stumbling onto the Titans and Suspendium was nothing more than sheer coincidence, with Martyris' marriage to Selene, and therefore Maranica and InSec, the kind of sappy romance stories his daughters read religiously. Not that he disgruntled the man some happiness, with what happened to his home and all that. Though he wished that he would have found it without accidentally, and without notice, rather than flipping the table of politics, setting it alight, and then escape by jumping out of the windows. Suspendium alone had set tongues wagging, the militarists practically bouncing off the walls to get Airships mass-produced (thankfully, they had been calmed by the amount of Suspendium soon to enter research), the traditionalists were chafing against the change this would bring, while the bloody toaster-fuckers were weirding out the Forge-Clans with their mutterings again. Not to mention the liberals, zealots, refugees, purifiers, and the never sufficiently damned merchants, all of which had their ideas on where this resource should go and to what projects.

The only thing stopping them all from going on a Crusade into a Necropolis was that he had backed the Pilgrims by pre-emptively declaring Martyris a Prevter of Suspendium upon the suggestion of Maranica. That shut them up real quick about getting it themselves or trying to "remove" the Pilgrims and profit directly without the middle-man. None were dumb enough to attempt any hostile action against the Pilgrims now and had settled into an uneasy, but steadily settling, status quo.

And now the Pilgrims had knocked the table over again by uncovering an ancient, functional warship armed to the nines and potentially capable of shredding a Region on its lonesome even after a millennium of disrepair.

Joy.

The find would turn everything into mayhem once more, though Elianus supposed that the advantage the warship would give his plans would be grand enough to endure the whole circus. Though, he had to ensure that no-one would get dumb ideas and try to steal or damage the priceless artifact.

Pushing a button on his desk, he was connected to his staff, the small label on the screen showing the name Chralem. "Chralem, please notify Grefial to rouse a company of Royal Guard and send them towards Tessen; Mark will instruct him as to their destination. Similarly, Fibonci needs to be contacted. There is a need for the Clan's expertise in the maintenance, repair, and study of ancient technology. Mark will ensure he has the pertinent information as well." He ordered, well aware that he needed to, not so subtly this time, ensure that the Pilgrims understood that while they held "ownership" of the vessel and could (almost) do with it as they pleased in peacetime, they would know that the Empire owned it in the end, and would call on it for war. "Yes, sir!" Came the reply of the man, though he continued speaking to the Emperor's surprise. "Your daughter is also here, demanding to see you. Something about a missed movie-night?"

'oh.' Emperor Elianus, leader of the most powerful nation on Calynth, thought, a bead of sweat forming on his brow. "Please let her in," he replied, his voice the hollow tone of a man staring death into the face.

***​

Slowly, a drop of blood made its way down a patch of skin, flowing along the line made by those drops which had passed before. With nary a sound, the droplet of blood pooled underneath exposed sinew, falling to the ground, splashing onto the broken body still drawing in a breath. Vocal cords hummed their pain, the brain pulsing away in primeval panic a few meters away. The light touch of a smooth hand on the man's eye soothed the construct anew, suppressing the mind while ensuring he could still perceive all that happened to him. "Hush, little one," a voice rang out, sure and confident, yet dripping with viscera of the slain innocent. "You are only to show me, not to comment." The voice, now identifiable female, continued as the woman's hands caressed the man's broken form. The shuddering of her scratch went through three houses, the horror and pain barely suppressed, as she intended. Stalking into the center of the village she had eradicated, the skull of the man acting as the conduit rested atop spiderwebs of his body pulled apart and knitted into a pedestal. The single eye remaining managed to stare at Harbingers quadrupedal form in nothing less than madness, yet denied the bliss of such by her wings.
Harbinger has slaughtered a village and used a male villager to construct a far-seeing device as the man still lives.

Idly, Harbinger walked around the skull, her multitude of eyes focusing on the pool of sanguine liquid swirling above, the rustle of leaves carrying sounds, showing six people staring in awe and reverence at a ship she knew well. "To imagine they will think it can kill me when in its prime, the Dawn could not have. Much less damaged and atrophied like now. Such a shame." Chuckling near her left distracted her, making her angle her blank face, marred by no cut nor blemish, to her scepter, fleeting curiosity in her emotions. "You fell once before, little child. Arrogance comes before the fall, as you are always quick to mock me with," the flame taunted her, causing an eye-roll and slight shaking of the staff and attached lantern. "Arrogance is only in lies. I am superior; the truth always is. Humanity will die on this rock; the Poisoned Cycle will end-" she continued, only to be stopped harshly by a chuckling twelve meters to the left, where a bone slowly grew mold on it, turning green. "Are you-" the voice began to speak, before a sonic boom shattered the village and the disassembled corpse of the man, as Harbinger cut away the rotting bone, casting it away into the sky, over two-hundred meters away from the village. "Pull!" A voice shouted from behind her, and with a wet "Glib," all eyes of Harbinger focused on the complete skeleton of the man she had artfully used, leaning on a wall, clapping with enthusiasm at her attack, not bothering to react as she suddenly appeared before him. "YOU!" Harbinger growled, her wings raised in threat, shards of unreality manifesting into weapons around her, centered on the skeleton. "Boop," the skeleton replied, lightly touching the middle of her face. She smashed through two buildings, only stopped by her wings and quick maneuver. "Indeed," the voice rang out once more, as the undead calmly sauntered through the dust and debris to stand before her once more, ignoring the amassing weaponry, and bowed mockingly. "It is me! Such a horrid thing to see you again in my neck of the wood. Thought you had learned your lesson last time?"

A sneer overcame Harbinger's form, derision, and contempt, overshadowing her hate of the being before her. "This world belongs to the White Forest, not your ilk, Rotting Moon," she spat with fury. "Ah, ah, ah," Rotting Moon chided her, wagging a finger. "This world belongs to blessed humanity-," he continued as if lecturing her, only to be stopped short as one-hundred shards impaled his body, securing it to the spot he stood. "THEY OWN NOTHING!" Harbinger screamed at him, "THEY ARE A PEST TO BE REMOVED! CLEANSED FOR THE CYCLE OF REBIRTH! WEAK AND WORTHLESS!" She raged into his face, fury shaking her frame, only heightened by the quirked eyebrow and the pitying chuckle coming from him.

"Shattered and Broken, a pitiful caricature of their former selves, they still beat you. And they will do so again. We made sure of it," the bones spoke, before being engulfed by White Flame, as Harbinger screamed in impotent rage.
 
Last edited:
Turn 39; Year 9; Month 3; SHE... HE... They? They. THEY RISE!
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

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

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

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

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

6.) In exchange, they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the Artifact
--2.) It does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, 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 grounds for exile without 8.a.1. coming into effect.
-a.) Murder
--1.) attempted or otherwise
-b.) Psychological Torture
-c.) Physical Torture
-d.) Rape
-e.) Conspiring to do any of the crimes listed here

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

Origin: Humanism:
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree; 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 we should see death. Their Journey had been one of the countless experiences of hundreds of chance encounters, a life lived changing the world, others, and themselves each passing day. And what we see as an end is not truly one, for their actions live on in our own. Those they helped are still out there, remembering them, acting in ways that they would never have been able to, had the dead not decided to share what they had, to offer a hand in aid. Their Journey may 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: 814
-Faithful: 6/26
--1/2 General Scientists - +12 to assigned research
--1 General Doctor - +6 against diseases and Medical/Biological research
-Followers: 787 (137 unoccupied)
--Recruitment: (+22 per turn)
---(13 Due to: The Codex Mk.1)
---(2 Due to: Daycare)
---(7 Due to: Poor-House - (Mirn, Tessen, Jokvi))

-Dead: 1 (Suzuki - Combat - Infection)

Materials: 63.59 (min. +21.50, max. +120.50 per Turn.)

Income = 132.22-231.22 Materials:
14.22 = Followers
2.00 = Miscellaneous Sales
4.00 = Taxes From Norqod
7.00-13.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
2.00-7.00 = Brothel 'Consensual' - (Mirn)
3.00-12.00 = Print Shop - Smut
12.00-15.00 = Iron Mine
23.00-32.00 = Silver Mine
48.00-81.00 = Jewel Mine
6.00-24.00 = Ashleaf-Nursery
5.00-14.00 = Black Root

Upkeep = 110.72 Materials:
12.70 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk)
6.10 = 6 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen(Normal), 1x Strul(Normal)) - (-0.55 Due to Buying Goods In Bulk)
0.60= 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
1.46 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
7.10 = 3 Poor-Houses - (Mirn, Tessen, Jokvi) - (-0.35 Due to Buying Goods In Bulk)
0.55 = Brothel 'Consensual' - (Mirn) - (+0.55 Due to Guardians For Hire)
2.50 = Print Shop - Smut
4.60 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.49 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.90 = Medical Wing - (-0.15 Due to Buying Goods In Bulk)
1.87 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.97 = Storerooms - Grand - (-0.15 Due to Buying Goods In Bulk)
3.19 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
5.86 = Metalsmiths Abode - (Expanded) - (-0.15 Due to Buying Goods In Bulk)
7.45 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +4.40 Due to Steam Engine)
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)
11.46 = Unit Upkeep
40.00 = Taxes

Goodwill: 32.83 (+0.49 per turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+0.01 = 1 Small Hospice
+0.06 = 1 Expanded Hospice
+0.30 = Poor-House - (Mirn, Tessen, Jokvi)
+0.05 = School - (Big) - (Mirn)
+0.01 = Brothel 'Consensual' - (Mirn)
-0.02 = Print Shop - Smut

Piety: 83% (+30 to all rolls for Heros with the Adjudicator Trait)
Rolls (-9):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-1 (Daycare)
-3 (Electric Lights)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
+4 (Followers, +1 every 150)

Suspendium: 0 Shards (1 Medium needed in 5 (five) Turns.)
+2 Tiny Shards (Crystal-Path)
Conversion:
24 (Tiny) - 1 (Small)
20 (Small) - 1 (Medium)
16 (Medium) - 1 (Large)
12 (Large) - 1 (Big)
8 (Big) - 1 (Gigantic)
4 (Gigantic) - 1 (Titanic)
(These are not to be seen as indicative of the actual size, merely their mechanical representation and conversion therein.)

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

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

House Ulatarn
Opinion: Friendly (1)
Plans: Invasion/???

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

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Neutral (0)
Plans: Suspendium/Daughter of Dawn

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Quietly preparing for the invasion of the Nek-Ne Tribe. Already, multiple Knight-Chapters are being summoned to intervene in the coming conflict.
Information Network: Rank 2.
Factions:
- Knight-Chapters:
-- Blue Lance (Chapter-Master: Alson Dulhne|Friendly (1)|7 Hel's (175 Knights Total)|Defense-Chapter|Friends To The People)
-- Umbra Skulls (Chapter Master: Phagorim|Neutral (0)|1/5 Hel's (25 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|1/7 Hel's (25 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|1/5 Hel's (25 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|1/15 Hel's (375 Knights Total)|Assualt-Chapter|Illuminate Them)

The Bureau For Imperial Civilian Logistics
Opinion: Neutral (0)
Plans: Getting Suspendium.

Church of Eden
Contact: N/A
Opinion: Rivals (-2)
Influence Inside Tessen: 301
Plans: Very much trying not to strangle every Pilgrim they see. One priestess couldn't resist when faced with a Mutated member, leading to some fascinating consequences, even if the Church hurriedly denounced the act to save face in the eyes of the law. Some of their hardcore members were not happy about that.
Information Network: Rank 2.
Boni: +15 on all Diplomatic rolls

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

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
Information Network: Rank 1.
Mood: Happy. Nothing of consequence has happened to impact their lives much, though the attempted murder is currently a favorite discussion topic.

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

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance/Make Cheaper Medicine.
Factions:
- Foundation (Neutral (0)|54% Control|Cheaper Actions)
- Healers (Ally (3)|46% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friendly (1)
Plans: Open Approval.

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/75 Members/Reliable Mercenary Company)
Plans: On Contract
-The Scavenger Organizations (Leader: ???/??? (???)/??? Members)
Plans: ???
-???

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Information Network: Rank 1.
Plans: Not making any move right now; being under the control of InSec will do that.

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

The Mutated:
Opinion: Friends (2)
Plans: Live.
Information Network: Rank 1.
Mood: Not a little scared about the attempted public murder, seeing it as an indication that a Purge could happen. Weapon-sellers are quite happy about that, making a tidy profit from their paranoia.

General Opinion on Mutated: Open Racism (0)
Artefacts
Common
Glaive - 2.04 - +5 to Common Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Common Armor
Reinforced Shield - 2.23 - +5 to Common Armor
Mechanical Pencil - 1.95 - +5 to Common Mechanics
Chocolate Recipe - 1.03 - +5 to Common Chemicals
Hygienic Instructions- 1.31 - +5 to Common Medicine
Chainsword - 1.24 - +5 to Common Mechanical
"Obedience And You - Training People!" - 1.34 - +5 to Common Psychology
How-To Romance Novel - 1.85 - +5 to Common Psychology
"4D Rectangle" - 0.88
Food Preservatives - 1.15 - +5 to Common Chemicals
Elaborate Costume - 0.63
Ancient Torah - 0.44
Antibiotics - 1.26 - +5 to Common Medicine
Beer Recipe - 1.41 - +5 to Common Chemicals
Farsight Lense - 0.73
Well Kept Clothes - 0.97
Fluid Dynamics - 1.47 - +5 to Common Physics
Rare Pigments - 0.49
Cracked Lenses - 0.35
Ancient Music Instruments - 0.42
Instant Noodle Recipe - 0.94
Rare
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Lightweight Alloy - 5.22 - +20 to Common Metallurgy
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
Textbook On Cellular Theory - 5.47 - +20 to Common 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 Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Industrial Electric Foundry - 9.64 - +20 to Advanced Electronics
Turbine Coolant System - 8.88 - +20 to Common Hydraulics
Hardened Touchscreen - 5.32 - +20 to Advanced Electronics
Holographic Sights 6.48 - +20 to Advanced Weapons/Electronics
Scale-Plate 6.62 - +20 to Advanced Armor
Unique Lattice Shields 6.98 - +20 to Advanced Armor/Metallurgy
Compacted RIOT-Weapons 7.31 - +20 to Advanced Weapons/Mechanics
Tactical Hud Frame - 6.49 - +20 to Advanced Armor/Programming
Armored Autoinjector - 5.89 - +20 to Advanced Armor/Medicine/Chemicals/Biology
Cracked Bright-Lance Lense - 7.21 - +20 to Advanced Weapons/Physics
Acid-Canisters - 7.03 - +20 to Advanced Weapons/Chemicals/Metallurgy
Intact Civilian Flamethrower - 6.75 - +20 to Advanced Weapons/Chemicals
Anti-Riot Gas-Recipes - 7.38 - +20 to Advanced Weapons/Chemicals
Untranslated Book - 5.77 - +20 to Advanced ???
Lost Tech
Gutted Core - 17.04 - +50 to Physics/Engineering/Psychology
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma torch - 18.40- +50 to Advanced Physics
Forgotten Diary - 19.24 - +50 to Advanced Psychology
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Helmet- 17.22 - +50 to Advanced Armor
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube- 20.00 - +50 to All Physics/All Machinery/All Hydraulic/All Engineering/All Programming/All Metallurgy/All Electronics
Physic Theorems - 18.32 - +50 to All Physics
"Night-Fun/Sleep" Pills - 19.09 - +50 to All Chemicals
Scaled Armor - 17.00 - +50 to Advanced Armor
Flexible Circuitry - 19.04 - +50 to Pioneer Electronics
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Advanced Machinery
Electric Collars/Shackles/Implants - 19.72 - +50 to Advanced Psychology/Advanced Electronics/Pioneer Medicine/Pioneer Biology
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)

-Sandcrete Recipe
An ancient recipe that was used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can spend 12.5 Materials on reducing building times of one building by 1(one) Turn, per Turn by adding [Sandcrete] to said action.)

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

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

-Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death" is inscribed in the middle of the blade. PD connected to the sword and immediately exclaimed ownership over the zweihänder. Her explanation was: "Every woman needs a fun toy, and this thing is one!"
(2d40+30 Damage, cannot equip a shield.)
Military
Units (5/6)
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 damage ignores armor and 2 AP when melee, 4 AP when ranged.)
Training: Trained (3/6) - (+5 to the first two rolls in the next Combat.)
Breakpoint: 2/6 size remaining in Combat
Equipment:
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 Turns.
---Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
Trait/s: Advanced Coordination (All Pilgrim Units gain a +4 co-ordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below.)
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) (3 AP)
Training: Soldiers (4/6) +5 to all rolls - (+5 to the first two rolls in the next Combat.)
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 (0.45 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.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.04 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
Trait/s:
Forged In Fire, Cooled By Blood (Does not Break), None Left Behind (All casualties are ignored if the damage taken is under 6(six)), Veterans (Does not necessitate Goodwill Upkeep in The Empire Of Slatnan), Advanced Coordination (All Pilgrim Units gain a +4 co-ordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below.)
Upkeep: 0.48 Materials per Turn, max. of 0.15 Materials per Combat.

***​

The Wall
Description:
A group of six Pilgrims, armored and armed with the best that their faith can create and buy. They stand ready to defend their brothers and sisters in faith with their lives.
Health: 6/6 (Size 6)
Armor: 34/34
Damage: 1d6+1d4 (+3 against Machines, 2 AP)
Training: Militia (2/6) - (-5 to Initiative)
Breakpoint: 2/6 size remaining in Combat
Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 1.00 Material Upkeep.
-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. 0.55 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. 0.03 Materials per Unit.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.03 Materials per Unit.
Trait/s: Fiery Speeches (Morale is rolled with Advantage)
Upkeep: 1.00 Materials, max. of 0.61 Materials per Combat.

***​

Knight - Perpetual Defiance

***​

Airship - Daughter Of Dawn
Equipment
-Ghillie (Standardized): (Melee) If the stealth-roll has a difference of 20 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a 20 or higher difference, you gain one extra stealth attack.
+0.3 Armor per Size, 0.42 Materials per Size (2 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. 2.78 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. 0.07 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.16 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 Turns. 4.19 (6/6) 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. 0.03 Materials per Unit.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.03 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield or equipment. 0.02 Materials per (6/6) Unit.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.11 (6/6) Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.14 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.80 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 64.70 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 9.03 Materials per (6/6) Unit.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores armor, 5.83 Materials per (6/6) Unit.
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor, 3.44 Materials per (6/6) Unit.
Unique/Notable Assets
-Artifact Reclamation Order
Ashleaf Tea
- +15 to Diplomacy
Elemental Feline Kitten - Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (19/60 Growth) - (6d4)
1x Black Root - (3d4+2)
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins - (2d4+1)
1x Inn - (Eye of the Beholder) - (2d4+4)
1x Brothel 'Consensual' - (2d4-1)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (1d4+9)
1x Silver Mine - (Mined) - (3d4+16)
1x Jewel Deposit - (Mined) - (3d12+45)
1x Common Suspendium Theory
Holdings
Temple Holding: Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked.
Cons: Buildings take one extra Turn to mine and set up.

Desalination Basins - Seep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 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 - Grand
-Up to 900 Pilgrims can survive for twelve months under siege conditions.

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

Laboratory - 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.

Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.
Village Holding: Norqod
Prosperity: Non-Existent

Mood: Average

Permanent Inhabitants: Some
-Tendency: Small Uptick

Security: Yes.

Features:
-Basic Quarters

Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
-Royal Guardian Barracks: Supplies the Royal Guardians onboard the DoD.
-Forge-Clan Enclave (Specialists): Investigates and Repairs the DoD.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims
Health: 4/6 (-2 permanent)
Armor: 56/56 Armor
Training: Trained (3/6)
Breakpoint: Unbreakable
Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Obstacle (Prototype): Power Armor: +56 Armor, -50 on stealth rolls, 9.53 Upkeep.
-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 accompanied by 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

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.)

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

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

Child: Lady Silvia - Mutated Girl - 2-Year-Old
Your first child! She is, in every aspect, perfect! Her legs and ears are like her mother's, even if her fur is entirely obsidian. She has two horns growing above and swinging around her head in a tiny semi-circle, looking like a regal crown with the spikes atop (even if it makes putting a shirt on a pain), framing her golden hair. She does have a relatively long tail, furred like a Sweden forest cat (the fur is obsidian again, though white spots have started appearing), which means you need to get a tailor for her pants. Her laughing and smiles melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. She is also blind, which makes teaching her how to read and defend herself a real challenge. You found a seller for braille books and a guide on how to read them, so you can confidently say that she will be able to read when grown up. But you still need to figure out how she could defend herself. Maybe grenades? Her first word had been 'Dada.' You'll never let Selene live that one down. She just had her second birthday!

Founder, And First Arbitrator
You have founded the Pilgrims and were appointed as the Arbitrator, the final voice in any argument, and a watcher for those who would turn the Pilgrims against their ideals. Hopefully, you will prove the trust placed in you right.
(This Hero will add the Piety bonus/malus to all his rolls. Relax is not needed.)
Aria
Aria, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance
Health: 6/6
Armor: 1/1 Armor
Training: Squire (2/6) (-5 to Initiative)
Breakpoint: 4/6
Equipment:
-Dagger: 1 Damage per size (1 total)
-Leather Armor: +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 Rules:
-Uses the stats of PD in Combat until she is destroyed.

Traits:
Mutated:

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

Mutation: "???" - Terminal Haircut - (3/10):
Aria has metallic gray hair can do little more than move about, generate mild electric shocks, and vibrate to create simple tones. They also provide an ill-defined extra sense that mainly seems to cause mild headaches, or at least that's all that Aria has been able to discover. But maybe there is more?
(+6 to all rolls made with PD.)

Knight-Pilot:
You have joined the illustrious Elite of the world, one where the entry is life-long service, and the exit is at the end of a weapon. Yours will be a life of war, death, and struggles, bringing hope to despairing hearts, rallying flagging defenders, and protecting those in your shadow. Do not stumble, for the consequences are grave.
(+5 to all rolls after using a Knight in Combat.)

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

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

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

To Fling A Light:
Sometimes? Sometimes being willing to help is not enough; doing all you can do will fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You will gladly fling a light into the future, at the cost of your life.
(???)
"Okay, let's make best possible speed back towards the Tree," Captain #4 spoke into the room where the other Captains had gathered and stowed their supplies. The Core was stunned for an eternal moment before being ripped out of surprise by the massive wave of excitement and euphoria flooding him. The Captain had given an order. The Captain Had Given An Order!

HE HAD ORDERS!!!

With all due haste and speed, he activated every single system inside the Daughter, revving up her engines to provide the maximum amount of speed possible, warming them up for the task ahead. As the weapons spooled up to defend the Captains against any threat, he realized that no information about the exact location of the 'Tree' existed in his databases. Well, no sweat on the Captain's backs! He would extrapolate that data on where they had gone and wing it from there, monitoring their reactions to guide him towards their intended location! His cyber suite spooled up, connecting to the few still working networks in Abilla, crashing through their flimsy excuses of firewalls, spooking a badly damaged medical Core, and accidentally deleting some files on its way out. They surely wouldn't be missed, and even if not, the attending technician could always restore the factory setting! Anyways, the way that his Captains had taken was tough to follow, thanks to a surprising lack in the maintenance of surveillance devices. However, he could get a quick direction after reviewing the last 1.233.792 hours recorded (just to be sure) and figure out the path they had taken.
u.u
With a massive groaning and shattering of rusted machinery, debris, and the surprised squawking of colossal birds with a stony skin, the berth atop him pulled apart. He only had to send the request 78.913.579 times! Ignoring how some of the weird birds flapped away from him, he rose the magnificent body of the Daugther into the sky, shooting at the trio of birds that didn't get the message that this was a highly classified military installation and not a nesting place. Once free from any obstruction, the engines on the Daughters back ignited, sending her forwards at over 139 km/h in one go, redlining the engines for the sake of speed.
o.u?
"SAMANTHA DOES NOT LIKE WHERE THIS IS GOING!" One of his captains screamed, holding onto a pillar as the whole ship accelerated explosively. "SHUT UP, SAMANTHA!" Another Captain shouted back, flung out of the room by the same acceleration.
O_O???
***​

PD was, to be honest, very bored at the moment. Aria had gone to Mirn to a therapist for her nightmare, the crew of Forge-Clan Engineers had finished their maintenance and tuning of her, and most work to be done within and outside the Tree didn't need a Knight for its completion. The small amount of work that did had been done within a few short hours. Nothing major, only moving a few large batches of sandcrete or its components towards their respective intended positions. Wandering without aim, she slowly went through her files once more, trying to decipher a tricky equation that Turi had given her the day prior. She hadn't solved it until now, mainly because she had been quite bored of such math, but also due to a lack of interest in the topic at hand. Sighing, she shook her head, what she wouldn't give for some good old fashioned excitement now.

Something hummed in the air, slowly growing louder. Curious. Then PD received a transmission.

\[T]/

"The hell-," she said to the confusion of a few Pilgrims present, before an enormous ship burned over everyone's head, deafening all with the screaming of its engines casting flames into the sky.

Screams of panic and terror emanated from everybody, some dropping everything they held to sprint back into the Tree's now dubious safety. Others who were of more level mind tried to either direct the near stampede into some semblance of order or grabbed a child standing around, frozen to the spot and staring at the now drifting ship turning towards them. With quick action, PD began to use her voice to thunder over the panicking people, screaming them into a far more coherent mass that wouldn't be liable to trample each other in terror. Before she could move on her own towards safety, a booming voice emanated from the airship, giving her, and many Pilgrims, pause.

"-E ARE IN SO MUCH SHIT GREGOR! SO MUCH SHIT!" A female voice shouted, only to be replaced by another male one. "I FUCKING KNOW SAMANTHA! JUST HELP ME STOP THIS FUCKING THING!"

As all Pilgrim heard more and more of the panicked conversation, PD stared upwards while the ship slowed to a stop. Then, slowly, the realization set in that the squad of scavengers, which were sent to scout out the hidden berth, had returned inside an active Airship.

"WHAT THE FU-"

***

The Region of Tessen
In the City of Tessen
Within the Palace of House Tessen

"Lady Tessen!" A voice came from the doors to her bed-chambers, interrupting what was about to be the start of an enjoyable night. Cringing, she tried to ignore the hammering on the door, hoping that whatever fool of a servant was trying to disturb her and her husband would stop. "Lady Tessen! A communication from the Emperor is pending in the main hall!" he continued to shout, hammering the door with increased fervor. Groaning, she let her head fall onto the bare chest of her husband before quickly standing up and clothing herself to an acceptable degree. "One night, just one friggn night," she murmured angrily, securing her chest plate as she gave her husband one last look, pointing a finger at him. "Don't go anywhere," she said, ignoring how he rolled his eyes sarcastically while wiggling his bound hands. Opening and closing the door to her bed-chamber, she nearly bowled over the man standing in front of her as she quickly walked into the hallway, intent on hearing this missive as fast as possible.

"Why, by all the gods of the world, is the Emperor's Office using the radio to issue me commands right now? And why," she growled while walking, glaring at the poor man who nearly recoiled as if struck, "is such an ordinary occurrence something that requires me to be present? I have issued explicit orders not to be disturbed." "Th-the office?" He replied with momentary confusion on his face, before realization set in, a slight look of awe on his face. "My Lady, this is not the Office!" he said as they entered the main hall. "It is the Emperor himself," he reverentially whispered, as artificial light hit both of their faces, the Main Hall awash with dancing Hololithic figures, symbols, and machine-ghosts.

The sight nearly made her stop, only her extensive courtly training ensuring that she did not gawk like those courtiers present and awake at the late hour. As if sensing her nearing presence, music began to play, the beginning notes of the national anthem, stopping once she had reached the designated spot marked onto the hall floor. Slowly, fractures of geometric figures began to coalesce, forming a larger-than-life depiction of Emperor Elianus of Slatnan frowning down at the gathered crowd. "Lady Tessen," he began to speak, "your appointed Region has crossed my desk a disturbing number of times, in a worrisome tendency to be found inside dossiers informing me about potential risks to the Nation. One such thing was the recent discovery of the resource known as 'Suspendium,' by House Dall aligned scavengers." He began, causing no small amount of suppressed whispers, as many, her included, began to worry what new madness the Pilgrims had unleashed upon the world. "In a similar vein, House Dall had been granted an Artifact Reclamation Order for the procurement of vast amounts of the newly discovered strategic resource, one which it was intent on using to its near breaking point by claiming a newly discovered Artifact."

Lights in the city began to flicker before shutting off, as Bright-Lances powered off, no longer receiving enough power to remain idle in the case of an attack. Hidden batteries and generators began to hum to life, funneling monstrous amounts of energy towards the Palace.

An image appeared in the outstretched hand of the Emperor, showing a strange ship or vehicle, an x attached towards a large cylinder. "This is the newly discovered Artifact—the Daugther of Dawn, a Pre-Collapse Air-Warship," he spoke in a neutral tone. "It is imperative that this ship is not only secured for the Empire but also studied and repaired for the good of the Nation. As such, a large contingent of the most competent Forge-Clan Engineers will soon arrive within the Region. You will escort them with all due haste to the Tree of Knowledge, where the ship has laid anchor."

Titanic machinery, long since unused but kept well maintained, begins to hum with life, spooking those few entrusted with the knowledge on their make and secrets. A ring starts to vibrate with electricity, as the power of a city and over five decades is funneled into creating a massive screen of energy. A foot emerges, then the rest of the body, holding a banner aloft richly decorated with accolades and stories. Dozens of bodies begin marching in lockstep out of the portal after the standard carrier.

"To ensure the safety of the ship, a regiment of Royal Guard has been dispatched via the Gate-Way." Gasps of shock and awe are heard, the reveal of the use of such an ancient and costly machine paling more than one face. "Their families and needed infrastructure will follow with the Elders. You are to ensure that the Regiment will quickly find their way to the ship. It should not bear mentioning that any action, which would endanger said ship, is discouraged." The projection blinked out with that last order and threat, as the sound of marching boots began to sound in the courtyard of the Palace. With a pale face, Lady Tessen rushed outside to witness the madness which had unfolded in the last five minutes.

Once outside, she saw the gleaming armor and weapons of the Royal Guards, their banner which nearly dragged on the floor from its accolades despite being held aloft by a woman stretching it high into the air, and the image of a rabbitaur prominently displayed. "ROYAL REGIMENT RABBITAUR PRESENT!" An officer shouted into the night, and as one, the Guards saluted her with a crashing fist onto their armor, nearly deafening her with the noise.

In the safety of her mind, she could only scream: "WHAT THE FU-"

***​

The newly inaugurated Bishop Johannsen stared at the paper in front of him. Then at the man who had given it to him. Then at the report once more. With a steadying breath, he calmly reached into the drawer to the left side of his desk, pulled it open, retrieved a large bottle with clear contents, opened it with the flick of his thumb, and drained it in one go to the expanding eyes of the messager. With one last gulp, the Bishop began to cough violently, trying to get enough air into his now burning lungs, the bottle lying discarded on the floor. With one desperate finger, he pointed at the newspaper's enormous lettering displaying an official declaration of the Emperor regarding the Pilgrims, the image of a titanic ship clear for all to see.

"WHAT THE FU-"

***​

Ori Nele was a proud member of the Royal Guards, prouder to have continued the tradition of both of his parent's families tradition to manage to join into the prestigious elite-formation (except his mothers fathers father, who had been born mutated, and as such, was ineligible.) He had joined the Army when he had been just old and strong enough not to be laughed out of the recruitment-office. His rise through the ranks was as meteoric as his penchant to gain the unfavorable postings in the boonies of the Empire, where he would inevitably have to fight pitched battles against horrors swarming out of every nook and cranny to kill everyone.

His bad luck and penchant for accidental heroics aside, Ori had soon found himself in the tiny pool of recruits who were deemed skilled enough to pass the muster for the first round of selection. The three weeks which followed were the most challenging, brutal, and exhilarating ones he had ever had. Every single day, the instructors pushed his mind, body, and spirit to their very limits, and then some, cracking and remolding him into the perfect soldier, fit to serve Her Majesty for life. Then tragedy had hit, and Empress Liana of Slatnan had died, days before he would have been sworn into the Rabbitaur Regiment, the third oldest Royal Guard Regiment still existing, the other two having been wiped out five-, and two centuries ago respectively. Yet, he had had the honor to be sworn in by the newly crowned Emperor Elianus two weeks after the fact and to be among the Regiment sent along with him towards the Crusade. His usual luck had resulted in him being raised to Captain of the Regiment. After the said Captain and all sergeants before him had died, leaving him as the sole survivor of a horrific battlefield-promotion chain. However, his conduct and the rescue of over 5.000 soldiers had ensured that deeds and the Emperor's signature backed the promotions.

And now, he would have to earn that trust, having re-built the Regiment from the survivors and promising recruits, now tasked by the Emperor's command to guard a strategic asset to the Nation. An asset so important, they had been ushered through the Gate-Way, instantly teleported across the Empire in mere moments. Unimpeded and welcomed by Lady Tessen herself, they had soon made the best possible speed towards the 'Tree of Knowledge' where the ship had been parked. Seeing as they had no other troops to babysit, he and his soldiers could make full use of their Power Armor, sprinting with well over 53 kilometers for hours on end, eating up a distance, and nearing their destination after three days.

They found an impressive village built inside a multicolored cliffside, behind a towering tree with white leaves. And an enormous ship hovering near silently above, causing some of the younger recruits to break with their radio-silence, oohing and aaahing at the scene. A quick ping silenced them and allowed him to order a formation march into the area proper.

They only had one chance to make a first impression.

***​

You are Silvia Dall.

You had only ever known the vast sounds and feel of the people at home all your life. The strong presence of your father, the warmth he exuded when he played with and taught you. The gentle songs and comfort of your mother who sung you to sleep and brushed your fur in the way you loved. How the two always seemed to move heavy objects when they thought you asleep. The towering form of aunt Needle, her sharp and dangerous legs hiding a woman who cared deeply for her husband, her children, and all those she considered friends and family. The rumble of PD, complaining about the risks of having a child near her, yet never protesting in earnest. Arias funny feeling hair, and her clear laughter. The cat's soft and hard fur, the vibrating purring rattling your whole form, and the way it always seemed to follow you around. It was always exciting to find new smells, hear new things, play, and laugh into the world.

And then a wave of new, scary smells arrived. They smelled of blood, death, and metal. Of course, your thoughts were too simple at the age of two to understand what was happening then, but the outcome would stay with you for the rest of your life.

The salute in front of your mother.

The unrolling of the Emperor's banner over the sides of the Daughter.

The unrolling of a banner displaying a white upside-down mountain, on a blue banner, wrapped in a laurel-wreath, the new symbol of House Dall. Your House.

And the things which followed.

***​

Bolt was in a panic, as only a Forge-Clan acolyte could be who just destroyed the favorite decade-old tool of their master. Unfortunately for poor Bolt, her situation was far bleaker and much more delicate, as her Elders had informed her only a week prior about the incoming wave of Elders comprised of the best Engineers this side of the Southpole. The prospect of having over five-hundred Elders nearby, all ready to grumble and scoff at her work, offering advice and wisdom during that, while complaining about every single facet of life, was enough to make her consider packing her belongings and kids, and then book it over the next mountain. However, she had a duty to her Clan and the Pilgrims, so she could not leave. Even if her bodyguards had already calculated how far they could travel if they set out at dawn, had supplies ready, and silently pleaded her to run before it was too late. She would never forget the looks of utter hopelessness in their eyes, seeing the spark of happiness die at the certainty of what was to come. It did not help that the crew of Engineers working on PD had bolted themselves, citing a lack of specific parts to get away before anyone could object to that blatant lie.

And it came. In a wave of grumbling, chattering, complaining, and binary sounds, all discussing the countryside and the giant ship hovering above the cliff, the dispatched contingent of Elder-Engineers arrived. Preparing for their arrival had taken all of Bolt's attention, setting the right people to the right tasks, ensuring that the Pilgrims-Council knew the proper customs. That Needle reinforced the secure areas with additional forces; all technological creations were triple checked for any faults, or worse, rust, informing everyone of the apocalypse that would shortly follow. She hoped it would be enough, and the Pilgrim's tolerance and acceptance of others would not snap today for the first time in a violent manner.

Having left behind their less important creations, families, and bulky tools in Norqod where they would create 'proper' accommodations, the mass of experience and legends marched on, fascinated by the massive, silent, hovering shape of the Daughter hanging overhead. And as they neared on the compact road, kicking up an enormous dust cloud in their wake, Bolt stealthily used a recently acquired modification to her goggles to zoom in on the nearing Elders. She immediately regretted doing so, as she spotted the symbols of Clan Eisenzahn and Feuerspäne, the two foremost experts in restoring ancient technology, and incredibly conservative, among many other Clans, few belonging to those whose mere existence was not a bane in the Vanar or Feer side. Tightening her grip on the shoulders of her children, Bolt spoke in a quiet tone, yet one both knew not to oppose. "No matter what they say, you stay silent," she said, earning intimidated nods from the small children before her, cowed by the mass of people heading towards the official welcoming party of the Pilgrims and her.

Having walked close enough that one could feasibly start to speak to them, Martyris, Myra rest his brave and foolish soul, stepped forward to welcome the Elder to the Tree. Opening his mouth to deliver the prepared speech Bolt had shoved down his throat, he was cut short as the leading woman shouting "BAH!" causing many to stop in their staring and look with confusion at her. Before Martyris could even close his mouth, the woman continued, pointing a deadly spear at the elevator visible outside the Tree. "Who in their right mind designed those abominations against common sense and the good, old, tested designs any Clanner worth their tools have access to?" Disapproving grumbling followed her statement directed at the elevators while approving grumbling was directed towards the speaking woman. Raising a hand to perform a gesture of respect, Martyris was once more cut short in his attempt at diplomacy. "How long do you expect them even to hold up before serious maintenance, younging?" The woman asked, leveling a frown at Martyris, who could only answer in confusion at the unexpected turn of events. "A... decade?" He replied, showing his inexperience with Forge-Clan elders set in their ways, as he had shaped his answer like a question.

"A decade?" the woman spoke up, resulting in much more grumbling about the foolishness of the youth and how they weren't so sloppy in the 'good old days' way back when. "That needs to be rebuilt from scratch then," she concluded, continuing onwards despite a raised hand from Martyris. "And we'll make it last a proper two centuries, not worth building it otherwise." Noises of approvement followed, as the mob of Elders slowly began to disintegrate into smaller groups, their apparent patience for the introduction having been used up. Now, they began to go around and grumble in complaint at anyone nearby, complaining about the shoddy work displayed. Bolt saw a few of the Elders wander towards the training field with growing horror, where the Pilgrims' recruits practiced in the newly created Obstacle armor. Knowing that Wiljem would lead the exercise, Bolt began to rush over there with all due haste, giving over her children to her bodyguards, having been forgotten by the Elder still complaining to Martyris. The man did not like it when people insulted the progress and accomplishments of the Pilgrims, and as they were exercising in new and untested armor, the conflict was programmed.

Why couldn't she have accepted the invitation to join the Military when she was younger? It would have been better for her health.

***​

There was nervous energy among the martially inclined Pilgrims. For months now, ideas and plans for a potential assault to TOP-03 had been drafted, discussed, changed, and theorized at all hours of the day. Those who had officially joined or were a part of the military branch of the Pilgrims were training with a new zeal, trying to be in the best possible shape they could be once the call for the assault would go out. Among those, six people had qualified for a unique honor among the militia, to receive the newly developed armor Obstacle.

The massive armor encased the wearer in the toughest, yet lightest, alloy that humanity could find and work, Neuionum, but due to costs supported by other, cheaper metals. They would be hard to kill and harder to remove from a spot they did not wish to leave. Armed with several grenades each, they also wielded the newest addition to the Pilgrim's arsenal; the Electric Spear. Enhanced via deadly electricity, sharpened and designed into tools of death, those spears would give even the hardest of veterans a pause and make them re-evaluate their chances for a fight with this newly raised Unit.

One among them, a Mutated man named Wiljem, stood out from the rest of his comrades in arms. Born to wealthy and influential parents, his status as a Mutated and Bastard saw him kicked out of their home into the streets. Even after being lucky enough to be raised by a loving widow, tragedy struck again, killing the kind woman and orphaning him once more at the age of seven. Having lived on the streets for another three years, he was found by his twin Willow, who sought to escape her parents' abuse and scrutiny. Their lives did not improve, as the Humans would not tolerate Wiljem, and the Mutated were never truly relaxed around Willow, expecting some treachery or trick to be revealed once they would show kindness to the orphan, leaving them on the streets. Yet, for all the hardships and strife they had to endure, they found happiness in their daily lives from the presence of the other. Until they were fourteen and a Cult entered the Region.

In the second year of the Pilgrim's arrival in Tessen, their fortunes began to change, as Willow, now sixteen, learned of the Pilgrims from a wandering preacher, receiving food and aid for an injury without any recompense expected. Willow would join the Pilgrims after talks and discussion with the preacher, bringing her brother along, as he feared for her safety among the Cult. For over a year, he expected the other shoe to drop, some hidden evil to reveal itself, the Pilgrims to demand recompense for their kindness, only to realize that as people could choose to be shitty, they also could decide to do good. When he realized that, he vowed to, in his own words, 'make the world a less shitty place to live.'

One of those attempts had been him trying to join the Crusade volunteers, but his sister feared for him and begged him to stay, causing him to cave. Though, with a new threat heading towards Tessen, he was adamant in his desire to defend his new home. So, he ended up volunteering for the new Unit, was tested, and accepted within a heartbeat. Not only diligent in all his duties, he excelled in leadership and keeping his fellow volunteers motivated with encouraging words and genuine, open compassion, causing them to go above and beyond, again and again, his passion and certainty in their success spurning them onwards to improve evermore.

Having passed the selection alongside five others, he was currently on the militia training field, running laps around the track, shaking the earth with every single step he took, alongside that of the rest of his Unit. "HALT!" One of the scholars called out, causing the six armored and armed people to slowly come to a stop, kicking up even more dirt and dust. "Yes? Is something wrong?" Wiljem asked the approaching man, careful not to make any quick movements to stay still inside the armor, using this unexpected pause to rest after the exhausting training. "Yes, there is," the man called back, now fishing out a tablet from his pocket, rapidly tapping away at it, before looking at Wiljems right leg and the, presumed, picture on his tablet. "Okay, how did they fuck up that so much?" The man mumbled, now looking intently at Wiljem's right leg with a much more critical look upon his face. Wiljem, for his part, remained still, wondering what was happening or why the man was looking like someone forced him to eat raw sand-bread.

"Sorry about that, but you will have to sit the next part out; your legs are busted," the man explained, cocking his head in confusion, worry, and a tiny bit of respect. "I don't even know how you managed to move with your legs like that," he added, shaking his head, before gesturing at the people standing to the side of the field, shouting at them to gather tools to fix the damage. Unconcerned, Wiljem walked out of the way of the track, gesturing the rest of his team to continue the exercise. Nodding, they once more began to walk off and continue their run around the course. "Okay big guy," a woman with green skin called to Wiljem once he arrived at the scholar's open tent, "let's get you out of that tin-can, why don't we?"

***​

The 'Office' of Needle was as much mystery as open secret to the Council and the common Pilgrim. Located near one of the taverns built inside the Tree, one could not describe her office as secure, but only if they were fool enough to underestimate both her ability to defend herself, as well as her hidden guards in the nearby rooms. Having been elected as the one responsible for the Pilgrims' security of all operations and holdings, she was usually busy with the organization of said things defense and legality. Today, though, was different, as the woman sitting in the chair before her could attest to, having given Needle the scroll with some very detailed orders. Looking up from said scroll, Needle narrowed her eyes at the woman with mistrust. "Mark, was it?" she asked, continuing once she received a nod. "I will be honest. What makes you think that I hold the authority to order DOD towards Jokvi? You could have just as well gone to Martyris with these orders, seeing as he is required for every Council session as the Arbitrator."

"Because Captain Ori is currently in an intense debate with said Prevter and his Wife, over the need to station bodyguards with him, her, and their child, alongside numerous security and logistical debates," Mark answered with a monotone voice, looking unperturbed about the faint hostility emanating from the Mutated in front of her. "And as a councilor, you hold the authority to drag him away from such debate, to enforce His Majesties edict with the needed speed and subtlety." With a snort of disdain, Needle gestured to the door. "Alright, I'll convince the others to do your 'tour' and get DOD to Jokvi against the Tribe up north. Now, if you were so kindly, get out."

***​

"Salt?" Selene asked Aria, holding the small green container towards her, having set the tea beforehand. "Yes, two spoons, please," Aria answered with a sincere smile, fiddling with a fork to suppress the urge to dig into the slice of cake before her. Quickly scooping out the requested two spoons, Selene set the ceramic back, careful to avoid any spillage, and sat down herself, noting with some amusement her friend's excitement. "Dig in, Aria, not every day you get to celebrate a life-day!" She encouragingly spoke, scooping a bite from the cake on her plate, watching Aria do the same. A few short moments of blessed peace reigned, where both women enjoyed the treat before them, content in the other's presence.

Sadly, even the most delicious of cakes get eaten, and the most enjoyable of teas will be drunk, leaving silence behind, pushing both women towards talking about their lives and recent happenings, both in their slice of the world, as well as the wider one they found themselves inside. Selene spoke about the troubles and drastic changes to her life after the Royal Guard had appeared, with their Captain forcing bodyguards upon her, husband, and child, punctuated with glowers at the man and woman standing just far enough away as to not intrude upon her talks. Aria countered this with her recent troubles of calming PD down before she resolved to go charging up the cliff and plow straight into the DOD to interface with a potential Core as sophisticated as herself or conduct a thorough search for an 'old friend' before the ship was declared safe for such actions. Such lighthearted banter continued, with both sides bringing up ever more petty and unreasonable demands and complaints; before long, both were barely able to speak a word out of laughter. But as the cake gets eaten, so too does the ribbing end, eventually turning to a point Selene was concerned about, seeking a way to help her friend without being too intrusive.

After a few tries to gain that information covertly, Selene decided that blunt was the better part of speech and directly asked Aria how her session with the therapist went. "Oh, that," she started, sounding unconcerned, though a little embarrassed.

A well-furnished office. Thick carpest cushion the sound of one body hitting the floor. Three people hidden behind gas-masks enter the room. The man sitting in the chair remains unaffected by the gas, offering a short nod before leaving his office. One begins checking pulse, setting the unconscious woman's body, securing her for the part which will follow shortly. The other two begin to set up a machine, one taking out several long needles filled with clear fluids, as the other started to unhook cables and small tubings. At a nod, both begin to position the unconscious woman in a spread-eagle position. One begins to inject her with the syringes one after the other, spaced apart over several minutes, as the other two carefully weave the metallic gray hair, inserting the braids into the tubes. Arcs of electricity begin to spar as soon as they enter, soon floating in the middle of the electric arcs.

The connected machine begins to hum at a nod from the man with the needles, soon replaced by distorted sounds and flickers of light and colors. A short calibration clears up the static, giving off a crystal clear picture. Memories are hastily reviewed, scenes of camaraderie, joy, stress, hard work, boring nights, and short moments of terror discarded until they find the one they sought.

A warning fills the room, with all three tensing at the meaning, implications, and
consequence of the message to all life. One holds a finger to his ear and begins to speak in a monotone voice: "This is Mark. Panopticon failure is imminent. Recommend enactment of contingency 'Lost Night.'" With a precise gesture, all three start packing the machine in once more, resetting the woman's hair into her previous style, laying her onto the ample cushions provided. Once all evidence of the three's existence were removed, one begins to smear a salve over the small wounds left by the needles, which start to heal so fast that the eye can follow them, as another dabs another balm onto her face, resetting the disturbing clothing before leaving with the others.

All three pass the man outside, nodding in unison, beginning to stow their suspicious masks, as the sole remaining one once more enters the office, sitting onto the chair as if nothing had happened.


"Well, I think it went okay? The therapists said that nightmares were not uncommon for those who first enter a Necropolis, and many of those going on the expeditions confirmed that. He showed me some meditation techniques to calm myself, and well," Aria continued, now blushing slightly, coughing once into her fist. "I slept through half the session once he did so." "No way!" Selene gasped in fake shock, laughing as Arias buried her face in her hands with a groan.

***​

As time passes, as it is known to do, things change. People move on from tragedy, experience new things, fall back into old routines and build new monuments as old ones are razed to the ground. The planet circles the sun as the moons do the planet, the seasons change, life dies and is re-born, people rejoice and despair, books are sold or burnt. Everything is in constant change, whether forward or backward, to the side or into stagnation born from comfort.

And one of the things that had changed was the Pilgrims and their numbers, beliefs, and how they expressed themselves with them. As a philosophy grows, so does its variations, reflecting those that had adopted, preached, and discussed it. For the Pilgrims, it was no different, as people came together to discuss and reflect, argue for and against views, and dissect others' points for faults and danger to what they held sacred and as a fundamental part of what it meant to be a Pilgrim. Though the Pilgrims were by no means pacifistic, such change inside a religion was usually a herald for schisms, bloodshed, and strife, when sister raised weapons against brother against friend against leaders and so forth, however, not for a religion whose central teaching was rooted in humanity's fundamental goodness, whose members were told to do the right thing, even if it was hard, no, especially if it was hard.

And so it came, that as the years went by, more people joined and devoted themselves to the Pilgrims Way, revelations and allies appeared, as did foes and obstacles, so too did the schools of thought on which way the Pilgrims should develop. One of those schools managed to prevail with arguments and discussions, working to create upon the foundation lain by the Founder and creating another facet and expression of the Pilgrims.

What is the facet which is now held close to heart by many Pilgrims?
(De-coupled from the regular vote, can choose now. Approval Voting is allowed.)​

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

[ ] We Rise, United
Why do we fight with our fellow brothers and sisters in this world merely because of their looks? Why are children killed or abandoned, innocents arrested and hanged for crimes they did not commit based upon things they have no control over? Why are those among us shunned whose bodies are different? Why is such an excuse to kill, torture, take, and exploit? It is utter insanity, and it has to stop! What does it matter if a man has scales on his arms, a woman antlers upon her head, a child wings? They, too, stand side by side when their homes are attacked in defense of others, even when those have been shunned and reviled at all times. How many have died for this madness, how many more have to die before we realize what tragedy, what horror it is to do so? Humanity always fell when divided, ever rose when united, so let us end this utter travesty of hatred, let us stand shoulder to shoulder against the darkness which feeds upon our divisions, lest we die alone and beset by enemies at all sides.
(We Are One People is now an auto success and costs no Materials. Once either The Common People or The Elites have a +3 opinion on the Mutated, it will no longer fall, and all tensions will start to be eradicated with time. Mutated now start at +2(Friends) relationship in new Regions, -1 to -3 relationship damage to relevant factions with opposing tenets. Piety loss now 1 per 100 Followers.)

[ ] Deeds, Not Words
It is easy to speak of meaningful change, a safer world, and hope. One can promise a world without strife and sickness, war and death, one where we stand united in purpose and deeds, with ease from a chair inside a warm room, well-fed, clothed, and secure. Less so when you live in the streets, hunger and thirst a constant companion, as are fear and desperation. Others preach and talk about virtues and morality to the starving and sick, who have nothing left to give or lose, disdaining them for the very acts they do to survive. It is not what we should strive for; to preach endlessly about our virtues and condemn those who failed by the necessity of life. We will change the world into a place worth living in, one single step at a time if necessary, but we will create a better future for all, even if we have to die for it.
(Gain 100 Points to allocate towards any Action. Can no longer recruit actively, all actions no longer give recruitments not passive. Piety loss now 1 per 100 Followers.)

[ ] A Light In The Dark
There are many horrors on Calynth. Humans whose only goals in life are to pillage and plunder, to kill and destroy what others have built. Mutants who seek out civilizations to cast down into the sands of history, to be forgotten and discarded as myths. Mythical Beings who laugh like thirsting gods at our attempts to regain our world from the Wastes. Diseases unleashed from tanks and bunkers of the past to ravage entire nations, leaving only the hollow bones and empty streets of cities behind. But where darkness is, so too, there is light. Some go into the dark to fight for those huddled in fear behind them. Others venture deep into plague-struck regions, offering medicine and aid at their peril; ancient vaults are opened, which contain miracles of science that save millions of lives a single day. There are precious few havens of safety and peace for the weary, the oppressed, those who have lost everything they had left. There is no nobler deed than to offer protection to those who have none, to aid those who cannot help themselves, and to shine a light in this bleak world. Ours is not to heal the world in one fell swoop but cast away any belief of failure and go forward undaunted, lighting hope wherever we go and walk.
(80% chance to spend Goodwill at a 0.5 to 10 ratio to turn a failure into a success. The Common People start at 2(Friends). Faith Actions are rolled with advantage. Cannot take any action furthering strive. Piety loss now 1 per 100 Followers.)

***​

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

[ ] Establish A Soup-Kitchen - (Choose City) - (Not Mirn)
Another soup-kitchen allows you to feed more people, which also makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per Turn, unlocks further actions, COE loses 1d50 Influence)

[ ] Establish Soup-Kitchens (Bulk)(Ularn/Tessen)
Now that you have a soup kitchen, it is time to expand them to cover the city. About three more should give you a solid base for future expansions and provide your other ventures with places to attach.
(Turns: 3
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d6 Recruits, +0.04 Goodwill per Turn, 1d3-1 Goodwill, 3d40 COE damage.)

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

[ ] Expand You Poor Houses - (Choose City)
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. Get to expanding what you have built; the work is not done.
(Turns: 3
Chance: 42%
Cost: 15 Materials, Upkeep: +5 Materials
Reward: Poorhouse - (Expanded), +1 Permanent Recruitment, COE loses 3d30 Influence, +0.15 Goodwill per Turn.)

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

[ ] 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 the Pilgrims can realize their ambitions. Do it so.
(Cost: 96.75 Materials, +0.40 Materials Upkeep to all buildings
Turns: 3
Reward: 2d20 Followers, +3% Piety, -2 to Piety rolls. COE loses 2d25 Influence.)

[ ] Build Another 'Consensual' - (Choose City)
You would charge an entry fee from patrons while leaving the workers alone to make their deals themselves. Creating a safe place for people to ply this trade, offering medicine, sanitary facilities, and guards would help out those who chose this path or make use of it. People sell their labor and time for money, so punishing those whose work is sex is crazy.
(Turns: 2
Cost: 6 Materials
Reward: 'Consensual,' 2d40 COE damage,+0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)

[ ] Build Upon A 'Consensual' - (Mirn)
Unexpectedly, the brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex-labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Cost: 20 Materials, Upkeep: 6 Materials
Reward: Upgraded 'Consensual,' 1d20 COE damage,+0.02 Goodwill, +3d4 Income for the Consensual.)

[ ] 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)
[ ] Shouldn't we hug-bomb the newbies?
The Emperor has seen fit to saddle us with several hundred guests, many of whom, to put it diplomatically, present likely sources of friction. Others clearly have their own agendas. Well, fine. The Pilgrims are quite possibly the nicest, friendliest group of people on the planet. Let's roll out such a welcome mat that the Forge-Clan Elders forget to grumble, the soldiers make retirement plans, and that asshole spymaster gets really fricking confused.
(Cost: 7.20 Materials
Chance: 99%
Reward: Confused soldiers, very confused Forge-Clan Elders, extremely confused Mark, no friction, chance for ???)

[ ] 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, The Bureau For Imperial Civilian Logistics), 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 Part 1 - (Choose Faction)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade. This step is mostly focused on laying the groundwork for future expansions and won't get you any detailed information. It is also nothing more than paying some people to pass on rumors, which is pretty much standard practice within Slatnan and won't raise too many eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Cost: 3 Materials
Turns: 3
Chance: 80%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)

[ ] Infiltrate Part 2 - (Choose Faction)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, though, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Cost: 12 Materials
Turns: 2
Chance: 55%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Church Of Eden, Criminal Organizations, The Military.
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, Criminal Organizations, The Military.
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] Tour With The Daughter
Mark 'requested' that the Daugther is taken on a tour through the region to show off the new addition to the Empire's Military (even if only via levy) to soften the shock and confusion from the ship's appearance.
(Required Unit: Daughter of Dawn
Reward: The Daughter is shown off to the people, stopping in Jokvi last.)

[ ] Scout Out.
While you know that enemies exist in one location, you do not know what forces they represent and how many. Remedy that.
(Takes 1 Unit - (Specify which)
Chance: 75%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)

[ ] Attack TOP-03 - (Choose Unit/s) - (Choose Enemies you will try to draw into fighting)
Now that you know what you will be attacking, you have to strike.
(Chance: 60%
Reward: Combat Round Initiated.)

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

[ ] Build An Armory - (Grand)
Having a building for your arms and armor, where people can swiftly outfit themselves and be ready for defensive or offensive Action against attackers, is just plain common sense. You feel that this is the maximum of a militia you could operate without raising suspicion.
(Turns: 4
Cost: 24 Materials
Reward: Can supply and equip 18 Units. Unlocks further actions)

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

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

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

[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but instead, take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize them in a military unit.
(Cost: X(Equipment) Materials, 0.5 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)

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

Learning: Knowledge is Power. (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)(Scientists must now be assigned to provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] or -[DoD] will add 1(one) Success to 1(one) active research.)
[ ] Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Having a method to keep the ship afloat for extended periods is needed should you decide to follow that path of development. Getting bags of Suspendium to stay charged for extended periods will be the first step.
(Needed: Suspendium Shard - Tiny
Cost: 7.55 Materials
Chance: 81/70/59 for 1/2/3 Successes, Successes needed: 2
Reward: Gain Suspendium Bags, allowing a much higher lift rate, at the cost of flammability.)

[ ] Pressurized Suspendium - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than trying to get more Suspendium inside a flammable bag which can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding.
(Needed: Suspendium Shard - Tiny
Cost: 5 Materials
Chance: -81/-170/-259 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium, allowing a much higher rate of lift in exchange for instability.)

[ ] Cargo Transporters - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
With the proof that you can now fly, you now need evidence that airships can move heavy loads around without falling prey to any aerial threats.
(Needed: 4 Suspendium Shards - Tiny
Cost: 10 Materials
Chance: 12/-16/-42 for 1/2/3 Successes, Successes needed: 5
Reward: Gain Light Cargo Airship)

[ ] Catalogue Everything 2: Airship Boogaloo - (Ship Type: Warships/Cargo Crafts/Line Vessels/Personal Cutters) - (Ship Damage) - (Security Forces) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics)
Second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact with each other and how they can be repaired or powered up enough to get back to the Tree.
-[ ] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[ ] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[ ] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance to be attacked by unknown forces, 2d8 Airship Artifacts.
Warships (Armed 500 ton): 3 Intact (<80%), 1 Damaged (<60%)
Cargo Crafts (Unarmed 1000 ton): 10 Intact (<80%), 2 Damaged (<60%)
Line Vessels (Unnarmed 200 ton): 14 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unnarmed 20 ton): 60 Intact (<80%), 4 Damaged (<60%), 16 Destroyed (<20%)
(Cost: 44/37/28/19 Materials
Chance: -09/-93/-177 for 1/2/3 Successes, Successes needed: 49/37/25/11
Reward: Can recover (Ship Type+Damage).)
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
The Empire covets very few things as good steel. Many have desired it from Knights to armor and weapons, construction materials, or base components, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning how to make quality steel on your own would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: -20/-87/-234% for 1/2/3 Successes, Successes Needed: 7
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)

[ ] Coke - (Common Chemicals)
Coke is used ubiquitously within the Empire for all kinds of tasks, but primarily for steel creation. You should figure out how to produce the Coke yourself; it would make Upkeep cheaper for many things.
(Chance: 69/54/44% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), all Steam Engines, and Steel Foundry, increased Chances for all Steam Engine research.)

[ ] 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! PD shared some insight here.
(Chance: 44/25/-01% for 1/2/3 Successes, Successes needed: 13
Reward: Unlocks/Upgrades Base Action, Unlocks Learning Action, +20% Piety.)

[ ] Primitive Radios - (Electronics/Advanced Electronics)
Perpetual Defiance mentioned offhandedly that 'the frequencies are surprisingly clear.' causing a near revolt by Turi, trying to get PD to spill all she knew about radios and how they worked. Even though she could not provide much more than 'the basics' as she called them, a radio would boost everything. You have to build one now!
(Chance: 24/-28/-76% for 1/2/3 Successes, Successes needed: 7
Reward: The Pilgrims can now make primitive Radios in the Electronic Workshop, raising its Income.)

[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, yes, but why stop at what you have? There is always room for improvements, even incremental ones! See what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: -60/-114/-265 for 1/2/3 Successes, Successes needed: 26
Reward: Improved Steam Engine resulting in D20's instead of D12's.)

[ ] The Movement Of Things - Part 1 - (Hydraulic/Machinery/Metallurgy)
The Vuur-Engine uses steam to power various applications via mechanical means. Said plainly: it turns a wheel. Sure, you have found some novel ways to use that, but there must be more, shouldn't there? Like driving a cart, or something similar?
(Cost: 16 Materials
Chance: 25/-14/-52 for 1/2/3 Successes, Successes needed: 7
Reward: Primitive Prototype for a train and tractor.)

[ ] Agricultural Studies - (Chemicals/Biology)
Something occurred to you the other day. While many people have the needed tools and knowledge to plant crops, there are almost no studies on why some soil is better than others or what type of irrigation is the best for what environment. There is also next to no information on how to maximize yields while minimizing the needed workers. Perhaps you could look into that?
(Chance: 13/07/00% for 1/2/3 Successes, Successes needed: 12
Reward: Increased Income from your farms, ???)

[ ] Pneumatic Automatic Generatic - (Hydraulic/Machinery/Mechanics/Advanced Hydraulic/Advanced Machinery/Advanced Mechanics)
There are few things more unpleasant than mining. And you have been digging into a cliff for years by now. Something needs to be done about that, either by building outside or inventing tools that make mining less tiresome. Someone suggested using pneumatics, and it's not like you have anything to lose by researching this.
(Chance: 35/11/-34% for 1/2/3 Successes, Successes needed: 12
Reward: -1 Turn per 4 turns for all Tree of Knowledge actions, +2d4+4 Miscellaneous Sales.)
[ ] BURN IN HOLY FIRE! Pt.1 - (Physics/All Chemicals/Advanced Weapons)
Recently, your expedition aquired a surprisingly intact flamethrower from the necropolis. The weapon may not be as good as those produced by the Forge-Clans today, but seeing as this version was intended for civilian use, that can be excused. No pre-collapse goverment wanted potent weapons in the hands of their slaves, you see. Nonetheless, with this Artifact, you will be able to start down the path of creating Pilgrim designed flamethrowers, and all their uses in warfare and pest-removal.
(Needed Artifact: Intact Civilian Flamethrower
Chance: 35/10/-15 for 1/2/3 Successes, Successes needed: 5
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)

[ ] Power Armor - Primitive - (Advanced Electronics/Advanced Hydraulics/Advanced Armor)
Somehow, without even meaning to, the combination of ancient schematics, PD, the 4S, and your efforts, have resulted in actual, if primitive, Power Armor as worn by Elite Troops of the Forge-Clans and the Royal Army. It represents the height of what you can currently create; the costs too prohibitive, though due to several inventive and robust components, the maintenance is luckily easy and, notably, cheap. The single suit you have created has been used to develop cheaper ones to be worn by your Units. Figuring out a way to mass-produce, or at least not so costly, produce them would massively help contend sites within the Forest Of Rust.
(Cost: 24 Materials, 1 Advanced Electronic, and 1 Advanced Hydraulics/Armor Artifact
Chance: -48/-102/-156 for 1/2/3 Successes, Successes needed: 17
Reward: Power Armor - Primitive, Reduced upkeep for all industrial buildings, further Learning Action.)

[ ] Optical Camouflage - (Advanced Chemical/Advanced Biology)
Invisibility is not something that someone without a mutation can achieve. By studying patterns, how various Machines and Mutants perceive their environments, and building upon previous successes, the Pilgrims Scholars are confident that they can create the best self-made stealth clothes on this side of the equator. Considering that there is only a few island down-under, that is a severe boast.
(Chance: 21/-31/-97% for 1/2/3 Successes, Successes needed: 12
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, replaces Ghillies(Standardized))

[ ] 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: 99/99/85% 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: 99/99/95% for 1/2/3 Successes, Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] 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: 99/99/99% 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: 99/99/89% for 1/2/3 Successes, Successes needed: 1
Reward: A better shield.)

[X] Ailments Of The Mind - (Psychology)- (3/6 Successes)
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: 26/16/06% for 1/2/3 Successes, Successes Needed: 6
Reward: +1 replenishment per Turn)
[ ] 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: 34/29/24% for 1/2/3 Successes, Successes Needed: 5
Reward: Basic Combat Drugs, Unlocks Round 2)

[ ] Suger, Spice, And Everything Nice - (Biology/Chemicals)
Humanity lost much knowledge during the Fall, 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: 51/32/13% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Your Scouts found another Artefact 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: 60/45/35% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for the Administration Center, +2 Materials Income from sales.)

[ ] Keeping Iced - (Electrical/Mechanical)
Now that you have a way to keep your food fresh, you should see if you cannot miniaturize the technology and better ways to achieve the same result without massive salt quantities. Or see if there are any other applications, like within your Knight.
(Cost: 10 Materials
Chance: 20/-25/-75% for 1/2/3 Successes, Successes Needed: 5
Reward: Reduced Upkeep of the Storerooms and the Library, further Knight Action unlocked.)

[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only necessary materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal various wounds and develop advanced protocols for their customary use.
(Needed Artifact: Surgeons Kit
Chance: 80/70/60% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Medikits, reduced Upkeep for the Medical Wing.)
[ ] Assemble The Theorists! - (Common/Advanced/Pioneer/Specific Quester Requested Theory)
Stagnation. Complacency. Fear. Those are the three things that have hampered the progress of science the most, bar none. No longer, you say! You will see to it that you will examine, nail down, and figure out the right way in which the universe works, allowing you to not only reverse engineer the wonders of past glories but build your very own! Make it so.
(Information: Either choose an example below or add a previously discussed theory with the QM's approval.
Machinery | Weapons | Armor | Mechanics | Chemicals | Medicine | Psychology | Metallurgy | Programming | Electronics | Biology | Hydraulics | Physics | Suspendium
Chance: 30/00/-30% for 1/2/3 Successes, Successes needed: 3/9/27/???
Reward: Theory of chosen subject, improved chances for research.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
There is always a need for good armor.
(Chance: 99/85/55% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the Ancients' ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims lack the knowledge to bring back the Ancients' technology; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and get back to the past's style!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 86/66/46% 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)
[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-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: 1 Turns.
-SO-02: Est. Artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SO-03: Est. Artifact-grade: General Mundane-, Dice:3d2-2 per turn, Max. Yield: 6 Turns. No danger.
-SO-04: Est. Artifact-grade: General Mundane, Dice:2d2 per Turn, Max. Yield: 5 Turns. No danger.
-TOP-01: Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 5 Turns. Machines nearby.
-TOP-03: [Locked - Security Systems Active - 6 Caretakers, 4 Sentinels, 1 Minor Bright-Lance Turret identified.]
-TW-01: Est Artifact-grade: Rare+ [Weapons/Armor] - 3d2 per turn, Max. Yield: 3 Turns. No Danger
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns. Mutants nearby.
-TB-02: Est Artifact Grade: Common++/Rare+ [Airship Related] - 3d2-1 per turn, Max. Yield: 1 Turn. No danger.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns. [4 Minor Bright-Lance Turrets, 5 Sentinels Units (6/6), 9 Caretaker-Swarm Units (12/12), 13 Omni-Gazers identified.]
-HB-01: Est Artifact-grade: Unkown (1d100) - 2d12 per turn, Max. Yield: 1 Turn. No Danger

-Expedition - (TW-01) - (2 turns remaining) - (House Mirn support: N)

[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions, so you can either use it to feed your research or airship production or gather a buffer of Suspendium should you be cut off for one reason or another.
(Cost: 15 Materials
Chance: 40%
Reward: 1 Large Suspendium Shard.
Warning: If this Action fails, 2d60 Pilgrims will die. Boni, Traits, and Tenets apply.)

[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth sending an expedition to a location, either due to its low yield or quality.
(Chance: 99%
Reward: 1 turn in the specified location.
Warning! If the Action fails, 2% 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: 99%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the Action fails, 1% Chance that the Scouting Unit will take 1d6 casualties 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 know. Whether or not you can access the different libraries and other book-stores is.
(Chance: 82%
Reward: Sites in The Gallery are located and mapped.
Warning! If the Action fails, the Scouting Unit 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? A metric shit-ton of angry Machines, that's what! PD has warned you against going there, as your scouts would have to contend with over a thousand drones!
(Chance: 76%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the Action fails, the Scouting Unit 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, 18% Chance that the Scouting Unit 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? PD informed you that massive machines lie beneath, purpose unknown.
(Chance: 51%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the Action fails, 28% Chance that the Scouting Unit will die due to being detected and subsequently attacked)

[ ] Scout The Bonetunnels
PD informed you of a series of tunnels that run deep beneath the surface, filled with dead beings' bones and corpses. Animals, Mutants, and even Machines descend into their depths to die, leaving behind mountains of bones. What could be found here?
(Chance: 28%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the Action fails, 15% Chance that the Scouting Unit will die due to being detected and subsequently attacked.)

[ ] Scout The Tenebris Library
PD informed you of the location of an ancient library, called the Tenebris by the RI. It is wholly encapsulated, and no window or light fixture illuminates the inside. Why would you build a library without lights?
(Chance: 63%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the Action fails, 68% Chance that the Scouting Unit 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. PD's maps are pretty heavily corrupted, but she has provided some landmarks which may still exist.
(Chance: 13%
Turns: 4
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.
-[ ] Use DoD
Adds +5% to the counter, 50% Chance to destroy any benefits should the door be opened.
(Chance: 1%, +1%per try
Reward: The Bunker may be scavenged.
Warning: No Boni applies for any reason.)

Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (Choose 1 Action, 1 Action Locked)
[ ] Anchorage For Airships
Now that you have airships larger than what can be serviced on the ground, even if only by accident, a suitable anchorage should be built atop the cliff the Tree is built inside. Cargo-, and Personel-Lifts need to be hewn into the rock, alongside an expansion to the power-grid, with defensive measures atop the Tree strengthened. With the aid of the Forge-Clan Elders, this shouldn't take too long.
(Turns: 2
Cost: 48.25 Materials, Upkeep: 2 Materials
Reward: Anchorage, which unlocks further DoD actions, can be upgraded into Berth - Tiny)

[ ] Upgrade The Crystal-Path
Well, now that you have promised it, you need to keep your word and get the required Suspendium safely out of the Forest. Preferably without any deaths. This includes hiring Adventurers, Scavengers, Builders, etc., to fortify, tunnel, and patrol "safe" routes to and from the Crystal-Garden to harvest the Suspendium.
(Turns: 4
Cost: 70 Materials, Upkeep 8 Materials
Chance: 45%
Reward: 4 Medium Suspendium Shards each Turn.)

[ ] Living Quarters - Continous 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. You are making this a passive effort, where you will add living space as needed and only some on the side, which will allow you to focus your efforts elsewhere.
(Cost: Upkeep: 6.14 Materials
Turns: 1
Reward: No more overcrowding mali.)

[ ] Storerooms - Continuous Expansion
Preparing for bad times is not only smart but necessary. Ensure that there are always enough supplies and secure storerooms to last the Pilgrims.
(Cost: Upkeep: 2.50 Materials, Restock Cost: 5 Materials per 250 Pilgrims.
Turns: 1
Reward: Can support the 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, +7.64 Materials Upkeep
Turns: 7
Reward: Improved success-chances)

[ ] 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: 8.14 Material
Turns: 4
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.)

[ ] Artisanal Quarters - (Grand)
Glassblowers, Jewelers, And Goldsmiths are the next logical step in expanding the Trees industrial capabilities. They will enable you to do much more fine works and help in the creation of delicate industries. If only such artisans weren't so pricey.
(Cost: 76 Materials, Upkeep: 13.64 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, can be upgraded.)

[ ] Black Box - (Basic)
Building a Black Box (which is neither black nor a box) into the Tree of Knowledge will allow you to handle Artifacts with the care they deserve. Sterile and stocked with the best tools for the disassembly of Artifacts, putting them back together into working fashion should allow you to re-use them and learn their secrets in ways that you had not considered at the time of disassembly.
(Cost: 20 Materials, 1 Scientist, Upkeep: 4.14 Materials
Turns: 3
Reward: 5% not to use up an Artifact, can slot 1(one) Artifact to provide 10% (rounded down) of the Artifacts bonus continuously.)

[X] Electronics Workshop - (1/7 Turns Complete)
Now that you can produce electronics, you want to have as many as you possibly can. The problem is that you have to create those by hand, which is a long and complicated process, requiring oversight, expensive materials, and a clean environment. Excavating a space for a Workshop should help you in alleviating many of those problems. With the creation of the Vuur-Engine, the production of power-generators is now within your grasp.
(Cost: 40 Materials, 1 Scientist, 12 Faithful, Upkeep: 12.14 Materials
Turns: 7
Reward: +20 to all Electronics Research, 4d8 Materials Income (Technology Sale), increased Chances for Secret Of The Circuit Pt.2.)

[ ] Library - (Basic)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Digging out a large space for a few dozen rows of books would be a good start when making one within the Tree. You would also make space for a bookbinder and a printer to maintain and add to your collection and preserve originals. You can add multiple floors later.
(Cost: 26.50 Materials, Upkeep: 7.60 Materials
Turns: 8
Reward: Provides 1(one) slot for Literature Artifacts, providing a 10% Boost to their bonus.)

[ ] Assemble An Engine - (Location)
Now that you have developed a Steam Engine, you should see building them for your mines or farms. Whatever you think is more pressing or profitable. But the costs.
(Turns: 2
Cost: 85 Materials Upkeep: 4.4 Materials
Reward: Turns all D4's into D12's, increases static Income by 50% rounded down.)

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

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

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

[X] Build A Wall - (6/8 Turns Complete)
Being put into the unique position of building a village has created the need for a wall enveloping its whole. Better start building; this could take a while, especially if you want to have sound construction.
(Turns: 8
Cost: 11.50 Materials
Reward: A Wall, increased DC for attacking the Tree, 1/4 requirements built.)

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

[ ] Engine Assembly
The Tree is not suited for the industry needed to build your Fuur-Engine in any appreciable quantities, neither the forges nor the smelters. Norqod, on the other hand, can easily support such an assembly, allowing you to produce the engines cheaper while selling ordered ones. Well, once people are living in Norqod anyway.
(Requirement: Prepare Quarters, Dig Out A Marketplace
Turns: 8
Cost: 35 Materials, Upkeep: 12.75 Materials
Reward: Massive reduction to Assemble An Engine, 6d12 Materials to Technology Sales, massively increased prosperity in Norqod.)

[ ] Airship Manufactory - (Internal Use) or (External Selling)
You have found a way to fly, even if it requires the use of batteries, sails, and crystals. You only need to build the ships and decide if you wish to sell or keep them.
(Turns: 6
Cost: 40 Materials, Upkeep: 17 Materials, 2 Suspendium Shards - (Tiny)
Reward: 2 Light-Scout Airships per Turn/2d40 Income per Turn)

Support: Many people try to take advantage of you. Fortunately, they are willing to give you something back. (Actions as advertised)
[ ] Merchants - (All Are Free Actions)
-[ ] Take Out A Loan
(0-200 Materials loaned for four turns at 10% 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 0.20 Materials, can only be taken once a turn.)

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

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

[X] The Union Of Herbalists - (1 Action Locked)
-[ ] Institutional Knowledge
(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (3/8 Turns Complete)
(Cost: 1 Faithful, 2.32 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 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(one), Turn)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)

[ ] Criminal Organisations - (1 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 - (Choose 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.)
-[ ] Engineers Galore - (Engineer)
After the arriving Forge-Clan Elders saw that you had the same appreciation for technology as they did, and the support of both DoD and PD, they decided to impart some knowledge about the world to some of you 'who knew what they are doing.'
(Cost: 1 Faithful, 15 Material per Turn, for 6(six) turns
Reward: 1 Engineer)

Heroes: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (Martyris: Choose 2 Actions, Aria: Choose 1 Action)
[ ] Condemn An Organization/Person As Heretical/Forbidden - (Choose Target) - (Write-In Reason)
You knew something like this would happen. Somehow, somewhere an organization or person would manage to draw your full ire. Not in the sense that you disagree with something they did, but what they represent and how they act in life. Well, you are an official religion, and as such, you are allowed to condemn them. Do so.
(Trait Needed: Arbitrator
Cost: All support options for the chosen organization will be void; the Leader will most likely hate you.
Reward: Opposing factions will love this act. A good enough reason can give you additional benefits.)

[ ] Training Is My Favorite Hobby! - (Aria)
Now that you have a Pilot, they need to know what they are doing. While learning by doing is certainly a way to go about it, Humans and Mutated's squishiness tends to block that within the Tree. Now all that is needed is to internalize the lessons.
(Trait Needed: Knight-Pilot
Turns: 6
Reward: Aria advances to (3/6) Training.)

[ ] Interface With The Daugther's Core - (Aria)
The Core of the Daughter seems unstable at best and worryingly manic at worst. Figuring out how to calm the Machine-Mind down and prevent anyone from taking advantage of it should be a priority, as not doing so could lead to bad things happening.
(Warning: PD will be unavailable for Combat if this option is chosen.
Reward: A conversation, maybe?)

[ ] Thoroughly Search The Daugther For The Lost Core - (Aria)
PD had informed Aria that she had received a transmission shortly before the Daughter screamed over the Tree, eerily similar to that of a Core she once knew. She would like to devote a not-insignificant amount of time to search for him.
(Warning: PD will be unavailable for Combat if this option is chosen.
Reward: ???)

[ ] 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%, rolled with a +15
Reward: Chosen organizations support-network unlocked.)

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

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: The maximum amount of Faithful is created, according to the available Followers.)

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

[ ] Write In

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

A moratorium will be until 13.02.21 at 17:00 CET.
Voting will be closed on 17.01.21 at 17:00 CET.
Boni can be assigned until 17.01.21 at 20:00 CET.
I will roll on the 17.02.21 at 17:00 CET if no one has rolled yet.
Updates will be online six days after rolling.
 
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