Chapter Six
The Steam Court
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The Guild of Heroes trundle across the red and golden landscape of the Autumn Duchy in their wagons. They cross forests, valleys and rivers, passing small towns dotted with painted wooden houses. They fight off some Noggle bandits, stop to converse with a party of Dryads on their way to Oberon’s Glade, and wave to some fauns bathing in a stream. The weather is cool and the sky overcast, but on the third day the clouds break and weak but determined sunlight bathes the landscape in brilliant golden light.
Sparrow is anxious to reach Skjolden and speak to Aoife about the attack on the Spring Court. He is withdrawn and irritable, burying himself in scrolls and history tomes all hours of the day and night, muttering to himself about portals and swords.
Around lunchtime, you are enjoying the warm sun on your face when a colossal shadow passes overhead, bathing the procession of wagons in shadow. You look up, and see the underside of an immense ship fitted with a canvas balloon and sails, with a vast wooden deck laden with cargo. It sails hundreds of metres above the main road to Skjolden. You hear the sound of whirring gears and creaking wood as it passes overhead, creeping towards the East. A tinny whistle sounds from it as it easily outpaces the traffic heading towards the city.
“An airship.” Sparrow notes, looking up from his scrolls for the first time in days.
“Finally! We are getting close to Skjolden.”
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The road becomes densely packed with other travellers as the day wears on, and turns from packed earth to cobblestone before you know it. The wagons bump and rattle unbearably on the uneven stones, and the guild decides to abandon them and continue on foot. As soon as you unload and hoist your pack onto your shoulder, the wagons creak in a relieved sort of way, then turn back the way they came.
‘Brownie magic,” says Sparrow. “The wagons will return to Harvest Town.” Sparrow seems invigorated, and ushers your party onward eagerly.
The Guild recruits approach an immense stone bridge that crests towards the massive gates of Skjolden. Townhouses, taverns and shop fronts are built haphazardly on the sides of the bridge, with a steady stream of traffic going up and down the road, and patrons spilling out from storefronts onto the bustling street. Enticing smells waft from the open doors of the buildings - “Grease and Axel - finest maple ale in Skjolden!” But there is no time. The Guild presses on towards the Clockwork Gates.
Stone stairs lead up to a colossal set of doors made from reinforced timber, brass and bronze. Towers and turrets flank the main gate, disappearing into the clouds and smog above. An immense, gleaming golden gear is set into the face of the gate, and it whirs and grinds loudly, setting other gears in motion as parts of the gate seem to independently move and rearrange themselves. A sign over the gate made from bronze letters (each the height of an adult dryad) reads “Éirim, Dul Chun Cinn, Neart” - Ingenuity, Progress, Strength.
You ascend the stone walkway, entering a smaller circular archway for foot traffic, and enter what looks almost like the ticket office of a train station. Fae are queued up by the hundreds. You watch as a wildling man hands a scroll to a stern looking guard with a tall hat and a moustache. The guard inspects the paper closely, extending a golden monocle propped over his right eye to scrutinise the paper, looking for signs of fraud or arcane tampering on the document. Finding nothing, he hands it back to the wildling, and waves him forward through a turnstile.
Your party moves forward in the line, and the guard turns to you, holding out a hand to halt you. “Papers, please.” He says, eyeing you suspiciously.
Sparrow pushes to the front, moving toward the guard and pulling something from the sleeve of his cloak. “Papers? No problem, my good man. I’ve got them right here…” Instead of a scroll, you see just a glimpse of the top of an immense wooden staff hidden in Sparrow’s garments. There is a flash of green sparks and the guard freezes in place, a look of dawning surprise frozen on his face.
Sparrow clears his throat and says loudly “Thank you sir! I think you’ll find everything in order-” He hisses to the rest of you and waves everyone through the gate. “Right - everyone, file through, quickly now! I don’t know how long that spell will last…”
Everyone moves through the turnstile, trying not to rush and draw unwanted attention. You keep walking through the station, looking around in amazement at fae clambering onto arcane trams destined for the city below, built out of timber and bronze and powered by magic. You exit the station into the cold light of an Autumn day, and look out over the city of Skjolden.
Skjolden, the largest city in Folkland, is a sprawling, noisy, smog filled city that stretches out as far as the eye can see. You see an airship dock off to your left with a large sign reading ‘Cloudrunner district’. Immense timber and bronze ships descend into the sprawling dockyard, laden with cargo and travellers. You can just see tiny figures scurrying around the dock, hauling cargo and luggage tirelessly. Coal, limestone and crystals are loaded onto arcane conveyor belts that seem to disappear into complicated pipe systems that lead deep into the city. Elsewhere in Skjolden you hear the clanging of forgeries, metalworks and factories as they puff thick black smoke into the sky. To your right, massive water reservoirs and steam condensers draw water in from the coast, and turn it into the steam that powers the entire city. There are warehouses, taverns, cabarets and dark streets, residential apartments, tram stations, workshops and laboratories, universities and stores.
This is Skjolden - the city of industry and innovation.
In the distance stands a towering, crooked building, its structure an uneven patchwork held together by little more than magic and dreams. An arcane clock is fastened to its façade, chiming erratically with bursts of purple sparks that spill from chimneys jutting out from its sides. Sparrow appears beside you silently. “That, my friends, is the Autumn Guild House. That is where we will find Aoife and her Steam Court.”
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You walk the streets of Skjolden, the sounds of the city making it hard to hear Sparrow as he moves through the crowds, dodging crowds of fae rushing to catch the tram. A downbeat wildling man blows on a harmonica sadly, begging for fairy gold.
“This city builds everything out of timber, brass and bronze. Aoife has a strict agreement with Oberon, Lord of the Trees, and can only log a certain amount of timber each year. She imports some wood from the Winter Court, and also has arrangements with the mining communities of both the Autumn Duchy and Winter Duchy for coal, limestone, copper ore, tin ore, zinc ore, gemstones and crystals. If they can build with it or enchant it, they’ll import it. In return, they export expertly handcrafted weapons, armour, and processed metal bars to the other Duchies.”
He turns towards the party. “Aoife has always been brilliant and ambitious, but she has never sought dominion over the other courts - only to build her own. I do not believe she is behind the attack on the Spring Court, even if she had the means to do it. Nevertheless, we must do our due diligence, and investigate. Search the city for signs of the iron puppets. I will seek an audience with Aoife.” Sparrow departs, heading for the guild house.
Chapter Six, Quest One
Industry and Innovation
Search the city for signs of iron puppets being manufactured and distributed. We technically don’t have visas to be here, so be discreet. You may want to wear a disguise.
Airship Docks - You’ll need to sneak onto the docks and into the ships. Don’t get caught by dock security! If you don’t have import documentation on you, you’ll be thrown in the Bastille! You find evidence of a suspicious silver metal ore being imported, though you can’t get close enough to determine whether it is iron or not.
Smeltery - Fae labourers tirelessly shovel coal and limestone to heat the smeltery, shipping liquid molten ore to the metalworks nearby through a system of reinforced magic tubing. You’ll need to disguise yourself as a worker. You find evidence of a suspicious silver metal ore being smelted, though you can’t get close enough to determine whether it is iron or not. The forge workers wear thick protective gear and steampunk air filters over their faces when smelting the ore.
Metalworks Factory - There is a flurry of activity in the metalworks - you could disguise yourself as a smith or as an upper class businessperson. What are they making? You find early schematics for an arcane construct called an ‘Enforcer’. The sketches are rough and humanoid like the iron puppets, but larger.
Arcane Laboratory - The laboratory is home to those adept at both artificing and magic, where they use their incredible minds to enchant and reinforce machinery, tools, armour and vehicles with magic. These are a strange group of fae and are likely too engrossed in their work to notice a newcomer. Nevertheless, best to be discreet. You discover the artificing mages are working on a complicated spell for ‘animation magic’ - magic used to animate a soulless shell to follow the command of the spellcaster.
Water Purifying Plant - Fae adept at elemental magic draw and purify seawater from the coast, pumping it up through huge pipes underground. You discover the water levels in the reservoir are lower than they should be, as if the city is consuming more power than usual for something.
Draw or write about your character exploring one of the locations listed above. Disguises encouraged but not mandatory. Just try not to stick out or get into trouble!
Reward: 200 fairy gold 💰
The findings from your investigations are troubling. You have uncovered evidence that is suspicious at best, and downright damning at worst.
You also overhear something equally troubling - the city is abuzz with rumours about a rebel faction called “The Old Ways” led by someone called Ruania. Apparently, last week a factory in Stratmar was blown to smithereens, and the faction took ownership for the attack. The city is in a state of unrest and anxiety, particularly because a huge city-wide event called ‘The Innovation Fair’ is coming up in a few days. The Old Ways members have made cryptic threats about this event, but more troubling is that they have gone to ground and not been seen for the last few days.
The day is drawing to a close and Sparrow has not made contact. As you search for a tavern to board at for the night, you hear a faint hiss of escaping air to your right, interrupting the bustling sounds of the street. An unassuming brass tube embedded into a metal lamppost suddenly springs to life as a little metal canister shoots out of it, aiming for your head. You catch the little canister before it can clock you in the dome, and it giggles. Etched on the front it says ‘Messenger tube - Steamspire district’. You open the latch and pull out a scroll rolled up within it.
Sparrows familiar handwriting greets you.
“Have a meeting with Aoife in a few days. Earliest she would see us. I have lodging for you at The Boiler Room in Stratmar. I know the owner - old friend.”
Relieved, you head to The Boiler Room, a humble yet cozy tavern deep in the workers district of Stratmar. Surrounded by factories, warehouses, smelteries and workshops, the tavern is frequented by the working class folk of Skjolden. They are a hardy, rough but genuine folk. Some who cannot afford to live within the city live on the bridge that leads into Skjolden, or even further out in the farming villages on the outskirts of the city, and commute into Stratmar every morning for work.
The tavernkeep, Tamsin, is a hearty Stonefolk who is evidently an old friend of Sparrow’s. “Heroes, eh? I can spot one a mile away. You’ve got the wear of the road on you and that look of someone carrying more trouble than they can hold. Come, sit. First round is on me - after that, you’re paying.”
Tamsin’s food is good, his tavern is cozy and comfortable, and Sparrow has booked rooms on the upper floors to house the guild while you’re staying in the steampunk city. The tavern balconies look out over the lantern lit city, which never seems to stop or sleep.
Chapter Six, Quest Two
Clockwork City
We have a few days to kill before we can meet with Aoife. Meanwhile, there is an entire city to explore! What do you spend the time doing? Investigating? Looking for Old Ways members? Shopping? Training? Relaxing in the tavern after a few uncomfortable days on the road? Trying to squeeze information out of Sparrow?
Draw or write about what your character spends their time doing while waiting for the meeting with Aoife.
Reward: 100 fairy gold 💰
One day as you're exploring Skjolden, you receive another messenger tube. You see Sparrows spiky handwriting again:
Another old friend has made contact. Says he has information for the guild. Go and see Master Clay at The Brass Buckle. See what he knows.
With some directions from the locals, you make your way to The Brass Buckle. It is a beautiful tailor and haberdashery located in the upper class districts of Skjolden, near the university. The fae here are extravagantly dressed and the streets quieter and cleaner. You enter the dark wooden shop with richly coloured curtains bearing the name ‘The Brass Buckle - fine clothing for fine folk” in gilded letters on the glass windows. The door opens with a jingle and you step into a dark but cozy room.
A little mole critter stands on a tall stool, pinning a bustled dress onto a haughty looking high fae woman. He wears a fancy little vest and waistcoat embroidered in gold, and a bowler hat laden with pins, bobbins and spare spools of thread. Seeing your party enter the room, Clay quickly jumps off the stool and says to the High Fae in a high, squeaky voice: "That’s all for today, m’lady. I’ll have the dress delivered in time for the Innovation Fair."
The lady leaves the store, and Clay places his paws on his hips, regarding you warmly. ‘The new generation, eh? Makes me feel old. My great- great-great grandpapa was in the service, you see, and now I carry on his proud tradition. Clay, Master tailor and trader, at your service.” He bows to you with a flourish of his bowler hat. Miraculously, the sewing supplies on top stay in place. “No good with spells or swords I’m afraid, only a needle and thread. But it’s what I know that can help. Come with me.”
Clay leads you behind a curtain through the back, into a crowded sewing room. Lining the walls are bolts upon bolts of rich, expensive fabrics in every colour and texture you could think of. Mannequins line the walls with half finished projects pinned to them. On the long tables are complicated looking contraptions that are vaguely rectangular shaped. In a lowered voice, Clay tells you they are called ‘sewing machines’. “The humans invented them. Bought this baby off a group that can get you stuff from the human realm on the down low, real useful. Apparently the humans use them to sew limbs back on if they have an injury. Very hardy, humans are… the more you know…” He nods and taps his nose knowingly.
Clay takes you down a narrow set of stairs and into a second room below the shop. Your eyes boggle. Mounted on the walls are rows and rows of weapons of every type imaginable. Swords, staves, staffs and sickles. Bows, battleaxes, boomerangs and blowguns. There are also a hefty range of magic spellcasting foci such as rods, wands, and staffs made out of all sorts of materials (“I’ve got oak, aspen, driftwood or bloodwood, though I’m running low on coral at the moment”), crystal and sea glass bottles for potions - and finally, his pièce de résistance, racks and racks of combat clothing and armour.
Clay looks around at his collection proudly. “Welcome to my second business venture - The Blade and Gear: the best (and only) armory and tailor in Skjolden that exclusively serves heroes!”
“Everything here is for sale.” Clay gestures around. “If I didn’t make it myself, I traded for it. Some of it is quite rare.”
After you have a field day sorting through equipment and armour, Clay gathers everyone together and regards you solemnly. “I didn’t call you here to clear out my stores though. I have information. There is something going on in this city. I had a gentleman come through the other week with some very strange stories indeed. Didn’t get a good look at him, he was cloaked head to toe, but he told me something very interesting indeed.”
“The Steam Court is importing pure iron ore from the coast, in secret. I don’t know where they’re getting it or what they’re doing with it - but they’re moving it to the abandoned metalworks in the Old City district at nighttime.”
“Moreover, you may have heard this already, but there’s unrest in Skjolden. This city is like a powder keg waiting to explode.The traditionalists are protesting all over the city, blowing up warehouses and factories and threatening to do something terrible at the innovation fair in a few days. They think the city is an insult to nature and the goddesses, and that Aoife is leading the realm the same way as the humans - or something like that. “ Clay waves a hand. “They've always been a nuisance, this group, but lately they've been out of control - and violent. There used to be a peaceful protest here and there, handing out fliers and getting arrested for blocking the guards station at the Clockwork Gates - that sort of thing. But there’s someone new leading them, a woman called Ruania, and she doesn't mess around. She’s got some sort of plan for the city and it doesn’t sound like she’s planning on entering the innovation contest. All I'm saying is - expect trouble. Something’s coming, and it's going to be big.”
With that bombshell dropped, the Guild members thank Master Clay, retreat to The Boiler Room to decompress, and update Sparrow. Sparrow is absolutely flabbergasted, and becomes deeply thoughtful, retreating into a corner of the tavern with a cup of maple ale for the rest of the night.
Before bed, he gathers everyone in the tavern downstairs. “Tomorrow night, in the cover of darkness, we will investigate the abandoned metalworks and see what we find.” He shakes his head. “I cannot believe Aoife would be behind this - but all of the evidence points to her or someone in her court. We must find out the truth.”
With the events of the day weighing heavily in your mind, you head to bed.
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You walk the quiet, shadowed streets of the Old City district, your head lowered and hood drawn up. The flicker of lanterns are sparse in this part of town, leaving the cobblestoned pathways shrouded in darkness. The usual bustle of the city is muffled and far away - replaced by the sound of an autumn breeze wailing softly through the shells of abandoned buildings. You pass a long neglected church dedicated to Rhiannon and Morrigan - its stained glass windows shattered and the vibrant colours lost to time. Vines creep over the once-proud stone parapets, and a lone bat flutters above, screeching now and then into the still air.
As you near the old metalworks factory, the compound comes into view - a shell of what it once was. Once a hub of activity where industry dominated, the building has seen better days. The roof has fallen in places, and rusted metal drums lie scattered about the yard. Weeds have reclaimed parts of the compound and long dead plants have struggled and died in other areas. The timber slats of the metalworks building have been kicked in in some places and are molding in others. The metalworks’ towering smokestacks, once belching black clouds in the sky, are now hollow and still, stained with soot and grime. The brick wall that seals off the metalwork compound from the rest of the forgotten old city is weathered and crumbling.
You enter the compound and make your way into the building.
Inside, the floor is a chaotic maze of broken machinery, discarded tools, and faded blueprints. The air is thick with the scent of rust and the faint metallic tang of a forge. Old conveyor belts hang limp, some half-buried under piles of forgotten scrap metal. Massive, dust-covered anvils lie forgotten in the corners of the vast, open floor plan, surrounded by gears the size of wagons and vats of cooled slag.
The furnace room, a hulking mass of charred bronze and blackened bricks, feels like a forgotten heart - its hearth cold, its bellows still. The overhead arcane crane, long out of service, creaks in the wind, as though expecting to move but having long lost its purpose. Patches of the floor are covered in a slick, oily residue, remnants of long-abandoned operations, and the occasional rat scurries through the shadows, searching for whatever scraps it can find.
A sense of unease hangs in the air, like the factory’s soul is trapped between the past and the present, the memory of clanging hammers and the smell of molten copper almost tangible.
The only new addition to this dead and dusty building is the rows and rows of small puppets, suspended from chains above the factory floor. Their lifeless metal eyes, dull and unmoving, stare straight through you. Moonlight filters through a collapsed hole in the ceiling, and the puppets' smooth, iron bodies glint in the faint light.
Everything is still. No sound, no motion—only an empty silence that rings in your ears, louder than a scream.
Sparrow swallows audibly. “Bugger.”
Chapter Six, Quest Three
The Old Metalworks
Draw or write about your character sneaking through the Old City, investigating the metalworks compound, and/or discovering the iron puppets.
Reward: 100 fairy gold 💰