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==[[Category:Sky-Beasts|Sky-Beasts]]==
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Latest revision as of 14:08, 28 May 2021


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Collection of the a various trade opportunities you can get

The Reach[ | ]

Magdalene's[ | ]

An Opportunity: Hours at Magdalene's
BarrelofUnseasonedHours
Category Story Event
Type Story
Data ID 319701


An Opportunity: Hours at Magdalene's[ | ]

A mining vessel has docked at Magdalene's to the consternation of its residents. The attendances complain of unsavoury customers, who are here to benefit their purse rather than their spiritual well-being.

A late night reconnaissance mission of activity at the engine reveals the attendants are correct. The miners are attempting to fence stolen hours to buyers they meet under the auspices of Magdalene's neutrality. You could make a deal of your own, should you wish.

Trigger conditions

BarrelofUnseasonedHours icon Opportunity: Smuggled Hours ≥ 14


Interactions

Actions Requirements Effects Notes
Pay the price of the Hours
Honest smuggling deserves an honest price.

Game note: You will gain 5 Barrels of Unseasoned Hours.

A deal done in the shadows
The miner's captain meets you in the shadow of a darkened stained-glass wall. She shows you the hours before you make the exchange – clearly confident in her ability to prevent you from double-crossing her. The hours sit in barrels, whickering to each other in the gloom. The captain intimates she may have found them a ruin, deep in Traitor's Wood. The exchange is swift.
Bargain the price lower
Smugglers are always game for a haggle.

Game note: You'll pay the full price and extra on failure. You may gain up to 5 Barrels of Unseasoned Hours.

Failed event
Captain to captain
The captain meets you an empty chamber. She is pretending to be an honourable captain; you an honest customer. Despite her sympathies for the size of your purse, the captain will not budge. She has mouths to feed and repairs to make. You strike a deal and meet later in the bustling Forecourt market to make the exchange.
Successful event
The delights of Port Avon
You meet the captain a pleasant albeit disused atrium. She has recently availed herself of the services of the attendants, and has been drinking heavily as a result. You press your advantage. You leave with the hours, while she curls up on a rose-scented sofa and weeps for her brother.
Sell out the smugglers
The smugglers won't thank you for it, but the attendants will be pleased. You will not received any Hours.

Game note: You will gain 500 Sovereigns.

A good time had by all
A bright-eyed attendant is at the registration desk. She listens with interest, before ringing a small bell situated beneath her papers. Did you know Magdalene's had a small standing army? You did not – and neither, it seems, did the captain of the smuggling engine. The ensuing brawl is vigorous and brief. No one is killed and the smugglers leave, bruised but functional. They will, the attendant informs you, not be permitted back in Magdalene's. She predicts mutiny aboard the engine. There is a small purse for your trouble.


Port Avon[ | ]

An Opportunity: Hours at Port Avon
BarrelofUnseasonedHours
Category Story Event
Type Story
Data ID 313220


An Opportunity: Hours at Port Avon[ | ]

A mining vessel has docked at Port Avon, to the consternation of its residents. The locals complain of noises in the night and wrongdoing up at the ruins.

A late night excursion reveals the villagers are correct. The miners are attempting to fence stolen hours to buyers they meet within the ruins that loom over the village.

Trigger conditions

BarrelofUnseasonedHours icon Opportunity: Smuggled Hours ≥ 1 ≤ 13,


Interactions

Actions Requirements Effects Notes
Pay the price of the Hours
Honest smuggling deserves an honest price.

Game note: You will gain 5 Barrels of Unseasoned Hours.

A deal done in the shadows
The miner's captain meets you in the shadow of a looming wall. She shows you the hours before you make the exchange – clearly confident in her ability to prevent you from double-crossing her. The hours sit in barrels, placed in deep grooves in an empty chamber. The captain thinks it must have been a storehouse or a treasury in days gone by. The exchange is swift.
Bargain the price lower
Smugglers are always game for a haggle.

Game note: You'll pay the full price and extra on failure. You may gain up to 5 Barrels of Unseasoned Hours.

Failed event
Captain to captain
The captain meets you in the Nowhere Inn. You conduct your business over cider, employing the secret code of the midnight trade. Despite her sympathies for the size of your purse, the captain will not budge. She has mouths to feed and repairs to make. You strike a deal and meet later under the shadow of the ruins to collect your prize.
Successful event
The delights of Port Avon
You meet the captain in the shadow of the ruins. She sways slightly. Her breath smells of cider, and she swigs from a purloined bottle of the Nowhere Inn's finest. She is very amenable to a lower price.
Sell out the smugglers
The smugglers won't thank you for it, but the locals will be pleased. You will not received any Hours.

Game note: You will gain 5 Port Avon Welcome.

A good time had by all
You set up a midnight meeting with the captain in the ruins. Once it is confirmed, you head straight to the Nowhere Inn and locate the burliest MacDonald you can find. The ensuing brawl is vigorous and brief. The smugglers are bundled onto their engine and pushed out of the station and informed they'll be watched for, before everyone retires to the Nowhere for drinks. You don't have to buy a single round all night.


Lustrum[ | ]

An Opportunity: Ministry-Approved Literature for Auction at Lustrum
Ministryliterature
Category Story Event
Type Story
Data ID 319631


An Opportunity: Ministry-Approved Literature for Auction at Lustrum[ | ]

Lustrum is home to a single raucous, rancorous auction house, held in the back room of the Hanged Man on the occasional Wednesday.

Within these grimy confines, miners and factory owners rub-shoulders, salivating at the bit at the curious, oddities and occasional bargain that the lugubrious auctioneers puts before them.

Asking how the auction house comes by the goods in such quantities, however, will earn you a one way ticket to a small pit in a cold field at the foot of the mountain. Some things are best left unspoken.

Trigger conditions

Ministryliterature icon Opportunity: Ministry-Approved Literature ≥ 14

Interactions

Actions Requirements Effects Notes
Bid cautiously
You'll risk little but could gain a lot.

Game note: This is a safer route but likely to result in up to 5 Ministry Approved Literature.

Failed event
A brave attempt
You are outrageously outbid by an infamous Lustrum 'claim-holder', who offers not gold but non descript favours for his fellow miners. Shockingly, the lugubrious auctioneer allows this to proceed. As you carry away the few small items you were able to secure, you spot the scoundrel trading handshakes with much thinner, more ragged and worn miners. He smiles with all of his silver teeth as you pass.
Successful event
Triumph!
Though drunken prospector glare daggers and prominent claim owners twitch their trigger fingers in vexation, you will not back down. Again and again the hammer rises, and again and again you raise your hand. At last the hammer falls. The literature is yours. A firm-gripped auctioneer appears at your elbow, to broach the matter of payment.
Bid extravagantly
You will win at all costs.

Game note: This is a riskier route that may yield more Literature.

Failed event
An honourable defeat
You bid unwisely and too much. Early on, the auctioneer sells you a volume of Swinburne, followed by the less works of the Romantics, and some dreadful Celestial... well, it doesn't deserve to be called poetry. By the time bidding begins on the first edition of Tennyson, you have spent all the money you brought. It goes for half its value to a dreadful old baggage in fetid overalls and an obvious tremour of the hands.
Successful event
A wild success
The Hanged Man is stuffy; the warm air is redolent of whisky and shirts stiff with dried sweat. The only beverage is vile whisky, that burns your throat. You are sandwiched between a perspiring prospector and a windy Windward Company manager. The auspices are not good. Yet your prevail. Your hand rises again and again until at last you have victory. The books are yours, and rightly so. Can anyone else here understand their value like you can? Assuredly not.
An Opportunity: Nectar for Auction at Lustrum
Choristernectar
Category Story Event
Type Story
Data ID 319694


An Opportunity: Nectar for Auction at Lustrum[ | ]

Lustrum is home to a single raucous, rancorous auction house, held in the back room of the Hanged Man on the occasional Wednesday.

Within these grimy confines, miners and factory owners rub-shoulders, salivating at the bit at the curious, oddities and occasional bargain that the lugubrious auctioneers puts before them.

Asking how the auction house comes by the goods in such quantities, however, will earn you a one way ticket to a small pit in a cold field at the foot of the mountain. Some things are best left unspoken.

Trigger conditions

Choristernectar icon Opportunity: Nectar for Auction ≥ 14


Interactions

Actions Requirements Effects Notes
Bid cautiously
You'll risk little and perhaps gain a lot.

Game note: This is a safer route but likely to result in up to 5 Gourds of Chorister Nectar.

Failed event
A brave attempt
You are outrageously outbid by an infamous Lustrum 'claim-holder', who offers not gold but non descript favours for his fellow miners. Shockingly, the lugubrious auctioneer allows this to proceed. As you carry away the few small items you were able to secure, you spot the scoundrel trading handshakes with much thinner, more ragged and worn miners. He smiles with all of his silver teeth as you pass.
Successful event
Triumph!
Though drunken prospector glare daggers and prominent claim owners twitch their trigger fingers in vexation, you will not back down. Again and again the hammer rises, and again and again you raise your hand. At last the hammer falls. The nectar is yours. A firm-gripped auctioneer appears at your elbow, to broach the matter of payment.
Bid extravagantly
You will win at all costs.

Game note: This is a riskier route that may yield up to 7 Gourds of Chorister Nectar.

Failed event
A lack of easily dissolved assets to hand
You are involved in the auction almost to the very end – when some black-teethed bruiser bids the value of his entire claim field. Despite the protestations of his workers, the auctioneer allows him to proceed. You only gain a meagre portion.
Successful event
Victory by attrition
A connoisseur of Chorister Nectar presents a challenge, but he loses nerve when the auctioneer mentions a possible flaw in the nectar. The apidophile is difficult to shake off; she matches you bid for bid. Perhaps the auctioneer finds her fervour for the nectar off-putting, for he conspicuously fails to notice her final bid. You leave the auction house weighed down with nectar.

Port Prosper[ | ]

An Opportunity: Ministry-Approved Literature for Auction
Ministryliterature
Category Story Event
Type Story
Data ID 313327


An Opportunity: Ministry-Approved Literature for Auction[ | ]

Port Prosper's wealthy West End is home to the Reach's largest auction house: Mallow and Marblecroft.

Within these hallowed chambers, the great and good of Prosper rub shoulders with visitors from all over Albion. All come in hope of bargains on curios, antiques and outrageous luxuries.

It's crass, of course, to ask how the auction house comes by the goods in such quantities.

Trigger conditions

Ministryliterature icon Opportunity: Ministry-Approved Literature ≥ 1 ≤ 13,


Interactions

Actions Requirements Effects Notes
Bid cautiously
You'll risk little but could gain a lot.

Game note: This is a safer route but likely to result in up to 5 Ministry Approved Literature.

Failed event
A brave attempt
You are outrageously outbid by an infamous Port Prosper heiress and the widow of a much loved duke. The ante keeps rising: these bidders would spend on a book what most would spend hosting a ball! As you carry away the few small items you were able to secure, you spot the heiress' butler handing the duchess a calling card. Was their bidding war merely an elaborate seduction?
Successful event
Triumph!
Though steely-eyed harridans glare daggers and prominent peers twitch their moustaches in vexation, you will not back down. Again and again the hammer rises, and again and again you raise your hand. At last the hammer falls. The literature is yours. A discreet auctioneer appears at your elbow, to broach the matter of payment.
Bid extravagantly
You will win at all costs.

Game note: This is a riskier route that may yield more Literature.

Failed event
An honourable defeat
You bid unwisely and too much. Early on, the auctioneer sells you a volume of Swinburne, followed by the less works of the Romantics, and some dreadful Celestial... well, it doesn't deserve to be called poetry. By the time bidding begins on the first edition of Tennyson, you have spent all the money you brought. It goes for half its value to a dreadful old baggage in a lurid hat.
Successful event
A wild success
The auction house is stuffy; the warm air is redolent of cosy seating and long naps. The only beverage is tea, served scalding. You are sandwiched between an over-familiar vicar and a perspiring colonel. The auspices are not good. Yet your prevail. You elbow away clerical interference and ignore the drip of military sweat upon your arm. Your hand rises again and again until at last you have victory. The books are yours.
An Opportunity: Nectar for Auction
Choristernectar
Category Story Event
Type Story
Data ID 313341


An Opportunity: Nectar for Auction[ | ]

Port Prosper's wealthy West End is home to the Reach's largest auction house: Mallow and Marblecroft.

A captain expired on his return from the Jetticus Hives – the cause of death was a delayed reaction to multiple bee stings. He died without issue. His crew have arranged for the hoards of Chorister Nectar they brought back to be auctioned off, to fund them till they find a new engine.

Trigger conditions

Choristernectar icon Opportunity: Nectar for Auction ≥ 1 ≤ 13,


Interactions

Actions Requirements Effects Notes
Bid cautiously
You'll risk little and perhaps gain a lot.

Game note: This is a safer route but likely to result in up to 5 Gourds of Chorister Nectar.

Failed event
A brave attempt
You are outrageously outbid by an infamous Port Prosper heiress and the widow of a much loved duke. The ante keeps rising: these bidders would spend on a book what most would spend hosting a ball! As you carry away the few small items you were able to secure, you spot the heiress' butler handing the duchess a calling card. Was their bidding war merely an elaborate seduction?
Successful event
Triumph!
Though steely-eyed harridans glare daggers and prominent peers twitch their moustaches in vexation, you will not back down. Again and again the hammer rises, and again and again you raise your hand. At last the hammer falls. The nectar is yours. A discreet auctioneer appears at your elbow, to broach the matter of payment.
Bid extravagantly
You will win at all costs.

Game note: This is a riskier route that may yield up to 7 Gourds of Chorister Nectar.

Failed event
A lack of easily dissolved assets to hand
You are involved in the auction almost to the very end – when some minor earl bids the value of his aunt's entire estate. Despite her protestations, the earl wins, and departs with his footmen burdened by nectar. You only gain a meagre portion.
Successful event
Victory by attrition
A connoisseur of Chorister Nectar presents a challenge, but he loses nerve when the auctioneer mentions a possible flaw in the nectar. The apidophile is difficult to shake off; she matches you bid for bid. Perhaps the auctioneer finds her fervour for the nectar off-putting, for he conspicuously fails to notice her final bid. You leave the auction house weighed down with nectar.

Traitor's Wood[ | ]

An Opportunity: A Lumber Camp
Bronzewood
Category Story Event
Type Story
Data ID 313199


An Opportunity: A Lumber Camp[ | ]

Blue smoke rises from a camp at the fringes of the Palewood. A great bronzewood has come down in a storm. Lumberers swarm over its vast trunk, boring into its core to extract the most supple wood.

There is more than can be burned for charcoal and more than the Company will pay for. Rather than leave it to slowly rot in the rain, the lumberers are willing to sell it to those captains with a reputation for discretion

Trigger conditions

Bronzewood icon Opportunity: Bronzewood at Traitor's Wood ≥ 1

Interactions

Actions Requirements Effects Notes
Make a shady deal for Bronzewood
The lumberers are cautious about being found out by the Company. If it knew they made additional profits, it would refuse them their full fee.

Game note: You will gain 5 Bronzewood.

A deal done beneath the boughs
Palms are wettened with spittle; hands are shaken. A group of labourers help carry the golden-hued wood back to your engine, as a sudden rain douses the campfires. Muttering half-heartedly, the labourers set off, seeking shelter and somewhere to move the rest of the felled wood; rain will not treat it kindly.

Advanced query needs investigation Advanced alteration value probably needs examination.


Take the wood by force
You have absolutely no intention of paying for it.

Game note: You may gain up to 5 Bronzewood.

    • Iron icon Iron challenge (67 for 100%)

    • Crew icon Crew ≥ 5

Failed event
Resistance
You have the element of surprise, but the labourers have hatchets. One stringy old man has surprisingly good aim. You prevail, naturally. You have more and better guns than they do. But they have time to scatter into the woods, taking some of the fallen logs with them. You organise a quick funeral for those of your crew downed with wood saws, then set to the arduous task of moving the abandoned lumber.
Successful event
A bloodless ambush
Your attack is unexpected. The labourers are hardy, but exhausted from their work. A couple of broken arms and bruised heads are all that's needed to subdue them. One of your crew suffers a nasty headwound, however. Without the lumberers, lugging the best wood back to your engine is arduous work however.

Discoveries[ | ]

An Opportunity: Seeds from a Steading
Verdantseeds
Category Story Event
Type Story
Data ID 313280


An Opportunity: Seeds from a Steading[ | ]

This steading has enjoyed a spectacular harvest. Flowers in green and gold sprout from rickety balconies and hanging baskets that drape over the wooden frontlike the fronds of a willow. The boards of the house visible sag with the superabundance of vegetation the harvest has brought.

The settlers sit on their porch, surrounded by potted vegetation and sacks of carefully stored seeds. Their fingernails are dark with soil.

Trigger conditions

Verdantseeds icon Opportunity: Seeds at a Homestead ≥ 1
Interact with the Homesteads and pick An Opportunity! Offer to trade for their surplus of seeds during the A Homestead event

Interactions

Actions Requirements Effects Notes
Offer Munitions for Seeds
One sleeps safer in bed with a pistol beneath it. They could also use munitions for clearance; there are so many vegetables, they cover every inch of furniture in the steading.

Game note: You will gain 5 Sacks of Verdant Seeds.

A novel solution
The settlers turn to each other to discuss your offer. They speak quietly and quickly, swiftly reaching agreement. There is a mumbled dialogue. "Could explode them, if nothing else," the woman mutters, her eyes fixed on the bounty of vegetation that cloaks their home. The deal is made. The settlers even help you load the seeds onto your engine.
Offer Supplies for Seeds
They have an abundance of vegetables, but a dire absence of meat, salt, chocolate – all of the things that make sustenance food.

. Game note: You will gain 5 Sacks of Verdant Seeds.

A swift resolution
The settlers consider your offer carefully. Their steading is swamped with fruiting flora; indeed, you can make out nothing else amongst their things. The man is on the verge of making a counteroffer when the woman cuts in. "If I have to have vegetable soup one more time, you're going to be supper instead." The deal is concluded swiftly.
Return to the steading
You have other business.


Sky-Beasts[ | ]

An Opportunity: Spirifage
Undistinguishedsouls
Category Story Event
Type Story
Data ID 313458


An Opportunity: Spirifage[ | ]

Spirifers traffic in souls. They ply their clandestine trade across the skies. This engine is one of the White Bottles – the grisly gang of marauders who deal in bottled souls. This vessel is one of those plunderers. It is dormant, but occupied. Most of its crew are off to market on other engines, to barter secretly in the ports of the Reach. A skeleton crew remains aboard, readying the engine for the next venture.

Trigger conditions

Undistinguishedsouls icon Opportunity: Spirifage in the Reach ≥ 1
Interact with the wreck of a Reach Marauder and select the Demand their stolen souls during the The Reach Marauder is Defeated event.

Interactions

Actions Requirements Effects Notes
Convince the crew you're with the Gentlemen
The midnight smugglers of Pan, come to take their tithe of souls. The spirifers could say no, but it wouldn't be wise of them to make an enemy.

Game note: You may gain up to 5 Jumbles of Undistinguished Souls.

Failed event
A night of wine and song
Boarding is arranged and the particulars of your trade communicated by flag. The White Bottle marauders appear to be cowed by your show of strength.

When you enter the engine with a few crew to carry away your tithe, there is a complication. The leader of the spirifers has brought out wine and cards. A fitting welcome for the Gentlemen, who hail from the liberties of Eleutheria. You have no choice but to partake.

Your winnings are meager: only a single unit of souls. But you would never compromise your honour and cheat at cards.
Successful event
Nothing ventured, nothing gained
The spirifers acknowledge your signallers' request. A white flag waves, indicating permission to board. You approximate a thieves oath on meeting the leader, gleaned from tales you've heard of the wicked Gentlemen. It suffices, for you're given several crates stocked full of jars. They rattle pleasingly as you carry them back to your own engine.
Storm the engine
You'll not sit down with spirifers. You'll wrest their stolen souls from their trembling fingers and still sleep soundly at night.

Game note: You may gain up to 5 Jumbles of Undistinguished Souls.

    • Iron icon Iron challenge (42 for 100%)

    • Crew icon Crew ≥ 4

Failed event
Not all lost
The spirifers are damnably prepared. Your guns take out their main battery and make safe for boarding, but too many of their crew survived. They wait in ambush near the breach and resists as you attempt entry. After your third crewman drops, you are forced to call a retreat. Amidst the smoke, you concoct a quick plan based on swift reconnaissance. While your men continue to fire, you take the opportunity to sneak around and find the cargo hold. You grab what you can before calling a general retreat.
Successful event
Satisfaction
You spare neither your gun battery nor your crew's eardrums. The sky is bright with carnage as explosion after explosion rocks the luckless spirifers.

When the smoke clears, and the answering volleys cease, you and a small team slip out into the sky.

Within the smoking spirifer engine, you uncover a hidden compartment. Within, jars of souls.


Albion[ | ]

The Brabazon Workworld[ | ]

An Opportunity: Glassworks in Brabazon
Stainedglass
Category Story Event
Type Story
Data ID 313276


An Opportunity: Glassworks in Brabazon[ | ]

A new factory belches smoke in Brabazon. On the Governor's orders, workers have turned glassworkers, employing techniques learned from the Clockwork Sun's engineers.

There have been accidents, but the higher wage means the workers might finally be able to pay off their debts. Despite the dangers, the production of glass only grows.

Trigger conditions

Stainedglass icon Opportunity: Glass at Brabazon ≥ 1


Interactions

Actions Requirements Effects Notes
Buy several panes of glass
Pay the value of the panes.
An accident
The overseer in charge of the glassworks is a hollow-eyed and hulking. His fingers tremble as he takes your papers; his palms are clammy and he smudges his signature.

He departs to the glassworks in haste, to fetch your purchase. You are not permitted to enter the factory. It is, you are told, unsafe.

Donate Caddies of Tea
Brabazon has many needs. The throats of the overseers are often parched, for instance.

Game note: You will gain 5 Panes of Stained Glass.

An exchange of services
The oversee presiding over the glassworks gives a forced smile when you make your offer. His fingers tremble and his eyes are dark and sunken. Evidently, this is a man in dire need of tea. Workers emerge from the glassworks (it is apparently unsafe for you to enter) bearing panes of glass. They carry these to your engine. One is reluctant to part with her pane; you find her hiding behind it in your hold. Before you can make any decisions, however, a troupe of enforcers arrives to haul her away.


The Most Serene Mausoleum[ | ]

An Opportunity: Literature in the Most Serene Mausoleum
Ministryliterature
Category Story Event
Type Story
Data ID 313214


An Opportunity: Literature in the Most Serene Mausoleum[ | ]

The Dismal Chamberlain, the most senior of the Deathless who reside in the Mausoleum, has been declared missing. The other Deathless have organised an auction of books from his private library. After all, the Empress' stipend only extends so far, and all have apartments in need of refurbishment.

Should he return, well, perhaps this will teach him a lesson about disappearing without due notice.

Trigger conditions

Ministryliterature icon Opportunity: Ministry-Approved Literature at the Mausoleum ≥ 1

Interactions

Actions Requirements Effects Notes
Place a bid
The Luminous Cardinal presides over the auction. He promises fairness, but he clearly has his eye on the Chamberlain's 'Poems & Ballads'.

Game note: You may gain 5 Ministry-Approved Literature.

Failed event
Cheating
The auction is heated. A compendium of John Dee's private diaries is introduced at the last minute. You are forced to concede as the Deathless outbid each other, offering successively greater sums of hours. It is against the spirit of the auction, but who is to stop them? Certainly not the Cardinal, who joins in the bidding himself. You leave still heavy in pocket and no richer in reading material.
Successful event
A fierce contest
The bidding is fierce. The Deathless are patient. You hold your nerve. The Cardinal insists that half of the volumes are composed of dreary Wordsworth alone, but you will not be deterred. Even the most magisterial and cunning of the Deathless are forced to concede in the relentlessness of your bidding. You leave lighter in pocket, but with armfuls of literature, and blissfully, not a word of it is Wordsworth.

The Floating Parliament[ | ]

An Opportunity: Munitions at the Floating Parliament
Munitions
Category Story Event
Type Story
Data ID 313217


An Opportunity: Munitions at the Floating Parliament[ | ]

A black market bustles beneath the decrepit spires of Parliament. Where once Whitehall stood, the Gentlemen (a group of smugglers from night-clad Eleutheria) organise the sale of unlicensed arms to thugs, murderers and the occasional MP.

Between apathy and careful diplomatic relations with the First Secretary the Whitehall market is left undisturbed. It meets irregularly and only on days when the bell can be heard from St Stephen's.

The Gentlemen are here today. Their eyes are watchful.

Trigger conditions

Munitions icon Opportunity: Munitions at the Floating Parliament ≥ 1


Interactions

Actions Requirements Effects Notes
Request a trade
Your offer will be taken to the seller at an unknown location, and, if accepted, you will be taken to meet the seller.

Game note: You may gain 5 Crates of Munitions.

Failed event
Something wagered, nothing gained
A match is struck to better count your coin. The dealer hunches over his lantern, almost setting his mottled beard ablaze. Dust and motes of skin float above the battered light. At last, he nods. Pocketing your coin, he heads away into the ruins, whistling a cheery tune. Some hours later, it is clear that he is not coming back.
Successful event
A venture succeeded
A smile in the gloom. A brisk handshake. Her breath is ripe with gin, her fingers are calloused and thin. She counts your coins. It is an hour before she returns from a different direction from which she left. She pulls a trolley behind her, filled with battered ministerial boxes. Wherever the dealer has her base, it cannot be far.

Worlebury-juxta-Mare[ | ]

Opportunities for tea and for crockery in Worlebury-juxta-Mare and The Off Season events

Eleutheria[ | ]

Eagle's Empyrean[ | ]

An Opportunity: Bombazine at the Empyrean
Bombazineroll
Category Story Event
Type Story
Data ID 313283


An Opportunity: Bombazine at the Empyrean[ | ]

The Empyrean confiscates all Bombazine that enters its territory and prosecutes illegal carriers with vengeful zeal. It's a restricted item – vital for the maintenance of the Xanthous moon, but often used by agents of the Liberation to conceal their midnight work.

Any storehouse would present too tempting a target for the Liberation's spies and smugglers. Instead, the Empyrean's government pays captains to transport the stuff far, far away. Any captain who undertakes such work must submit to an extensive check of their credentials..

Trigger conditions

Bombazineroll icon Opportunity: Rolls of Bombazine at Eagle's Empyrean ≥ 1

Interactions

Actions Requirements Effects Notes
Pay to have your credentials checked
The bureaucracy is proudly Byzantine. A hefty bribe is required to expedite matters.

Game note: You may gain four Rolls of Thirsty Bombazine.

Failed event
A spot check
The agents detain you while they perform the requisite checks. The process will take a day and a night. They serve you too sweet tea but do nothing to shutter you from the neon glare of the lights. Your sleep is fitful. The next morning you are considered to possess insufficient moral fortitude to transport bombazine. Furthermore, suspected contraband has been removed from your engine. They do, however, return half of your deposit.
Successful event
Precautionary measures
Despite their best efforts (or thanks to the unblemished nature of your character), the Empyrean's agents find not a shred of evidence against you. You are fit to transport Bombazine. You are brought to a warehouse blazing with neon light. "Keeps the bombazine nice and heavy," you are told, as a crew of agents carry it to your engine. "Harder to steal."
Bypass the background check
If they check with their superiors, they'll surely agree that your character is more than suitable for transporting bombazine.
Swift apologies
The message is swiftly relayed. As soon as the warehouse officials discover you were telling the truth, there are an embarrassing number of apologies and promises that this will not happen again. You are assured that not only are you permitted to take the bombazine, but they will bring it straight to your engine. Later, you receive a curt note from the Bespectabled Official later, reminding you about the dignity of one's position and favours that are beneath a gentleperson to ask.


Langley Hall[ | ]

An Opportunity: Caged Catches in Langley Hall
Cagedcatch
Category Story Event
Type Story
Data ID 313305


An Opportunity: Caged Catches in Langley Hall[ | ]

A troupe of Rubbery exiles from the House of Rods and Chains have arrived at Langley Hall. They have been consigned to the mauve bathroom, to contain the damp and ooze.

The Rubbery Men brought with them a number of beasts, hauled from the Shapeling Vats. They hope to trade them for news on the location of lost Axile.

Trigger conditions

Cagedcatch icon Opportunity: Caged Catches at Langley Hall ≥ 1


Interactions

Actions Requirements Effects Notes
Share a little of what you have experienced
Perhaps there's something in what you've seen that will be of a particular Rubbery significance.

Game note: You will gain a single Caged Catch.

A shiver of home
The Rubberies crowd close, tentacles twitching at your every word. When you are finished, they huddle close and commune in their watery, sing-song tones. Many minutes later, one approaches the rubbery beasts who loll at the back of the bathroom, inside a vast and now very much disused bathtub. Gently, cautiously, the Rubbery attaches a leash and hands it to you, the beast is dragged along after. The rope is fraying, however. Cages will be required.
Share a significant amount of what you have seen
A veteran traveler such as yourself will surely have something they can make use of.

Game note: You will gain three Caged Catches.

A memory of home
The Rubberies huddle together. Their facial tentacles inflate and deflate rapidly, producing a series of high-pitched honking noises. They might be excited. You are given three of the caged beasts. You are permitted to pick the least oozing of the set.
Spend hours telling them of what you have seen
You've travelled far and wide, across the star-strewn sky. You will have something they can use.

Game note: You will gain five Caged Catches.

A hymn of far ago
The Rubberies hoot in exultation as you finish. Their eyes gleam and their frondules quiver. They hum together, an eery hymn that sets the hairs on your body standing on end. They press five of the oozing beasts upon you. Your quartermaster gives you an evil look as they board.



Discoveries[ | ]

An Opportunity: An Exile from Achlys
Category Story Event
Type Story
Data ID 313196


An Opportunity: An Exile from Achlys[ | ]

This is indeed the mendicant brother of the Monastery, cast out for calumny who has made his berth in this cold cave.

He sits in the cave mouth, a single candle lighting the ruin of his face in an unwholesome glow. At his stained feet rest several caddies of dried tea leaves. Stolen, no doubt, but he's willing to trade.

Trigger conditions

Chippedmugoftea icon Opportunity: A Hermit's Tea ≥ 1
Interact with the Blind Hermitage and pick Ascertain whether he has Caddies of Dried Tea during the A Blind Hermitage event


Interactions

Actions Requirements Effects Notes
Trade Mysteries for his tea
A hermit is a storehouse of secrets and stories. Add a donation to his hoard.

Game note: You will gain 2 Caddies of Dried Tea.

The word made flesh
The hermit lowers his hood to listen. His pate is bald and speckled with ink. He writes down what he is told on the only clear surface he has to hand: his own flesh. When done, he pushes a pair of caddies toward you with an as yet unblemished hand. He douses the candle as you depart; the eyes of Achlys are watchful.
Take the tea
You have an engine, guns, and armed crew. He has a candle and halitosis. It will not be difficult. You may, however, cause him to case down a mendicant's curse upon you.

Game note: Seize 3 Caddies of Dried Tea. You will also gain a substantial amount of Terror.

The Burrower's Watchful Eye
The hermit looks up, his eyes teary with loathing. His lips move in mumbled prayer as you order your crew to move all the caddies you can find to your engine.

He is still praying as you depart. A stoker swears she heard the Burrower's name invoked.

It takes some time to light your engine; candles go out; gaslights fail. The engine is operational – and in motion – but it is hours of steering in almost complete dark. At last, a match takes. The screaming begins: outside your windows, something mottled and grey and vast moves alongside you. It does so for hours, until at last, peeling away, its great bulk lost in the drifts. You are not alone in the skies. You are watched.
Depart
You do not have what this hermit requires, but perhaps they have enjoyed your company all the same.

Game note: You will lose this Opportunity until you gain another.

Farewell
The hermit curls his lip and raises his hand in farewell. He intimates he will be leaving this cave soon – it's becoming too well known. You take your leave, back out into the cold wilds.


A Meeting at the Crossroads[ | ]

Interact with the Crossroads discocery and Pick the Accept a gift of gemstones during the A Meeting at the Crossroads event.

The Blue Kingdom[ | ]

The House of Days[ | ]

An Opportunity: Caged Catches at the House of Days
Cagedcatch
Category Story Event
Type Story
Data ID 313292


An Opportunity: Caged Catches at the House of Days[ | ]

Occasionally, great-souled beasts find their way to the Blue Kingdom. Most are quickly pacified and made to comply with the laws of the Sapphir'd King and begin their progress towards Death's Door.

Some resist, however. It is to the Blue Kingdom's bureaucratic embarrassment that there is no law prohibiting bestial Antedeceased. To resolve this the animals are permitted to return to the High Wilderness, provided that they can find someone to take them.

A hunched spirit keeps the Court of Primordials, ensuring they depart in cages, and that someone takes away the wretched things.

Interactions

Cagedcatch icon Opportunity: Caged Catches at the House of Days ≥ 1


Interactions

Actions Requirements Effects Notes
Employ your litigator to lower the price Helping hands
The presiding spirit listens wearily, before waving you through to the Court of the Primordials. Spirits help you gather the animals deemed worthiest of passage; that is, the greatest nuisances. The rituals of purification: the washing with the vinegar, the dipping in salt, the rubbing of the flanks with honey, are left to you. Your litigator does assist.
Pay for the Caged Catches with British coin
The new currency of Heaven isn't universal to the Blue Kingdom. They may not consider it legal tender.

Game note: You will gain between 3 and 5 Caged Catches.

Failed event
Come away
The presiding spirit in its porcelain mask, peers at your sovereigns in confusion. At last, having determined they are neither edible nor a threat, it accepts them, and permits you to remove three of the beasts from the Court of Primordials. The beasts are eager to be away and submit to the ritual purifying with vinegar and wine with only moderate growling. You take the opportunity to shove them into their cages while they're still docile.
Successful event
A bargain struck
The presiding spirit is unsure about accepting your foreign sovereigns but does appreciate the quantity and hue. After several minutes of prodding, your price is accepted. You are brought to the Court of Primordials, which is a stinking menagerie of caged beasts. After performing a ritual cleansing of the beasts with vinegar, you are permitted to leave with five.

The Forge of Souls[ | ]

An Opportunity: A Storehouse of Sparks
Navarantinegemstones
Category Story Event
Type Story
Data ID 313209


An Opportunity: A Storehouse of Sparks[ | ]

Far from the central vaults of the Lyceum stands a small stone house, incongruous between two taller towers, perched on the roof of the great citadel.

Masked spirits use the house to tidy away gemstones from the rest of the Forge, pouring them into buckets according to colour. The First Venturer holds the keys and guards access closely.

Trigger conditions

Navarantinegemstones icon Opportunity: A Citadel of Navaratine Gemstones ≥ 1


Interactions

Actions Requirements Effects Notes
Exchange Immaculate Souls for Navarantine Gemstones
What the Venturer wants with them is anybody's guess.

Game note: You will exchange 3 Selections of Immaculate Souls for 5 Casks of Navaratine Gemstones.

A last gleaming
The First Venturer, an old man with a fierce look in his eye, takes the souls with exaggerated care. "Just provisions," he tells you, blocking your view of the storehouse, "Should a friend ever return." Behind him, spirits gather your reward. After a few minutes, one emerges, its arm laden with stones that shine like fired suns. It bows its masked head and the exchange is made.
Steal into the Storehouse
Why bargain when you can just take? You'll need a crew of stealthy sorts.
Failed event
Shades
You disguise yourselves as shades to enter the storehouse. You enter without incident; your disguises hold.

You walk between shelves that stretch as high as the ceiling, groaning with gems of the colour of heartbreak and the size of fists. You take what you can.

It's all going well until one of your signallers sneezes. A host of blank-masked spirits turn their empty faces toward you; eyes light behind the masks. You escape with what you have, several crew members fewer. They will become shades in spirit as well as semblance.
Successful event
A ruse and a rush
You and your crew don robes and masks and enter the storehouse in the guise of spirits.

Within is a trove of stones, ordered according to some celestial catalogue. Cerulean meats lapiz, before shading to amethyst and cerise. They gleam upon stone shelves that seemingly extend for miles into the gloom. They groan under the weight of the countless stones, like the plunder of avaricious emperors.

You take what you can reach.
Send shades to steal gemstones
You have shades among your crew. Why not use them? At least two of them appear to willing to steal from their fellows.
Ethically dubious behaviour
The only way in is guarded by shades. Well, you have shades of your own. You make your orders clear, and they bow their porcelain masks. They glide toward the storehouse. You see them approach the guards at the gate, and then are ushered within. Is is assumed they are supposed to be here. Time passes. They emerge, heads bowed. Their robes bulge with gemstones, which they deposit upon your desk.