Let's play Sunless Skies : Lovecraftian Steampunk adventures in Victorian space

It seems that the Judgements are trying to stop my investigations : lately, they've sent Logoi to burn the SV servers and disrupt my reports ! Luckily, the site is back up now, and we can continue.

Regarding the box, we'll follow our regretted Captain's orders to the letter ! I can respect that.

As I undock from Summerset Camp, my Nightmares become seriously worrying.


Big mood. Yeah, the thing about Nightmares is that they aren't just a second Terror bar with quirky text boxes : my character can be harmed somewhat permanently once they reach a certain level. Here it was just an XP loss, but later I could begin to lose skill points, and we don't want that. So, we hurry to Magdalene's so the attendants can set it all back to normal.

The staff of the House of Small Comforts disguise themselves as the people I want them to, and comfort me through a strange but efficient therapy (nothing creepy, it just works way better and quicker than a normal therapy would). One unfortunate thing is that there are only two in-game options for disguises : my mother or Queen Victoria, neither of which fit my character. Oh well, I can always make a headcanon for someone else to appear. Soon my sleep is back to its usual quality, which is still not great, but better at least.

Afterwards I drop off Mme. Lumière at New Winchester, who tells me to come back in a while to watch her last movie, I collect some hours from my claim on Lustrum, and I deliver my samples to the Phlegmatic Researcher, who rewards me and begins a long study, the results of which will be available in time. The Signalman appears to have seen enough of the Reach to have an opinion on the current state of the stations :


Well, if that can make him happy (or something close to it), then so be it. We're going to London soon anyway. He also tells me I could have him stay at London, which would allow him to use his relations to generate prospects for me. All officers have such an option, but I rarely use them as I prefer to have them onboard to continue their stories.

I talk with him a bit more, and he tells me of the reason why he worked on the Isambard Line : he once tried to enlist in the Royal Navy, but was rejected due to his fragile heart. I guess it must not be that fragile since we've fired quite a few shots since he came aboard, but fighting in the Navy might have been too much, especially considering the Dreadnoughts' quick-firing weaponry.

It's at this point that I realise I've completely missed the new year's eve, since we're already in March 1906. Then again, time in the sky is a very relative thing.

Before undocking, I overhaul my engine's equipment : a better cannon, the Grimalkin, a larger cargo hold, and a new engine that isn't threatening to blow up everytime we take a hard turn. Then, it's time to go ! We have a new region to explore ! After loading the Prometheus with enough fuel and supplies for a trip into the unknown, we head towards Port Prosper and beyond. At the edge of the living sky, we find our mean of passage :


One of the arcane Transit Relays, conceived and built through the combined efforts of the Singh-Jenkins expedition's scientists. It is carved with Correspondence and uses the tunnels of the Burrower Below without her permission (then again how could we ask for it ?), but travel through it is normally stable. At the relay's signal-box, I find a delayed package that an attendant at Magdalene's asked me to bring. Well, they're gonna have to wait a bit longer, because I'm not going back now ! After obtaining a travel permit thansk to the papers I've stolen from Dreadnought wrecks, a contrabands officer checks my hold and approves of my passage. He doesn't recognise me as an enemy of London, maybe because he didn't receive the news, or maybe because I took precautions to avoid being detected. Or perhaps he just doesn't give a damn as long as I'm not carrying Red Honey. In any case, I rejoin my engine without issue.

I wanted to post a picture of the completed map of the Reach, but I forgot about it and I don't want to waste a permit to go back, so my bad. I'll try to remember to post it eventually when I get the chance. The region has cost us eight loyal crewmembers in total, and we've become embroiled in a good number of life-threatening stories, but overall we're not doing so bad ! And now, a new teritory awaits.

The transit begins.


We cross the tunnels of time and space, dug by the Mother of Dragons eons ago, and thanks to our protection and the reliable conception of the relay, we arrive safely. As the machinery frees our engine, we are greeted by a terrifying scenery.


A seemingly endless expanse of metal appears : the Brabazon Workworld. Thick, toxic fog rises from the bowels of the giant factory, while cogs of unreal proportions reveal a portion of its machinery. Not an ounce of vegetation can be seen from here. The industrious track FreeDive, the main one of the region, starts playing.

Welcome to Albion.


We advance through this forest of iron, the greatest symbol of the New British Empire's industrial might. The light of the Clockwork Sun, which shines dimly through the fumes, and the patrolling Dreadnoughts complete the picture : we are now at the heart of Queen Victoria's power, and we'd better keep a low profile if we don't want to die... or end down there.


Eventually we find a place to dock : The Bit Between, where the Workworld's governor resides. Its discovery grants me another level :


Caution is key in the sky.

At the station, the Incautious Driver searches for the Verdant fragment it's tracking, but finds nothing : we'll have to visit more ports. Afterwards, I notice that a tour of the factory is about to begin. By telling Savage Secrets to an Overseer, I gain a place, and the guide begins explaining the details of the place.

Workworlds are a logical -if horrifying- evolution of the IRL Victorian workhouses, in which poor people were sent to work in terrible conditions. Instead of a single building, these occupy entire asteroids, and Brabazon is the largest. Inside, hundreds if not thousands of prisoners, including children, work endlessly to meet the needs of the Empire. But the Workworlds' most striking characteristic isn't even the child labour, the abusive penal system or the horrible conditions : it is there that the hours mined in the Reach are refined for various uses, and as such time flows much faster inside the factories. A prisoner might only be condemned to a Workworld for a few Albion years, but when they get out (if they do) they'll have aged considerably. In fact, the majority of workers spend almost their entire lives in there, and leave as elderlies. This explains Hybras : the people there must be former prisoners who are trying to spend what few remaining time they have in a calmer place.

How intentional this time distortion is unknown : no London official will directly tell you that they're intentionally making workers age faster, but this phenomena does make the Workworld's activities extremely fast, ensuring a formidable production. I personally don't believe for a second that the state didn't intend for this to happen, and it's clear they're not making any effort to solve the problem.

Before the tour begins, we're given a carriage clock, which will create a « time bubble » of sorts and temporarily protect us from the effects of the Workworld. The tricky thing here is that, if we want to discover more about the Workworld and maybe help the people there, we'll have to stray from the group, and if we stay too long the protection will wear out. For now, let's just have a normal look around.


Yikes. The mindset displayed by the guide and the other people on the tour is really disturbing, even more so considering that it's really how a lot of people thought in the 19th​ century (and more or less how some people still think today). The description of the refinement process for hours is admittedly fascinating, as long as you don't focus on the human rights violations involved. Staying a bit after he rest of the tour passes shows me a glimpse of the real Brabazon : exhausted and overworked prisoners. Eventually some old fart asks me what I think of the place, and I decide to be honest.


It's not going to change anything, but I feel better by not indulging in this capitalist circlejerk.

As the tour ends, one overseer approaches me : the governor requires the services of someone discreet who wouldn't be afraid to get their hands dirty, which rules out the other people here. There have been rumors that some workers are inciting revolt and are looking for outside assistance, and the authorities would like me to infiltrate their ranks and disrupt their operation. I tell him to f__k off.


Of course, becoming a union buster isn't the only option there : if there are workers ready to rebel, I might be able to actually help them in the future. Brabazon hasn't seen the last of me !

Before leaving, I notice a Clay Man who can be recruited as an officer. His kind originate from the island of Polythreme in the Neath, where they were modeled as docile servants. Some have made their way into the sky, and have tried to trace their own path.


Well, he's not going to improve the atmosphere onboard much, but I won't refuse a capable officer.

As you can see, Albion is going to be a very different experience compared to the Reach. The exploration of this region will reveal a nightmarish society, a mixture of Victorian ideology and eldritch horror, which the Empire has twisted for its own use. Next time, we'll go to New London, the greatest city ever built by humanity, and see what progress we can make there.
 
Ah, Albion, my favorite region (though they're all good!). The combination of the glitzy exterior and horror lying underneath it all appeals to me. And who can forget THE SUN?

Also, you can still see the Reach map. Just press the arrow buttons on the top of the legend box.
 
Ah, Albion, my favorite region (though they're all good!). The combination of the glitzy exterior and horror lying underneath it all appeals to me. And who can forget THE SUN?
Albion is best region, although my favorite single port is probably the Empyrean. It has a lot of cool and varied environments and iconic locations like London, the Tower of Chimes, and indeed THE SUN.

Also, you can still see the Reach map. Just press the arrow buttons on the top of the legend box.
Oooh right, I'd forgotten that, thanks. Well, here it is :


I thought it might be useful for y'all to have a complete picture of the Reach since I made a lot of trips all around the region, and it might be a bit difficult to visualise where everything is with just the text. And while I'm at it, here's what I've discovered of Albion at the time I'm writing :


Suddenly, aliens not liking humanity makes so much sense.
I would totally root for the Rubbery Men if they decided to take revenge and conquer Albion, but they're too nice for that.
 
So, uh, it's been a while. I had a lot of work to do lately, but now that I finally have some free time again, we can continue. To compensate for the delay, and since one post is mostly text with little exploration, this will be a double update !

We undock from The Bit Between. I wasn't able to collect a port report, as the overseers refused to tell me anything interesting, but hopefully the other ports of the region won't be as inconvenient. We head north, towards the center of Albion, leaving Brabazon behind.


Hints of a purple sky can be seen through the smoke, as we travel through a desolate portion of Albion. The death of the King of Hours and Albion's colonisation have eradicated most of the vegetation, leaving only rocks and the odd Cantankeri. After a day of travelling, the barren wastes are eventually replaced with habitations : we are reaching the outskirts of the capital of the Empire. At first there are only a few houses, but soon a behemoth of glass and iron reveals itself : through the purple mist, bathing in the Clockwork Sun's light, appears the Fifth City, the greatest ever built, haven of all skyfarers loyal to the Crown : London !


London-in-the-Sky, London-that-rose-again ! The city is much larger than the eye can see, its seemingly infinite strata rising from far below to the very top of the heavens. Dozens of locomotives can be seen travelling from one end of the capital to another or coming back from expeditions, carrying passengers and goods to feed the machine that is the Empire. New habitations adapted to life in the sky stand alongside proud old buildings, brought brick by brick from the Zee to the Sky during the exodus. As we make our way into the city's iron corridors, we even get near the rich districts and the mighty Throne of Hours, from which Queen Victoria rules her domain and commands time in Albion :


The awe of it all is however quickly broken by the patrolling Dreadnoughts. Several units of the powerful Glorious-class attack us, their gatling guns filling the sky with explosive shells. We make a hasty retreat, and manage to stealthily dock at St Dominic's Station.


We have much to do here, but before I can begin affairs a nearby crowd grabs my attention. It seems the first units of the new class of locomotive the Imperial yards had been working on to counter the Tacketies have been completed, and one is the subject of a public presentation. The new engine is called the Monitor, and as the name indicates it is made specifically to secure the Empire's grasp on its territories. I get the option to either join a tour of the vessel or a group of dissenters to protest against this display of authoritarian power. I choose the first option : while my sympathies lie with the protesters, gathering intelligence on those new engines will surely be useful.


It appears to be a « sniper » vessel of sorts, which makes sense as the frail Tackety Scouts are most vulnerable when fired upon from a long distance. We'll have to see the engine in action to see what it can do, but we'll be ready for a long-range fight.

The Driver finds nothing in London. The game mentions that the probability of finding something will increase at each port, so eventually we should get some results. Afterwards, we deliver the black box to the adress Captain Whitlock indicated :


It seems she was able to smuggle someone from the Blue Kingdom, presumably a dead relative ! That's certainly a remarkable feat, although by the look of the house it seems his condition will force him to remain locked in here permanently. The dead aren't exactly supposed to leave the Sapphir'd King's domain, so him being exposed to starlight would probably have undesirable effects. Well, I've carried out my orders. The Captain is probably in the Blue Kingdom herself right now, waiting for her judgement by the local authorities. It won't be a kind one, but at least she's achieved her mission.

The next thing to do is deliver Percy Blythe to the Ministry. I loathe the state, but there isn't really any other place where I can unload him safely.


Well he seems... fine ? Considering I gain a Cryptic Benefactor I assume that he gets healed in some fashion, or at least survives. I just hope I didn't accidentaly infect London with fungus.

Using my newly-gained connections, I get the skylark Ratbite out of prison. The Vagabond had a convoluted plan in mind to break her out, which would've required many ressources including hours and explosives, but this is just much simpler and less risky, both for us and any innocent civilians passing by. He's a bit disappointed, but accepts my way of doing things. We talk with Ratbite to see if she has any idea where Quivers might be.


Achlys is in Eleutheria, so that's definitely for later.

I then accompany the Fatalistic Signalman to his old friend, which turns out to be an old locomotive rusting in a storehouse : the Charlotte Guest, on which he served during the ill-fated construction of the Isambard Line. He is displeased at the state of the engine, and I get two options : restore her with Bronzewood and give her to a museum, or purchase the wreck and give it to the New Street Line, an organisation of local insurgents and dissenters. Their activities are kept secret, but they have engines to maintain and could use some materials. However, it would cost me a lot of money and requires me to have high relations with the Line, so for now we leave the Charlotte Guest. It's not like she's going anywhere.

Speaking of the New Street Line, they're the ones I go see next : a bit of investigation points me towards a Stalwart Bookkeeper, who will be my main contact with the organisation.


Since the New Street Line's motivations and morals closely allign with the Tacketies', I've already decided to help them. As such, he'll be the one I deliver my port reports to, instead of the Ministries of London. Prolonged service to the Line will unlock more interactions.
Future stories will present more interesting and difficult moral dilemmas, but for now the course for a moral captain is pretty clear. The Line's operations are much more discreet than the Assembly's though, so our rebel experience in Albion will be quite different compared to what we've been up to until then.

I also remember the cider the Auroral Sommelier recommended to me at Port Avon, and find the store it came from. However, the owner's identity is... unexpected.


How the mighty have fallen. The Masters were once the overlords of London, and the city was their playground, but the balance of power slowly shifted through the efforts of various human factions : Queen Victoria, the Khanate, the New Sequence, the Revolutionaries and others all hated them more than they hated each other, and worked to undermine their influence. Eventually a reckoning came for the Curators, they found themselves overwhelmed and presumably had no choice but to let London go to pursue its own path. Still, while most remained in the Neath to wait for the next city to fall, a few followed our exodus to the heavens, for one reason or another, and are now trying to progress their own agendas while keeping a low profile. Mr. Apples, now known as the Chiropterous Hoarder, wants to join my crew, and while that may seem like a very bad idea I accept. I'm curious to see what this being plans to do, and from what I recall Apples wasn't the worst of the batch during London's time in the Neath... although all of them have their share of sins.


I already regret my decision, but the Curator is there now, and I get the feeling I shouldn't disturb it.

I then follow the Fortunate Navigator to his deceased friend's house. It's easy to find : Altan was the son of the Empyrean's Ambassador at London. The Ambassador himself is not at home at the moment, but his wife is : the Navigator has a heartfelt reunion with her, and I leave them alone for a while. They probably have a lot to tell each other. While they're talking, I take a look around the house.


Hey, trans rep ! That's neat. Also is he talking about opening his friend's tomb ?


In another game, I might refuse this... but I've just invited a giant sociopath bat on my train, and this kind of stuff is really just about average in this setting. Besides, it looks really important to him, so I'll roll with it once we get there in Eleutheria.

It's now finally time to chase my own ghosts. Today is Jubilation Day, a celebration of the conquest of Albion by Her Renewed Empress. Me and my friend last saw each other on a previous Jubilation Day, so I hope to find her here.


People are burning an effigy of the King of Hours, the Judgement who ruled the region before the Queen killed it, while the priests of the New Sequence proclaim the superiority of the Clockwork Sun, which saved us from the darkness of the Neath and gave us the sky. I purchase a bag of Rubbery Lumps while waiting for the Earnest Mariner to come. These were popular snacks in the Neath, and were provided by the strange but humble Rubbery Men. As most of these beings have left the city, the treats available in New London are substitutes that don't taste as good as the originals, their value mostly being nostalgic. Still, they make for a decent time-killer as I wait for my friend's arrival.


Of course it couldn't have been that easy. I track down my friend's home, but learn that it was engulfed in a massive blue fire, alledgedly a gas accident. No bodies were found, but she hasn't been seen since. I enter the ruins and find some of her notes.


She does seem to have found something big, but I can't make sense of it. What's a Conjunction or the Courtesy ? The Rolls of Ash ? The Fire that Follows ? I've witnessed the Judgements' fiery servants when a Logos killed Captain Whitlock, is this what she's talking about ? It does make the « gas accident » explanation doubtful : it's possible that was my friend attacked for having dug her nose where she wasn't supposed to. And there's still her worrying affirmation from the letter she left me : « the stars are dying ». To say the mystery deepens would be an understatement.

There are some familiar terms however : the mention of constellations confirms her research was linked to the stars, and the word « Liberation » brings to mind the Revolutionaries of the Calendar Council, who plot against the suns from the dark region of Eleutheria. And of course, there's the names of our common friends. I'll have a talk with them once I come back in the Reach.

We haven't progressed much in terms of exploration, but there was a lot of story to cover here. I've picked up a prospect asking for literature to be delivered at the Home Bureau near the Avid Horizon, so we'll go there right away !
 
Before we undock, I take a look at the local engine-yards, and find an appealing offer !


The Agravain-class Juggernaught seems to be a civilian version of the Enduring-class Dreadnought, trading the turreted gatling gun for mobility. Aside from being generally more sturdy than the Bedivere and being able to equip a heavy weapon, it also has two auxiliary slots, which means I could both have a cargo expansion and a special equipment ! Speaking of equipment, I find an Assaying device in a shop nearby. With this, I will be able to investigate floating ruins.

I like the Prometheus, but the advantages presented by the Agravain are too much to ignore them. As such, I buy one : say hello to our new locomotive, the Ironclad ! May it live up to its name and allow us to resist the perils of Albion. It's surprisingly agile for its size and stays a very good and reliable engine even in the endgame, although by that point I usually switch to another one. I also like its horn, it's similar to a diesel locomotive's like the Bedivere but it feels a bit more menacing.


As we depart, we find an auxiliary station near the Throne of Hours : these are the Ministries, which regulate the daily lives of the citizens of the Empire. We can interact with three bureaus here : the Ministry of Public Decency, which pays for port reports (lol no), the Office of Works, to which I can deliver materials for a hefty reward (I'll look into it later because it doesn't just do that), and the Royal Horological Office, which regulates time within the Empire. We'd met with an horological inspector back in the Reach, and she'd explained her duty to us : ensuring time in every port was the same as the one in Albion (or more precisely London, since time inconsistency also happens inside the region).

The Office is always in need of volunteers to set time « right » across British territory, so I can apply for the job. Eh, why not ? I don't care about London's obsession with time being the same everywhere (especially since it can probably be detrimental to the other ports), but having a position inside the government could be useful. It's not like I have to do exactly as they say... After a few questions where I have to guess what the « correct » time is in a given situation, the right answer always being the Albion Standard Time, I get my badge and an assignment to the resort port of Worlebury Juxta-Mare. For now though, we'll head to the north-west, towards the Avid Horizon.


As we leave London behind us, we again find ourselves in a barren, desolate sky, where the only scenery is rocks, rusty platforms, and sometimes a lamppost if we're lucky. The King of Hours didn't set up as much vegetation as the Garden-King, and most of the plants that were there were destroyed by the Empire's rampant colonisation, leading to a stark difference in environments between the Reach and Albion. It's thematically appropriate, but I do wish there were some places where we could see the purple space background more, as it's my personal favorite of all the regions. You can catch glimpses of it, but a lot of the time there's either too much rocks or mist to get a really good view. Having the edges of the region more free of rubble would've solved this, but then again it's just a detail, and the environment still looks good.

After a bit of travel, we start hearing a worryingly strong wind. At first I think we're near a Well, but it's something far worse.


The Storm that Speaks, the terror of all skyfarers who fly in Albion ! Countless voices appear in my head : among them are those of zailors I've travelled with long ago, who were lost to the Unterzee's cold waters. The Storm is an enigma : a shrieking typhoon of unknown origin that randomly appears around Albion and speaks to the heart of anyone who approaches it. We reach the eye of the vortex.


A highly dangerous option which may result in a horrifying death but could also give me useful secret knowledge ? Go for it-OHNO


I command the Driver to GET US THE HELL OUT OF HERE, and eventually we reach the relative safety of the normal sky. Something good (or at least not bad) did come out of this, though : the winds of the Storm have pushed us near the area I was looking for.


Long-abandoned platforms are placed upon those rocks, covered with frost and lampposts kept in function by the few workers who still maintain them. We progress, and eventually the void is replaced by water.


In this place that is two places, the sky remembers the sea : we are near the Avid Horizon, the gate that links the High Wilderness to the Neath. The presence of the sea in the sky is a mystery to the uninformed masses, but the most popular and plausible theory is that it is a portion of the Unterzee that spilled in the heavens when the gate opened. Dozens of steamboats can be seen floating down there, docked forever as a massive flotilla.


This is a Sunless Sea, a reminder of the past, a memory of distant shores. On it rest various ships, from humble merchant freighters to once mighty Eschatologue-class Dreadnoughts and Khanate War Trimarans, now replaced by their skyfaring equivalents. These vessels are not totally abandoned, as local cultists have made them into their camps, but they will never zail again.

My melancholic ruminations are interrupted by an impertinent Star-Seared Explorer and Albion Marauder.


More powerful variants of the Star-Maddened Explorer and the Reach Marauder, these pose a small challenge in a pair but are swiftly dispatched by precise and steady shots from the Grimalkin and the Mangonel. We continue our exploration, and find the High Gate itself.


The Avid Horizon. The enigmatic portal stands here, colored in deep gant, the color that remains when all others have been devoured, and guarded by two winged statues. It was once the ultimate frontier, the only shore at the utmost North of the Unterzee and one of the very few ways one could interact with the High Wilderness. Various people travelled to it, to collect its color, beg forgiveness for a crime, or Seek answers to forbidden questions. Many quests ended here, in good, bad, or something else entirely. Now it is closed, whatever contraptions the British and Khanate authorities used to distract the Watchers no longer functioning or having been removed, and most have deserted the place. The only people still here are nostalgics of the Neath and those who haven't been allowed into the rest of Albion, for whatever reason. We dock at the gate to see if there is anything to find.


This poor soul has confessed his crime. The Gentlemen, a smuggling organisation, will pass soon and take him to Pan, in Eleutheria, where he may join them. Staying at the Avid Horizon for too long wouldn't be good for my crew's morale, so we quickly get away. Unfortunately, we soon encounter a most inconvenient anomaly.


You see, while officially Queen Victoria controls time in Albion entirely thanks to her and the Clockwork Sun having taken the place of the King of Hours, it seems mankind's ingenuity isn't quite as good as the will of a true Judgement, and such phenomena frequently happen in the outer fringes of the region. If you challenge a government official about this, they'll probably tell you that such small problems are beneath Her Majesty's concern (that or they'll have you arrested for propagading lies about Our Glorious Empress), but skyfarers who have encountered Wefts of Unravelling Time rarely share that view. Fortunately we manage to pull the Ironclad out of the anomaly before it gets any weirder. The Horological Office will probably be interested in this.

Eventually we find London's local station : the Home Bureau, an old immigration facility and infamous backwater assignment of the Empire.


Those who are sent here are people who have displeased the state, but have been judged either not culpable enough or too sensible to be sent to the Workworlds. They're supposed to wait here and meditate on their sins until a pardon arrives, but in practice the latter almost never happens. The officials who work here aren't very happy about their posting, but together with the prisoners they've made the building into a somewhat tolerable living place.

As we dock, memories of the exodus rush back in my head. The Bureau encourages nostalgia.


And here we are, now. Humanity has risen well above its role in the Great Chain, and we've started colonising the heavens themselves. Yet, so many things are unsure : terrifying beings lurk in the sky, waiting for an opportunity to wipe us out, and if what my friend said is true we could someday end up in a dead universe without any light, law and logic. It feels tempting sometimes to go back to the Neath, where things were simpler and slightly more manageable. But we can't, and there's no use in staying here forever, longing for the past. We must go forward.

And right now, forward means delivering goods and drinking tea with the local governor. The residents are very thankful for the literature I've brought since reading is one of the few activities that are available around here, and I spend an agreeable afternoon speaking with them. A conversation with a famous but disgraced astronomer indicates that there really isn't much to do, even in the way of stargazing, but they seem to be managing as well as they can. Honestly I'd rather live here than in London, let alone Brabazon. A bit boring perhaps, but the locals seem nice enough and the tea is good.

The game tells me that more opportunities might be available later, so I'll remember to come back.

Next time, we'll continue our exploration of the Sunless Sea and head down to the flotilla which rests upon the dark water, to see what the mysterious cultists who live there are up to. Sorry for the delay, if all goes well the next update should come sooner !
 
There are some familiar terms however : the mention of constellations confirms her research was linked to the stars, and the word « Liberation » brings to mind the Revolutionaries of the Calendar Council, who plot against the suns from the dark region of Eleutheria. And of course, there's the names of our common friends. I'll have a talk with them once I come back in the Reach.
When I first got into Fallen London, I thought the Liberation of Night was insane. Now... I still think it's mostly insane, but completely understand where its supporters are coming from when they say the Stars are ***tards and that they want to kill them.

Also, hey, Sovereign Edition is coming out in a week! That's something to look forward to.
 
Not sure if this is on-topic considering, but,
Also, hey, Sovereign Edition is coming out in a week! That's something to look forward to.
Today's the day, and there may be enough new content to make for a different let's play experience (maybe?).

Also, I got on the community discord server for Failbetter and found out people on there successfully modded events into Sunless Skies and are working on making a guide on how to do it yourself, so all you writers can roll up your sleeves if you're willing to learn to muck about in just enough game code to get by (or get a technically inclined co9llaborator to help make a template, or something).

I'm personally looking forward to having the game run at all because a space bat ate my video card, but at least I can enjoy any new let's plays this expansion inspires. So here's hoping!
 
Sorry for the delay, if all goes well the next update should come sooner !
So, uh, yeah, that didn't go as planned, sorry. My lazy ass procrastinated until my schedule was shit again, but now it's time for another deep dive into madness ! As has been pointed out (btw I don't mind people discussing stuff not directly related to the LP, it's not like the tread is bloated with segues right now), the Sovereign Edition update came out, but we're not going to see the new content yet, as the next three or so updates are from the old version. There are a few bugs and framerate issues the devs have to fix anyway so I actually prefer to wait a bit before playing again, at least until I'm sure I'm not going to get a random crash in the middle of a session.

Anyway, we undock from the Home Bureau, and for a while our navigation is peaceful. Eventually however, we encounter a most unpleasant surprise :


The Ministry (not sure which one, I just call them "ass__les") has dispatched one of its new Monitor-class locomotives to patrol the area ! This peculiar engine is armed only with one cannon, but it deals an enormous amount of damage, even on armored vessels. It's also extremely precise, so evasions must be timed properly to succeed. It is lightly protected however, and I could beat it... if not for the next unpleasant surprise.


A Senior Scrivener : an older and stronger Scrive-Spinster, this thing is not to be trifled with, and I don't feel confident with engaging both it and the Monitor right now. Fortunately it attacks the Ministry engine first, so we're able to slip away. During our escape, we find a rusted and frozen landing pad :


The Stair to the Sea allows us to access the Flottilla, but we can't just walk in there without anything to offer. The cultists are often in need of nurishment, as the wrecks and the Zee-water don't really make for ideal food sources, and as such I order a crate of supplies emptied into the Sea. It drifts towards the boats, and after some time a hooded individual approaches us.


These people seem like massive weirdos, but they appear to be peaceful. I decide to follow the Archivist to the Flotilla.


During our stay at the floating encampments, we can choose to behave in different ways that will allow us to sympathize (or whatever passes for it with the Displeased) with the different cults. It's also possible to deliver illicit litterature to the Illuminated Archivist, who will then deliver a lecture of the Supralapsarians' Book, but I have none right now. The enigmatic Silent Mystic will not speak to me right now, so I go choose a place to rest and sleep.


Of course my depressed self would naturally go towards the way of the Displeased.

Later in the evening, the cultists gather to sing. I decide to sing of loss, as I believe it fits my character's current situation pretty well. The recent discoveries concerning my old friend haven't improved my morale.


Later still, each initiate is instructed to confess a sin to another acolyte.


I then have the choice to either betray or keep the secret I was told, and choose to keep my mouth shut, for which the acolyte and the Sanctified are grateful. When the time to dine comes, I eat with restraint, earning me the Displeased's contempt.

My time on the Flotilla is now at an end : the cultists are each returning to their respective wrecks, and it is time for me to go back to the skies. Before departing though, the Displeased invite me to join them one last time, as they're the ones I have shown the most familiarity with (I can't really say I've bonded with them).


That was... a thing. I think I've had my dose of cult weirdness for now, and the cults concur. We will be able to return to the Flotilla later, and try to see what the other cults have to offer. It would be interesting to see what would happen if I made choices that only favored one cult...
I really like this location. The cults are fun, especially the Displeased and the way everything related to them is described negatively, and there's a very strong melancholic and nostalgic atmosphere abord the Flotilla. Which is one of the strongest signs of this game's writing quality, given that I've played less than 10 hours of Sunless Sea and I still somehow feel like I have a deep attachment to the Zee and the good ol' steamboats !

As we undock, I notice that my fight with the Monitor and the Scrivener as well as the subsequent escape have left me with little fuel, and that my supplies are low due to my gift to the cults. My crew is also not very serene due to the proximity of the Avid Horizon, and we decide to head back to London. Along the way however we are ambushed by a foe, and an unpleasantly familiar one for previous zailors such as myself :


This thing is a Scorn-Fluke : once known as a Lorn-Fluke, its kind haunted the Neath for years and were the bane of all zailors. When the Gate opened, some slipped through, in search of something unknown to us. Aside from being a giant fluke and thus quite harmful to make contact with, it can also fire Correspondence at us, making it a very threatening enemy. Nevertheless, I choose to fight it, as fleeing could prove even worse if it catches up. We take damage and the terrifying aura of the beast doesn't improve my crew's state of mind, but ultimately we manage to slay it.


A Terror reduction would be hugely appreciated, so I choose this option. The others seem interesting though, so hopefully the next time I encounter a Fluke I'll be in a position where I can explore them. One even mentions the possibility of crafting a powerful weapon...

Afterwards, we come across a floating ruin.


This is the perfect occasion to test our new Assaying device : through precise observations of the object, we manage to figure out a way to land on it. The stones are littered with Correspondence, which we try to decipher without getting burned by the unpredictably flammable language. Eventually we manage to make sense of some of it.


Interesting. My friend wrote about those Conjunctions in her notes, so it's probably something that will prove important in our quest for the Truth. Unfortunately we can't figure out any more details about the stars' philosophies or what those Conjunctions' activities are, but it's still a good discovery.

We continue on our path eastwards, our fuel supplies getting dangerously low. Eventually the Sunless Sea disappears in the mist, and we reach the Londonian sky-graveyards.


This immense patch of the sky is dedicated to death, in many aspects. Countless tombs litter the nearby grounds, a testament to the dangers of the High Wilderness as well as the number of lives that are sacrificed to the Empire.

However, while this scenery is impressive, it pales in comparison to the titanic corpse which fills the horizon.


The still-cooling remains of a sun rest in the abyss of Albion. The fallen King of Hours still inspires awe despite its deceased state, and it is not recommended to stay near it for long. The gaping wound that killed the Judgement was created by an Unclear Bomb : a powerful weapon capable of emitting darkness and, allegedly, overcome even the stars' light. Although it is rumored to have been built by Revolutionaries, the Empress was able to gain possession of the device and use it, to spectacular effects. No one has seen the battle itself though, aside from Victoria herself and maybe some high-ranking officials, and the details are of course classified.

The cristally bits nearby signal the presence of floating coffins : due to a lack of place (and consideration), deceased poor people are often jettisoned from London. The cristals are a sign of the Clockwork Sun's influence, although I'm not sure if these are present due to the coffins being exposed to its light or if they were jettisoned alongside them as part of some New Sequence ritual. We could loot the corpses, but instead we pay our respects to the dead for another Terror reduction (and basic human decency), then flee the sight of the Judgement's carcass.

However, an event pops up : several of my crew have suffered grievous injuries from our last battle, and are on the verge of death. We try our best to save them, but it's all in vain. We're now down to three crewmembers, which is far from ideal. Fortunately for us, there is a port nearby !


To mark her victory over the King of Hours, the Queen had a Mausoleum constructed here. It serves several functions : it is there that the Necropolis Line of trains delivers corpses to be buried, it serves as a residence for the mysterious Deathless, and most importantly it contains the grave of the Prince-Consort Albert.

Although Victoria sold London to the Masters to save her beloved, it seems he still eventually succumbed to his illness, presumably during the transition to the High Wilderness since it doesn't have the same loopholes with death as the Neath. The citizens of Albion come in droves to see his tomb, and we can do so to reduce Terror (paying more means getting a better seat, and thus a higher reduction). The Incognito Princess expresses no emotions as we approach the place where her father is buried. She probably knows how Albert died, but I'm not going to ask her. I can deal with a bit of unanswered mystery for now if it means I don't have to talk to her, and it would be a bit insensitive (not that she seems very concerned about other people's sensibilities).

As for the Deathless, they are persons of some importance whom Victoria wants to keep within her grasp for one reason or another. They are thus legally declared dead, and confined to live in the Mausoleum forever. To be clear, they're perfectly alive biologically and their living conditions are most luxuous (they're even provided hours to lengthen their lives), but due to their status they can't own anything nor hold political office, and remain at Victoria's mercy. Sometimes, they deign appear to visitors : today the Engraved Mourner is willing to interact with me.


Helping him has earned me some favour from the entombed courtiers. Unfortunately this means I've attracted the attention of another member of the Deathless, and not the most agreeable to speak with : the Macabre Counselor demands to see me. An old acquaintance of the Empress and the previous Governess of the royal children, she upset Victoria and was confined here as part of her punishment. Given how some of the kids turned out, I can't say I would've been satisfied with their education either... not that the Empress herself was a fantastic mom of course. The Counselor doesn't seem to mind her condition too much, but is more concerned with the fate of her daughter.


Hm. I wouldn't be surprised to learn that Perdurance's eternal bal isn't as perfect as the official British propaganda claims. We'll learn more details once we find the port.

Finally, I try to use the favour I've gained to speak with the Dismal Chamberlain, who presides over the Mausoleum, but something's wrong.


Intriguing. This will merit further investigation later. Unfortunately we can't do this now because I maaaaaay have forgotten to pursue the storyline before leaving the place, but let's say it's better for narrative fluidity. :V

Next time, I plan to make some progress with the Repentant Devil's storyline, as visiting the Avid Horizon allowed me to buy the required tea to start bonding with him. Then, I plan to conduct another expedition to the northwest : the Clockwork Sun's workers are also in need of literature, as even the subjugating light of the Machine cannot sate every need of its servants. This will not be a trivial expedition, and we'll have to make sure all of our stained windows are intact : while the Sun is responsible for Albion not sinking into darkness after the King of Hours' demise, it isn't exactly a benign entity.

Once again I apologise for the delay. I'm going to refrain from making any promises this time because my schedule up until the end of the month is plagued by the eldritch evil known as FINALS, but I remain invested in this LP and it will continue. At its own pace.
 
Well, I outlasted my excuse for... ah, long enough to get the necro warning on my own thread. That's embarrassing. A double update would probably be a way to make up for that buuut I'm leaving for vacation in a few hours and I need to get some sleep (I know, great schedule management), so single post it is. I'll probably continue in two weeks once I get back.

We undock from the Mausoleum, burning at full speed to get away from the sun's corpse as soon as possible. Staring at a dead Judgement for too long is not advised.


The Clockwork Sun's light scarcely reaches this area of the sky, making it quite dark and a popular hiding place for outlaws, in particular the reviled « Resurrectionists », fancily nicknamed grave-robbers. Speaking of the devil (no, not you, go away), we find a Dreadnought and a pirate engine engaged in battle near a floating grave.


Both locomotives attack me while also trying to destroy each other, making the battle a complete and utter mess. The Dreadnought has the advantage of being able to fire at two enemies at the same time thanks to its turret, but the Ironclad's powerful maneuvering thrusters allow it to avoid destruction, unlike the Resurrectionist's scrappy marauder vessel. After a minute of tense and opportunistic combat, both engines are vainquished. There are probably more nearby though, so we quickly get away after plundering the wrecks for some loot and reading an inscription on the grave. It must have been inspiring, as we gain a Vision of the Heavens from it !


Eventually we make it back to London. Once docked, I decide to have my first real conversation with the Repentant Devil, around a cup of tea from the Home Bureau. Some beverage is bound to make him at least somewhat talkative.


Well, looks like we're in for a strange trip. Interfering in the affairs of Devils is usually bound to attract trouble, but I don't have a choice. I already have enough enemies to worry about without also having to watch out for assassins, so we should deal with that as soon as possible. First, we head to the ruins of the Brass Embassy of London. It was once the Devils' outpost into London, yet another sign of the city's powerlessness towards the beings of the Neath, but Victoria's renewed rise in power and London's exodus have led to it being abandoned... for the most part.


Few are the people who can claim to have seen a Devil in their true form, and I'm now one of them, for better or for worse. All Devils are in reality insectoid beings disguised in a more approachable appearance, although most are much less massive than the Baroness. Better for business, I guess.
The Baroness tells us that the assassins don't come from her, but that she was visited by one who wanted to collect information on the Repentant Devil. Thus, she killed her and kept her effects, which she kindly allows him to inspect. I don't get to know what's in there for now though. As we leave, we talk a bit about his past, and the conversation orients itself towards the Devils' revolution. The Devil became a part of the Republican faction which overthrew the old monarchy of Hell and presumably tried to do the same with the Judgements, with less success. His decision led to... frictions between him and the Baroness.


Devilish social codes are intense. He did say that for them, the barrier between friends and enemies is often thin.

I then undock to head towards the Clockwork Sun. Along the way, I stop at the Horological Office to report my encounter with a Weft of Unravelling Time.


I feel kinda bad for these people. Time is getting f___ed up all around the region's edges but they have to deal with it without implying a weakness on the Empire's part. Oh well, I'll do it. It should be an interesting experience at the very least, and the reward is good. Besides, these Wefts are inconvenient and potentially dangerous to everyone, not just the authorities, so mending them should benefit the common good. We then leave the capital to again find ourselves in the Wilderness.

As you can see from the number of screenshots I post, I really love the scenery in Albion. All of the regions look great, but the Albionese sky, with its purple hue and steampunk environment in varying states, is the perfect blend of wonder and melancoly IMO.

During the journey, I talk with the Repentant Devil about the Baroness, and the other frenemies he would like to visit.


Joining a rebellion out of boredom is a very Devilish thing to do. He probably got a bit more action than he wanted to though.


The Devils of Carillon seemed pretty talented to me, but I'm not a soul refiner. Looks like even the Devils have boomers.


The Well of the Wolf, Albion's equivalent of Old Tom's Well, is linked to the Devils' rebellion. I don't know which side created it or why, but it is now seen as a mark of Hell's defeat. A few Devils remain there, perhaps in a form of protest ? Not that they can concretely do much against the Judgements, but I can understand why some would be unwilling or unable to move on.


Eventually, we near the area we were looking for. Massive cristals float by, the remains of rocks and failed habitations that have been glassed by the Sun's maddening pale light. Even a glance at one of the bone-white rays induces strange pulsions of devotion and chanting...


Wait, what's that ? A Tackety Scout, so far into Albion territory ? So close to the Sun itself ? Well, I certainly wouldn't mind the company-


Of course. The Guests are annoyingly resistant as always, but are swiftly dealt with thanks to the Mangonel's heavy shells. Onboard the wreck, I decide to try and capture a few of the pesky critters, to see if we could make something with them. I mean, it's not the weirdest thing I've brought aboard by now.


A weapon... that could be very interesting, if we can collect enough Guests.

But there is something much, much more interesting to see right now, much more fascinating...

We continue our approach. As we get closer to our destination, the thundering noise of prodigious machinery makes the Ironclad tremble and a blinding light fills the viewports, barely dimmed by the stained glass. We are nearing the most oustanding and terrifying achievement of human science, the object of scorn for some but veneration for many more ! An artificial deity, in eternal service to Britain and its immortal Empress ! Finally, we see it, in all its majesty and horror : the Mechanical God of England, the False Judgement, the Usurper, the Dawn Machine, the Clockwork Sun ! The Sun ! The Sun ! THE SUN !






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The Devils of Carillon seemed pretty talented to me, but I'm not a soul refiner. Looks like even the Devils have boomers.
I mean, they do take outright bribes for penances, so there's definitely somethings for the Repentant Devil to look poorly on.

Wait, what's that ? A Tackety Scout, so far into Albion territory ? So close to the Sun itself ? Well, I certainly wouldn't mind the company-
IIRC, nowadays most of the Guest-infested Scouts you see in Albion are now Guest-infested Dreadnoughts.

This is the exact opposite of an improvement to one's chances of survival in Albion.
 
THE SUN ! THE SUN ! THE SUN ! Behold the steward of Albion : an abomination of steel, cogs, glass and law, whose light strikes at us with all its terrible might !

The Clockwork Sun stands before us, surrounded by titanic mechanical rings which spin through unknown techniques, the only things around here that have not been turned to glass by the False God's light. We must dock quickly, lest our vessel be consumed by the pale fire and the crew overtaken with madness. The engineers are surprised to see visitors, but after asking us a few questions about how navigation around the Sun goes and giving us protective suits, they let us visit the place.


I should probably explain what this thing's deal is. During London's time in the Neath, scientists and a large part of the Admiralty used red science (which would be another topic entirely, from what I know it allows one to transgress the Great Chain and the laws of reality as defined by the Judgements) and Correspondence to create the Dawn Machine, an artificial sun that was meant to bring light and (British) law to the Unterzee. The group, which called itself the New Sequence, succeeded a little too well : the Machine gained a consciousness of its own and used its powers to brainwash people, turning its builders, most of London's navy and a part of its population into its devoted followers. The details of what happened then are muddy, but eventually the Queen decided to exploit the thing's power and brokered a pact with it : now Victoria reigns in heaven in tandem with the Machine, which has been rebuilt as the bigger and even more powerful Clockwork Sun. Well, IIRC it's never actually stated that the Machine and the Sun are the same entity, but the contrary seems unlikely. It's not like there are hundreds of steampunk artificial suns lying around.

As you might have guessed given the local scenery, the Sun's light is extremely dangerous from up-close. The exact reason for that is unknown, although the New Sequence probably has a speech to explain how getting turned into glass is punishment for hubris or something. When the Sun was first installed, the outer ring was designed to house hundreds of visitors who would come to bath in the light, but the practice quickly stopped for obvious reasons and the observation domes fell into decay. The only relatively safe place left is Sunspur Station, where engineers tend to the Sun's needs.

There is little to report at the Sun : as usual, it shines strongly during the day and dimes for the night. The engineers seem exhausted, and insist that it's due not only to work but also the Sun's influence. Still, they carry on their duty, for the light must never falter. One of them tells me to go see the Dazzled Sequencer, the local priest, as he likes visitors (and occupying him will keep him out of the engineers' hair for a time). I find him in Azimuth, a kiosk-turned-temple, where he is giving a passionate speech about, you guessed it, the Sun.


Quite the cheery lad, in his own way. He's delighted to see a new face and immediately asks if I could take a package to the workers at the Brabazon Workworld, to help the lower masses.


He seems very sincere in his intention to help, but it's clear that he's out of touch. Still, I'm not going to refuse an easy and unharmful contract. I decide not to go to the dangerous Sunshattered Dome for now, but perhaps a future expedition there might be interesting. However, as I sell my merchandise and prepare to return to my locomotive, I hear something coming from a nearby glasshouse. It sounds like... chanting.


Oh.

This is yet another creative way Albion has designed to torture its prisoners. Far from the Sequencer's delusions of peace and harmony, the people here suffer constantly until they break and start singing the Sun's praises, and are slowly turning into glass from exposure to the light. I manage to talk to one of the prisoners who still looks somewhat lucid.


Yeah, remember when I said the Sun is sentient ? Well, its personnality is that of a spoiled and angry child, one that has godly powers and thousands of people dedicated to them. The Machine hates us, despite needing us to function. So, it takes out its frustration on its surroundings and the unfortunate people that come too close to it, like those prisoners.
Another prisoner grabs my eye : he is isolated and is neither screaming nor singing.


Now I know everyone has their own personal conceptions of justice, but I think we can generally agree that turning someone into glass isn't an appropriate punishment for smuggling. I have to talk to an engineer, the Broken Steward, to try and secure his release, and so I descend into the depths of Sunspur.


You know, I do hope the engineers know what they're doing, because it looks like maintenance on the Sun is kiiind of an unstable process.


The Broken Steward is the most ancient and talented engineer working on the Sun. Not that the thing has been very grateful for it, given that her entire skeleton and teeth were turned into glass from years of exposure to the Machine's light. Using some of my definitely-legitimately-obtained Ministry Permits, I command the release of the prisoner. Such a trick probably wouldn't pass an elaborate administrative process, but the Steward doesn't really care about keeping prisoners around here, and she accepts.


You know the situation is not good when an engineer is horrified by the machine she's working on. I wonder how literal the "broken" part is though... between this and Sunspur's precarious state, it looks like the Sun is not quite as stable as the Empire pretends.


Well, that's one person saved. Unfortunately we can't do much for the other prisoners, as their minds are already being taken over by the Sun and we lack the appropriate paperwork, but at least this one is getting out.

So that's the Clockwork Sun : a hateful god used to perpetuate an oppressive system, but also the one thing that keeps the region from falling into darkness. The thing is that we can actually change the situation a bit : without going too much into spoilers, there are events where we can either increase or harm the Sun's strength. For example, completing prospects for the Works Office and « fixing » time around the region like the Horological Office instructed me to will increase the Sun's power, although it might come at the expense of the local ports, while keeping it as it is will slightly weaken the Machine's grasp on Albion. Not much mind you, but enough to slightly alter the balance of power.

The complicated part is that the Sun's light, for all its awfulness, is what maintains all laws in Albion, including the most basic stuff like gravity : weakening it would also decrease overall stability and order which will impact both the Empire and the common folk. However, is a life in darkness so bad ? Eleutheria, the region whose Judgement exudes darkness instead of light, is said to be a dangerous place, but also one where alternate societies and ways of life have appeared, thriving in the lack of light and law. Besides, it's not like we can actually break the whole thing and plunge the entire region into complete chaos, so maybe just a little destabilisation wouldn't be so bad ?

Of course, we could also try to balance our actions, in order to leave the Sun healthy enough to maintain life as it is in Albion without empowering it too much. Now that we've witnessed the Sun and its effects directly, what shall we do ?

Empower the Sun, even if it benefits the current system ?

Tend towards the more extreme aspects of Revolutionary action and weaken the Machine ?

Maintain balance to avoid any unforeseen consequences of either path ?
 
Very well then, we shall sabotage the Sun as much as we can ! The Liberation of Night argues that true freedom can only be found in darkness, and after seeing what's goign on at Sunspur, I'm inclined to at least partially agree with them.

Anyway, this update will be the first to take place in Sunless Skies' final state, the Sovereign Update. According to the patch notes, some lore bits have been added, including a brand new quest to build a particularly efficient engine (as in, a motor, not a new locomotive unfortunately). The leveling system has been reworked and apparently allows players to upgrade their stats after reaching the maximum level, and a few graphical adjustments were made. Nothing groundbreaking, but there's finally smoke coming out of the locomotive's stack !

Unfortunately, from what I've read, some new stuff like the new engine quest are unaccessible to games that started before the update. The new leveling system and graphics should be there though.

We pick up from where we left, and undock from the Clockwork Sun. I can't say I'm feeling all that great about leaving the place as is, but at least we freed one prisoner. I'd like to explore the area a bit more before returning to London, and thanks to Sunspur's extensive fuel market we have more than enough reserves for that. However, as we leave the Machine behind us, we are ambushed by a Dreadnought. Fortunately this one is of the basic pattern, and the relative lack of obstacles in the area means we manage to avoid taking too much damage while firing back. After plundering the wreckage for Sovereigns and a permit we go on our way, and come across what looks like the floating ruins of a factory. Or a laboratory perhaps ? The frontier between the two is often blurry in Albion.


Inside, we find something among the rubble, which hasn't been turned to glass yet : a Condemned Experiment. Incidentally, this might be useful for the next port I plan to visit.


We travel eastward, the bone-white light of the Clockwork Sun eventually fading away as we reach what I would describe as celestial badlands : this is the Ormsworld. Mister Menagerie told me it was the next step in his journey, so there must be a port nearby.


Well there are a few trees clinging to life down there, which technically makes this area the greenest place we've seen so far in Albion. The Sun is either unable or unwilling to put effort into maintaining the region's wildlife, resulting in this depressing scenery. I send out my bat to scout the area, and it reports a peculiar finding near the edge of the living (well, less dead than what's beyond the frontier in that case) sky. We approach to investigate.


A wreck ! And an unusual one at that : this is the Boatman, an engine of the Necropolis Line. Its carts carry dozens of corpses bound for the Most Serene Mausoleum and the sky-graveyards, and as such are supposed to never deviate from their safe routes, but we're not anywhere near its intended destination. And going by the apparent state of the engine, it's been here for a while, enough for rumours to spread about it. A stoker says they've heard that the dead woke up and wrestled control of the train from its living crew... well, let's find out the truth.


Now, this definitely looks and sounds like a haunted place, but we're not in the Blue Kingdom : how could the dead have come back to life here ? The Clockwork Sun's hold on reality has shown weaknesses, but surely things haven't gotten out of control that much... right ?


We continue our investigation, doing our best to ignore the persistent and unnerving noises of indeterminate origin. The crew cabins reveal nothing. As I pass a mirror, I glimpse a skull where my head should be, the rest mantled in shadow. I turn back, only to see the glass is broken : there is a hole in the wall.

We need to figure out what happened here. Fast.

On the Parzifal, we found the truth in the boiler room, so we take a look in there... and fidn only the burning remins of Necropolis uniforms in the still-active engine. Perhaps the crew tried to use their own clothes as fuel ? At any rate, the answer is not here. We enter the captain's cabin. On the desk is a journal...


Ah, so it looks like the Line's business practices might be to blame for the accident. How shocking, capitalism endangering employees for schedule gains. But this is still only part of the story : the truth, if there is any yet to be found, is in the hold.


Welp. Gotta check the coffins. All shall be well, and all shall be well...


Oh thank God, they're not zombies !


Oh God, zombies !

We reach for our guns, but the corpses signal peaceful intentions. It could be a trap, but I accept to approach them... carefully.


Well, I'm not dead ! Those zombies are already much more polite than a great many people I've met in Albion. They explain to me what exactly happened here.


That's awkward. The dead are peaceful, but the situation remains problematic : the living crew of the Boatman is quite clearly unhappy with their condition, and it'd be better for all parties involved if they left the train. Furthermore, there appears to be some disagreements between the dead on how to proceed. First, I talk to the train's captain.


While she and her crew ended up being the agressors, their reaction was somewhat understandable, and I don't think they deserve to remain prisoners of the dead. The dead concur, especially given the fact that they will soon be out of corned beef. Freeing up the coffins would also allow the dead to use them as fuel to reach a nearby port and properly resupply the vessel. As such, I offer to take them back to the Necropolis Line HQ at the Mausoleum myself, and they graciously accept. They're not out of trouble yet, as they'll have to cook up an explanation for their hierarchy, but they're more than happy to get away from their resurrected cargo.

A few of the dead also ask to be taken back to civilisation : they long for their homes in London, and think that they can still reintegrate society. I'm not sure if their relatives will be able to adapt to their new condition and I very much doubt that London as a whole will accept them, but perhaps if they keep a low profile they might be able to go on with their new life... I accept. The dead are happy, my crew a bit less (not to mention the Boatman's). My quatermaster in particular doesn't seem to appreciate my reminder that the new passengers won't require supplies. Still, I think we've managed to reach a solution that should make everyone happy, or something close to it. We leave the Boatman and its new crew behind, and continue our exploration of the area.

After some quiet travelling, my scout informs me that we are nearing a port... but in our way lies a Weft of Unravelling Time !


We could escape from it, but I'd like to try and fix it using the Ravelling Jack that the Horological Office gave us. These anomalies, as we've just seen, threaten navigation around the region, so in that case I'm willing to work with the Empire for the common good. If I remember correctly, fixing them doesn't empower the Sun, so it's still consistent with our little Revolutionary projects.

We brace for impact as the Ironclad plunges into the Weft. The present quivers, falters, and is torn away...


As we fight to keep a grasp on reality, the Ravelling Jack activates and slowly starts mending the rift. The device is slow however, and we must remain in the Weft for a time -or several- until it's finished its work. Suddenly however, the mechanism stops : a failing in the Jack is threatening to ruin the entire operation ! I must repair it, but I'm not a Horological engineer, and I have trouble following the confusing instruction manual. Still, after an initial failure, I manage to free the machinery.


We have successfully mended the Weft ! As the last ripples in time fade away, I congratulate the crew on a job well done, and we go on our merry way. It's not everyday one gets to fix the local time-space continuum !

Our joy is somewhat dimmed by the discovery of a nearby floating corpse, perhaps a previous victim of the Weft, which we decide to take back to port. It won't help our Nightmares, but it's the right thing to do. Fortunately, the station our bat found is nearby.


Uh. This much plant life ? In a wild area of Albion ? It can't be natural... and indeed it isn't, for we have reached the artificial territories of the Royal Society : massive windmill-like devices spray fresh air all around the place, somehow maintaining the verdant ecosystem that has been implanted here. We soon arrive at the local outpost :


Welcome to one of the few enjoyable places in Albion ! The Royal Society is an congregation of scientists, nobles, government officials and, oddly enough, racers, who are all here to observe, survey and study the mysteries of the sky (and perform dangerous experiments with doubtful safety protocols). Well, except for the racers who are mainly interested in prize money.

Next time, we'll meet with the Society and see if there are any interesting projects we could participate in, or take advantage off.
 
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