The Works¶
The Works is the old machine-place the Saltwood druids blame for the coast blight — and, having walked north to it, the party found the druids were right. It stands on the northern sea-cliffs, half a day and more past the last ground the circle still walks: a vast derelict factory of the elder age, its half-broken smokestacks jutting black above the surrounding buildings, taller than any tree on the coast, with a lattice of rusted scaffolding and gantry running hundreds of feet down the cliff face toward the sea. Acrid smoke plumes from it and settles into a low haze, and culverts along its base spew the same oily, poisoned water that has been fouling the tide-pools and killing the scrub all the way down the coast. It is, plainly, the source of the blight.
The blight is ordinary poison¶
Whatever the folktales say, the sludge itself proved to be nothing magical — a detection turned up no trace of the Weave in it, just industrial poison. It can even be cleansed: Flint cleared a fouled tide-pool to glass-clear water with a single casting. Cleaning it pool by pool does nothing to stop the flow, though — the poison keeps coming as long as the Works keeps running, so the only real answer is to reach the source and stop it there.
Inside¶
Past a rusted loading door, the interior opens into an assembly hall the size of a market square, roofed in a darkness too high to see the top of. Chain-and- pulley lines carry half-built forms overhead on slow-feeding hooks — torsos, single arms, plate-and-rod shapes riveted together and left to travel down the line. Iron tracks and workbenches run the length of the floor; sparks needle down from above; and vent-trenches set into the floor grating glow orange and breathe superheated, noxious gas upward in irregular bursts (the timing looks random but can be read by a careful eye). Catwalks cross overhead, and a stairway at the center of the room descends to a lower level. The place is deafening and never stops — it runs day and night, loud enough that a full battle in one corner went unremarked by the machines working elsewhere.
The machines¶
The Works is staffed and defended entirely by automata — no living hand anywhere in the place. The common drones are man-height and roughly humanoid, jointed at odd angles, cobbled from mismatched riveted plate gone rusted and brittle, with clustered lenses where a head should be that swivel together. They carry halberds and arm-mounted net-cannons — the nets are for capturing, not killing. Their innards are foul: biting into one is like biting poison. Fire burns them no worse than it would anything else — the hope that the oil weeping from their joints would leave them quick to catch came to nothing. What does tell on them is acid, plain force, and — notably — the light of the Moon Sickle.
Overseeing the drones are larger, better-made constructs, whole and unpitted where the others are patchwork, moving without the drones' hitch and drag, carrying longswords and a hot orange light glowing somewhere in the chest. When one of these is destroyed, that light does not go quietly.
The party fought and destroyed one such group. It cost them dearly, and the Works holds many more — further groups still labor at the benches, and more of the larger overseers watch from the catwalks. The party pressed on deeper and downward rather than turn back.
The overseers command the drones. Fighting a second overseer proved it: the moment it went down, three rusted drones working eighty feet above on another platform went dead where they stood, mid-task, and dropped the length of pipe they were carrying down the shaft. Nobody had touched them. Whatever animates the drones runs through the overseer, and killing the overseer kills them all. Riml, who has lived in the factory for years, says the same in plainer words — there is always something animating the commanders and issuing them their orders — and advises skirting the rusted ones entirely and going for whatever stands above them.
The descent¶
Below the assembly hall the factory goes a very long way down, level under level, all of it still running.
The cooling shaft. The stairway at the center of the assembly hall bottoms out onto grating in a shaft that drops a hundred and twenty feet. Banks of pipework run floor to ceiling, sweating condensate into the grate underfoot, and the heat of the hall gives way to a clammy chill. Down the middle of the shaft stands a column of frost-rimed glass reservoirs piping a supercooled white fluid out into the works, cold enough that standing near it for any length of time will hurt you. A ladder drops straight down the center of the shaft, past platforms every forty feet; a switchback walkway hugs the wall instead, twice the distance and clear of the cold. Small knobs on the pipes feeding each reservoir will shut them off one at a time as you descend.
The hook line. At the bottom of the shaft is a plate of riveted steel some ninety feet long, with a sheer drop into darkness on both sides and a lit tunnel mouth at the far end. Dozens of rails cross overhead at every angle, and hooked chains come whipping across them at blinding speed carrying half-built automata slung at chest height. There is no pattern to read and no cover on the plate; crossing it is a matter of moving fast and taking the hits.
The Great Fan. Past the hook line, a tunnel ends in a ventilation impeller fitted into the passage — nine steel blades the length of rowboats bolted to a hub, turning fast enough to blur, hauling the factory's exhaust up the shaft. There is no gap at the sides and nothing to crawl under. A hatch set flush in the deck twenty feet short of the blades opens onto a smaller turbine, and beneath that a drive gearbox sitting in a bath of oil; both fans run off the same drive. Interfering with the machinery trips a failsafe and the great impeller reverses, dragging the air the other way, before the whole assembly finally winds down.
The Dosing Hall. This is where the blight is made. The hall is long, low and swept clean, and a massive pipe runs its length through the floor grating. Four drum-shaped manifolds stand along it, each with a window in its belly and a valve on its crown. In the first drum the water is clean seawater, drawn up from below. By the second it is darker, by the third darker still, and by the fourth it is exactly the brown, rainbow-sheened filth the party waded through on the tide-flats above. Black concentrate is piped in from somewhere else and cut into the seawater to thin it, so that it flows out faster and further — and then it is piped away through the factory and out of the culverts into the sea.
Nobody works the valves. Nobody is in the room at all. It runs on a timer.
Shutting the valves does stop it, briefly — the water in the drums runs clear within seconds — but the concentrate keeps arriving from upstream with nowhere to go. Pressure climbs, relief valves lift on the drum crowns, black gas floods the hall, and the room's own emergency system slams and seals both doors with everyone inside. Opening the valves again releases the seal. Whatever stops this room, it is not in this room.
Below the refinery, past the Dosing Hall, a short flight of stairs leads down to a landing, and off that landing is the service void where Riml has been living. The way on from there goes deeper still — toward, if Riml is right, a last sealed door with something very large standing in front of it.
The mines¶
The haulage floor. Two flights below Riml's den the passage opens onto a floor cut straight out of the rock, wide and flat, its ceiling out of lantern reach and its far edge dropping away into nothing — something poured off it takes several seconds to land. Two rail lines run from the far end into the dark, each with a parked iron ore cart chocked and rail-dogged at all four wheels, a brake lever at the near corner and a lantern hook welded to the front lip. The carts are the only way down.
The haulage descent. The lines fall away steeply and the carts run themselves — a long, fast, unlit run through worked and natural rock. Three lines braid together and apart along its length: the two carrying the carts, and a live third that swings in twice out of the rock alongside. The run is littered with things that will kill a rider who ignores them, and machines that will die on the same things if he doesn't — stone teeth between the rails, a haulage gate on chains at chest height, a collapsed wall bellying out over the outer rail, a crib of railway beams with one wire band already parted, a bank of ticking relief valves that will throw a curtain of scalding steam across a lane if it is shot out, a shelf of sealed oil drums with one already walked half off the edge, a pinch where the walls close to either side of the cart, and a pair of floor-to-roof steel doors worked by a switch on the wall beside them. It ends at a yellow buffer stop where the tracks level out and the roof lifts away into the deep workings.
Two kinds of machine live on that run. Beetles — winged, bug-like, claw-legged, about an arm's length across — let go of the walls in the dark and drop into a moving cart's slipstream, gathering in numbers and swarming over the rims in waves. Their bite stings as well as tears, which is a strange thing in a building where every other construct is immune to poison. They ride the draft and nothing else: when the carts stop they scatter back up into the workings and do not follow. The other is a powered flat truck on the live third line carrying four constructs better made than the rusted drones — two with halberds long enough to reach across the gap, two with net-cannons. They close, keep pace, shoot and swing, and the line takes them away again.
The mural passage. Past the buffer stop the chamber narrows to a smaller
tunnel with conduits fanning out overhead. Carvings run the length of the left
wall — see public/lore.md.
The guardian's chamber. A large round room, the conduits curving along the perimeter and spiralling out of the centre of the ceiling, a column of light falling from that spiral. Every line in the room ends at a small door at the rear, and the Conductor's guardian stood in front of it — the thing Riml had spent three years unable to get past. Fifteen feet of polished black steel, the same lens-cluster for a head as everything else in the building, and a furnace burning in its chest.
It did not advance. It set its weight and told them the work was behind and the overseers did not answer; that its makers had ordained it and its kind arbiters of unyielding progress — "myself, and my kin, in this place and in others" — and that they would not reach the Conductor. Asked what it built, it gave the answer the Conductor later repeated almost word for word: "great machines that get sent off to the Continent of Men via our contract from Steamveil." Shown the Moon Sickle it cocked its head — "I have no recollection of these things." It knew Riml on sight.
Riml ended the parley by throwing an acid vial. The guardian put a gout of fire straight through him, told the rest of them to leave — and then lost. The party bloodied it in a single round, the Sickle bit deeper than it had any right to, and a Moonbeam settled over it and began wicking the flame out of its chest. It spent the rest of the fight hauling its chest cavity open trying to reach that fire again and never managed it; its one real weapon never fired twice. It came apart leaking oil, and the door behind it swung open.
The Conductor's room. Small and choked with wire. Everything in the building runs into it and ends at a glass console covered in readouts, beside a throne of tubes and cabling where the Conductor sat.
The Works is stopped¶
With the Conductor disconnected from its console and standing free, the whole building shut down — the gears churned to a halt, the steam hissed out of every vent, and the machines went with it. In its own words: "Their operations have ceased."
The party have not yet walked back up through it.