Day 28 Layout: You see that the laboratory’s roof is broken and enquire how the scientists can work there. You find out that they can’t, as the only scientist Pathena Robinhooke is at the pub already. But it is just morning! The sun just came out! Doesn’t she want to get to work? You decide to search her out later. You will tell her the Hard Cold Truth. Before leaving for the public house, you sit behind your desk and begin your work on the new town layout. The non-Euclidean geometry of the colony has dominated the view long enough. You set out lamps in such a way that six feet always lie between them. You also relocate the farms, now closer to the kitchen. Science and might: That Pathena Robinhooke, who you had read so much good about from the reports of previous bureaucrats on the airship before arriving, is no good. “Salt of the earth,” they had said. Maybe back when she had still worked as a constructor that might have been the case. Well, the woman’s a drunkard now as all scientists usually are. This is one of those sentiments of your father, which you actually share. You would never go into science. In your eyes, it is always so that the simplest methods lead to the best ends. Automated colonies? You’d rather have people. Luckily enough, it seems that your decision to stop prioritizing booze has had a positive effect. The booze is out, so Robinhooke is forced to return to her laboratory. Hopefully she is sober enough to read what she herself has written on the chalkboard. But you have heard stories that scientists don’t follow the same rules of efficiency and productivity as normal people. You turn your attention to NCO Mudhooke, whose bones and flesh the barber Benedict Carnifex has just fixed. The chemical workshop can stop producing medical supplies for now and begin lacquering planks for the church instead. At the same time on the other side of the colony, the soldiers have just gathered to teach themselves to fight. One of them asks for your assistance. “How do I get better at this war, sir?” You advise him to stand before that pub door and think about it. He doesn’t understand the speech and manners of Capital’s parlours and really does do it. He wouldn’t make a good bureaucrat, but that’s what you like about him. Mudhooke can work with this. You don’t ask for his name though. He really is of the salt sort. Day 29 Eugenia Steelhatch: As recommended by a previous bureaucrat (at least you assume so, for the chart they had created was hard to read and translate; there was her name and then a bunch of arrows turning in different directions, twisting into knots but always ending at the same symbol of an eye) you keep your eye on Eugenia Steelhatch. She seems alright, as she has taken away that awful name she had given to the carpentry workshop. It is now called The Jolly Joinery and you think that it’s a good and sound name. She is still often bothered by visions of what she calls ‘sigils’, but at least you can now see her smile at times. You’re worried about her, but at the same time, if something shameful about her were to emerge, you wouldn’t want anyone to speak of you having had a close and caring relationship with her. Home: You feel proud at the work you’ve done. It’s welcoming to see the morning bustle of the colony. Fresh maize being picked from the stalks, always more to feed the machine of mankind. At least the food situation is stabilized now. When the night comes and the lights burn you see that it is in fact a place you would call home. It calls to you somehow, and you accept the call. It feels nice for some reason. What would your father say? And you’ve finished with your plans for the city layout. You’ve designated a square in honour of the Queen and a road to remember Mudhooke when he dies. This will be a great city one day, and you take a deep breath in satisfaction. The airship travels home: But as you grow more attached to the place by the second, the airship arrives for you. You see your father’s face in the window of the pilot’s chamber. You climb the ladder up and feel that maybe, you never wanted to stay. Maybe you were just tired and unstable, having left your real home for the first time in your life. Your father doesn’t speak to you, but hands you a glass of whiskey. He nods at you, meaning to say that he won’t say a word before you have finished your drink. Your father’s manor awaits and you soon forget the memories you had of the colony. END [***] The 10000 character limit and 10 image limit is very annoying, but I understand that there must be a reason for it. Anyways, I hope you enjoyed the read, hopefully it isn't too long. And the different style should also be interesting, though I didn't really utilize its advantages. The character names are highlighted so they would be easier to learn about and remember. I myself have the problem when reading these that it's hard to understand, who is important and who is not. Steelhatch has been in the story before, she's done TWO great works of whisperings, so she's important, I guess. The NCO Mudhooke will probably die soon enough, but I think they are important to mention, as they are bound to get the most action. Sorry about rushing this out, but I need to get back to NaNoWriMo. Also, I recommend everyone to participate in the community colony. The game really comes alive in a way that it usually doesn't when you focus on the characters and the story by writing about them. The usual gameplay doesn't allow for that.