The Improbable is docked in Vornheim, and has been there for approximately one month. In that time, Astrid has been learning about Veil Folds (which are more-or-less ley line analogues) from the Gloam library. Phrynne has (I believe) been learning to read snakeskin and assisting in the analysis of the Dragon Library. Other PCs can let me know how they're spending their time. The city of Vornheim has access to its own blue quartz mines - this is one reason it was founded here, meaning that you can probably start refining quartz into cavitators and cavitator-based weaponry, if you were to spend more time here in Vornheim. Other than that, given the nature of the information you have, Eveline and Tybur (who are co-operating to run the Gloam family interests) suggest that you spend most of your time in Vornheim confined to the Gloam family tower. If you want to sneak off and go somewhere else, it is best that you go with bodyguards (but then that's not really sneaking, is it?) There have been murders in Vornheim lately, and Eveline in particular thinks that there are Havener agents attempting to destabilize the already chaotic political structure. The last thing we need is either you getting hurt or blamed for someone else getting hurt. That said, there are still areas of open interest in the City of Towers: you have 12,000 farthings in profit from the trade goods that you'd looted in various places and sold back here in Vornheim (I'm going to start keeping track of actual money again, as it's good practice), and may want to go shopping for interesting stuff. You may want to try to gain access to the Secret Library of Zorlac (which was discussed last time). You may want to track down the Havener agents (if they're really real) and see what you can learn. On top of all that, reports via the Wireless from the Hope and Hound indicate that they've been in a few skirmishes with Havener forces. They've liberated two more airships, the Kind Debbie and the Niobe. They are starting to have personnel issues - they have to recruit more crew and marines for the ships, far more than they actually have access to. The crew of the Hope of Haven have suggested a return to West Moss, which is still on the edge of Haven control. If the town were to be liberated, even temporarily, the crew (who are from there originally, recall) believe that many of the townsfolk would join the resistance. Max Draper still wants you to assault the Blue Quartz mines in Haven. This makes even more sense now, if they're using BQ for both the power supplies and mind containers for the self-directed automata. There was also discussion of a trip back to Dun Eamon where you could talk to Virgil the Ancient Steam-person about ideas for the future.