The party is whisked past the crowds onto an elevated walkway that looks to be exclusively for nobility and soldiers. The trip is far too short to get a good look around, except that the governor keeps quite a lot of well polished guards around. You have only a short time to greet everyone, with the station governor excluded as he is not present before the play begins, it seems everyone was waiting for you. As everyone sits down Amara becomes lost in thought, Sierra-Beta seems to have slipped out and Sarvus trips into a waiter and spills a drink on his pants, then excuses himself to clean up.
(you need to spend experience to reduce sanity anyway.)
Amara spends some time planning to investigate creating some proper warp charts of the expanse. She figures that her knowledge of scholastic lore in astromancy can be useful to investigate information about specific stars, planets or other locations based on known lore, like a library or a group of experts, or to understand the systems themselves and anything unusual or common.
Using her skilled Trade in Astrogpher would allow her to map and survey both warp routes and more traditional solar systems, although first hand knowledge of the routes by traveling them would need to be done.
Amara also recalls some common lore about the expanse, and begins thinking deeper about specific regions, warp routes and major players. At least a general map and areas could be done right away, although knowing a specific area of research could allow more detailed information.
Using common lore to recall general information and then Astrogopher to create a chart would be the best course of action, Amara uses the time while watching the opera to make mental notes of well known information that others might miss. This takes almost an hour and she is far too distracted by the opera to keep everything in her head (Roll 86 v 71). Perhaps a more relaxed atmosphere or doing some dedicated scholastic research will help.
Sierra-Beta spots a side tunnel with mechanus markings and slips in while no one is looking, traveling through several exclusive passageways she reaches the industrial sector. It is time for a shift change as she enters the large promenade between factories, a rush of workers file in and out obediently. Only a few are servators going for recharge, the rest are evenly divided between grunt labor and minor initiates in the cult, fit to weld or oversee a specific machine. She is pleased to find many with mechanical attachments, but the burns and scars on the fleshy areas point to necessity rather then devotion. Still, trial by fire to strengthen the body is how she has lived her life.
Once the shift change finishes she passes to the central temple. While it may look like another mechanical monstrosity to others the sophistication and decoration is clear as day to any Adept. A quick binary exchange to prove her identity gets her in the door to meet with the attendant to the many, a man or woman installed terminally and permanently into the building. Mountains of wires and tubes poor into them and they speak only through mechanical means.
Brisk inquiry leads Sierra-Beta to believe that going into the archives to find plans for servitor parts or the details of surgery would be at least a challenging task and require at least days (though thanks to easy comm links she could participate in any discussions about priorities). Learning about her sisters might also take hours or a day of prying electro scriveners and high communers from their delicate tasks.
This would also be an ideal place to either requisition a sniffer or find out where to otherwise find one.
Sarvus exits the opera hall and heads to the first place to look, the servant halls. The eyes and ears few realize they have around them can often divulge simple information that can lead to larger goals. (22 vs 64, 5 degrees of success, takes 0(6-5-2[1d10]) hours)
Fortunatly for Sarvus he spots someone he knows immediately, an on again and off again informant, running out of the kitchens in a waiter uniform, carrying a large platter of half empty glasses. Unfortunately for Sarvus it is Zayer a ratling with a trusting face, short black hair and a penchant for steal from those he really shouldn't. Zayer should not be here, he shouldn't be anywhere after the last time he was caught by the Arbitrators. He certainly shouldn't be dressed that well with a name tag reading Theodor.
Zayer does not notice Sarvus until it is too late and the unassuming scribe is right behind him and says his usual greeting. The short abhuman seems to jump twice his height as he turns around. Not now, why now. he begins before taking Sarvus into a side hallway. He explains through obvious lies that he is just trying to make good as Sarvus questions him. He is surprisingly and unusually well informed on the governor and Tradesmaster, explaining that Fonseca has the governor by the short hairs over a loan, a loan far too large for the rotund man to have provided himself. Signs point to a Rogue Trader house and Fonesca himself requested that the ship be put in the lower dock and that he greet them personally.
Zayer then fails to surprise you when he pulls out a pair of key cards for the Tradesmaster's office and personal chambers. He looks extra nervous and asks if you would like to follow him as he "does nothing suspicious or theft like at all"
Would you like to follow him, try and get more info out of him or get back to the opera?
The rest of those who watch the opera have a pretty good show.
The story is an adaptation of a later part of the fourth volume bible, the story of two star crossed lovers, an imperial guard captain and the chaplain she wants to marry. The star of the opera though is Saydra Marrine, a navigator and soprano of remarkable skill. She plays a handmaiden who acts as a go between for the noble captain and simple priest. This allows her to be in almost every scene and utilize her wide range with a varriety of singers, improving their performance.
The scenery is also a departure from most norms, simple painted wood done up in pastels and moved around by men in black suits, hidden from view, rather then rely on traditional mechanical systems. This does little to mask the small size and poor quality of the viewing area, although Holt, Hereton, Nathin and Annarette are actually all impressed as none of you have ever spent a lot of time in a major noble's house before somehow between the four of you. (seriously you all have the best backgrounds to be impressed by a small and insignificant manor)
After the performance the four, five or six of you, depending on how many return to the party, meet up at the post opera dance and wine tasting. It appears that Holt was purposefully excluded from the pre feast and acrobatics show that lasted almost three hours thanks to it's timing right before docking.
Everyone important on the station is here, dressed in what ranges from extravagant and exotic pieces to heavy, but well decorated, combat armor. You are shown to your seats by a docent and no sooner does Jarl-Governor Victor Werner Oliversen come to greet you. He is flanked by an older woman in a green full body dress with a thin veil woven with tiny gem stones who does not introduce herself and a thin bodyguard wearing full body grey mesh combat suit and a thick helmet who dies not speak. The Jarl, as he calls himself is a surprisingly young man with thick brown hair braided down the back, black eyes and a short beard. He wears simple flak armor swathed in fine silks of grey and blue but no helmet. He looks genuinely happy to greet captain Holt.
Greetings my famous and ruthless guest. I have heard of your violent and impressive background and salute a true warrior among the nobles gathered here. The last about "nobles" is said with more then a little contempt which has the woman in green speak into the governor's ear.
I must apologize for the necessity of housing you and your men in the lower docks, he continues, pulling away from the woman who looks cross when he apologizes, we all must make due with the hand we are given from time to time. He extends a hand and states Let me show you around and introduce you to the major players here. You can see why I despise them.
You can follow the governor or seek out others at the party, I will begin his introductions in the next post.
Bron makes his boast as Blightfang throws down his tattered cloak and readies his rifle. The two behind raise weapons and sneers, a wicked spear made from junk parts and a sledgehammer. The three to the side pull out a crude knife, some manner of autogun and the lead "man" waves a strange pistol with a familiar cartridge: plasma. The two near the large leader look hesitant as Bron states his credentials.
The hulking leader throws off his hood and proclaims "Behold real judgement! My god has blessed me, run away, you ass of the bone king" while his four red bug eyes peer out at you, weeping orange bile.
Bron is... not impressed... if the man was expecting some other reaction although Blightfang has never seen something quite like this (90vs41(profit factor), re rolled to 79, 4 degrees of failure) and (2+40) is overcome with revulsion, he involuntarily steps away from the mutant and can not willingly approach him, is at -10 to all tests for the combat and gains 1 insanity point.
Order of combat
Bron (14)
Blightfang (12)
Mutant (6)
Hammer Scum (6)
Spearguy Scum (6)
Stabby Scum (6) out of combat for first turn
Shooty Scum (6) out of combat for first turn
Two behind, three in front, metal hydroponics bays around in even rows for cover. I will have a map later once I make one.
Combat time.