Name: Eve
Appearance: 4 ft tall female human with long hear that constantly changes color. She always wears a long sleeve shirt and jeans. She has slightly tan skin and green eyes. most of her right arm is made of aluminum, from her hand to her forearm.
Magic path: Servant Sculptor
Mana: 9
Strength: d4
Speed: d8
Endurance: d6
Knowledge: d10
Will: d8
Senses: d8
Ongoing effects: None
Items needed for current Sculpture
1. An arrow, caught mid flight.
2. A piece of Amber containing a living thing
3. A block of Lead
4. A compass
5. Solidified Smoke.
Spirit: A silver quiver with 5 arrows that looks like a rib cage
Spirit Task: Unknown
Inventory: Doctor's bag, Thick fur shirt d4, Thick fur leggings d4, ghost charm, 100 ft of string, a pry-bar, 9 gold’s worth of food and water, Idol of Flux, 33 gold, a silver quiver thst looks like a rib cage,, a bow, and 3 silver arrows.
Materials: Lightsilver, Silver, Stone, Water, Mercury, Erode, Channel
Is it heading in a direction other than just the wind? Find someone in the city who knows about various religions and ask them about small desert temples and what deities they could have been built for
It appears to be entirely dependent on the wind and has since changed directions and started drifting quite quickly on some wind current higher up.
[8]
You ask around at the encampment at the river if anyone knows about religions and what a small desert temple might be for. You don't manage to find a priest or anything, but you do find another adventurer who claims that those desert temples are the shrines of an old god of mischief, who leaves tools of chaos in them for mortals to use. He says they appear erratically so the old god might still be around, or it might be a remnant of the old days before the gods departed.
You mentioned something about the shield before which implies it's not mundane. What is its d6 for?
Seems like traversing the inside would be fairly easy if we used a lot of rope and had Salt fly up to places and attach it. Though it might be hard to find a place to attach, given we can't hammer anything into the stone here.
Fire a steel bullet from my explosion rifle into the stone. Is that level of excessive force enough to crack it?
"Why would their armor be made out of silver? Sure, it's shiny, but this isn't a decorative piece."
Name: Zavirius En-Drani Haver, Painter
Appearance: A girl of unknown but apparently foreign descent. She claims to be the last surviving member of a long-dead ancient race, kept preserved in some kind of magical stasis, but this is likely untrue. Though her skin is a strange shade not normally seen on the continent, and her hair is bleached white with a slight green reflective tint. She is not very tall but stout like a dwarf and startlingly strong. She's wearing a red gambeson, gray pants, metal bracers, shin guards and a sallet helm.
Mana: 6
Method: Flesh-Inscribed Channel
Materials: Lightweight, Explosion, Toxic
Strength: d10+1
Speed: d8+2
Endurance: d6+2
Knowledge: d8+1
Will: d8+1
Senses: d6+1
Ongoing effects: Permanently immune to nerve gas
Inventory:
160 Gold
Backpack
Tattoo kit
Paints and brushes
Medium Armor (d6)
Kite Shield (d6)
Long Sword (d6)
Catch Pole
3 Small Bombs
Manacles
1-mana/shot explosion powered rifle.
Silver axe-helm.
Salt the Condor-Winged Baboon
Strength: d8
Speed: d8
Endurance: d6
Knowledge: d4
Will: d4
Senses: d6
[/quote]
In Alcahest:
Wooden Arm-Guards (d4 armor)
Hemp sack
Kukri (d6 weapon)
Square-tip machete
Lets see here...Ah, if you put mana into it, it will consume d6 mana to produce a magical wall in front of you. Big magic shield thing. Useful.
You fire your rifle at a chunk of black stone. The bullet rebounds off like a skipped stone but sends a hairline fracture through the black rock, cracking it almost like glass instead of stone. It doesn't shatter or anything, but a few more hits like that might be enough.
with a route like that would i also go to Regulus after Alumen then downstream to Mofette so I would check-in at Alkahest before taking the river down to Ulmin again? if so then I might as well have those added to the route officially so I can get a bigger reward per loop. if the route doesn't include a Alkahest check-in then where is the check-in point?
either way, I'm ready to begin, so I'll say my thanks, collect my things, get my briefings and letters of introduction / identification, and be on my way. with the river flowing North-to-South it makes sense to head to Ulmin by boat, moving with the current for swift and easy travel. I'm planning on land travel for most of course, but no reason not to use what I can.
Name: Nina Morellis
Appearance: A young, red-haired woman, green eyes, somewhat unkempt. She's had Adam for as long as she could remember, and has a bit of a reputation as a harmless nut. The town guard are okay with Nina though, occasionally getting her help keeping a mage secured by having her drain their mana so they can't cast. Since they don't have a proper magehunter available, having a local civilian channeler they can bring in as needed is a big help. And Nina tries to be on her best behavior with them to keep their relations good. Nina herself works as a healer, living out in the poor part of town, and has an erratic schedule based on the needs of those who want her help. so she has a lot of free time, but also gets woken up in the middle of the night a lot. add in Adam's occasional antics and she doesn't get to have a stable sleep schedule.
Magic Path: Channeler, Invoker.
Materials: Sound, Accelerate
Mana: 3
Strength: D4
Speed: D6
Endurance: D10
Knowledge: D8
Will: D10
Senses: D6
Inventory: 2 silver, aqua vitae, Backpack, padded cloak (D4 protection, Light armor), doctor's bag, walking stave, Lantern, Medicine backpack, The healer's handbook, Surgeon's Kit, Excorcist's kit, Doctor's Cloak.
Inhabited by a spirit which takes the form of a floating disembodied limb that constantly melts and reforms into other body parts. She calls it "Adam."
Cabal: None at this time.
Thats an entirely reasonable path, we could add Regulus to the route if you liked so you can get work there too, but Mofette and Alkahest aren't in need of your services. Though of course checking in in Alkahest is how you'll get paid so thats fine.
You take your leave, newly attired and outfitted, and head for the river Hartshorn, passing through the sweltering volcanic pass under Alkahest and through to Mofette. You find a ferry heading south and quickly discover that your status as a Doctor for the kingdom allows you free travel and board, so long as you are on official business. You take the ferry south and make your way to Ulmin within a few hours and immediately make your way to the local authorities to ask about any issues that they've been having.
They tell you that something has been effecting fishermen and dockworkers recently, striking them down with bouts of exhaustion and listlessness, causing them to wade out into the river and stand staring at the sky as though in a trance.
Let's find a smaller food service group in need of some help and get a job. Arachne can to if she wants, or she can attempt to get in with an entertainment service organization. If she does, Felix will act as her manager and talent agent.
Meanwhile, in Felix' spare time, he'll wander up north and poke around with teh ghost tracker to see if that moving ghost is still about.
Oh yeah, and he'll be looking for a crypt or mausoleum or abandoned cemetary or what have you. Gotta find that religious artifact that's been buried with the dead for a long time.
And does the shepherdess girl have any requests?
The Ascetic Ghost Shepherd
A thin, wiry guy. Hazel eyes. Black hair. Long fingers.
current status: fine
Stats
6 str
6 spd
10 End
8 Know
10 Will
4 sense
Mana: 68
Materials: Porcelain, Black Flux, Force, Toxin, Weapon, Break
Inventory:
Inhabited by a Spirit - a little shepherdess girl. Likes dolls. Adventurous. (Current request: nothing. She tired)
Scarab ghost - Request: a religious relic that has been buried with the dead for some time)
Catamaran sailboat
Ghost Charm
Doctor's Kit
Lantern, 2x Rope, Backpack, 15 ft collapsible ladder
1 pet carrier
1 pet harness with leash
1 prybar
1 rolling horse toy
1 kitten
shiny orb from the ruins on the lake (light blue glow. 3 mana invested. Additional mana (?) invested from magicoal)
haunted obsidian and wood knife (with cold, light metal box) Cursed, can't release until I kill a sapient. Can control spilled blood as if I had the Blood material
40 gold
Note: bounties for lowlives, monster hunting, rumors of a high class immoral playground.
[7]
You search for a job and quickly find one, talking your - and Arachne's- way in through a variety of bluster and hand gestures (You carefully keep that knife hand hidden). You both get jobs on the food prep crew that moves back and forth between the town and resort, you as a chef and Arachne as a server. She seems...oddly ok with this. When you ask her about it she states that "Men of that kind are particularly unguarded when it comes towards their actions around and with servants." Basically, she seems to be of the mind that they will get handsy and she will then get finger food, as it were.
The moving ghost still cannot be found but...it seems to patrol. You catch readings of it at night, circling the north of the city like a comet orbiting the sun before shooting back off into the darkness and disappearing in to the sands. A very odd spirit; most aren't this mobile.
Some investigation reveals that there are old ruins and tombs along the banks to the north east; which are apparently not likely to cause outrage if you pry into them.
She seems to be sort of afraid of the knife and has been quiet lately.
[10v8]
The plan proceeds as you predicted for the most part. You make it past the entry guard with no effort [-1 mana for the key] and avoid the second guard easily as well. They both seem pretty bored and aren't taking this very seriously judging from their body language. However, once you reach the door to the office you stop, hand hovering a few inches from the knob. You feel something, an electric tension in the air, the hallmark of a magical trap. Someone has put a powerful working on the door, maybe the outerwall of the whole office. You can't tell exactly what it does by sheer instinct, but you feel like its got a lot of energy behind it; like gently placing your finger on the trigger plate of a bear trap.
Anything else I can deduce about the magical trap, such as how it is activated/deactivated or to where it extends?
Are there any other entrances into the office that I can see? And when we saw the lock box earlier, was the office door just open, or is there a window we saw it through or something? And did we feel any magical shenanigans then?
Finally, consider if we could use the glass orb with the lotus inside to remove whatever spell is on the door, like how we could remove the necromancy from that rezzed fish.
Name: Darwin Zeppeli
Appearance: An old medicine man.
Magic path: alchemist gut-reader
Strength: d4
Speed: d6->d8 + 1
Endurance: d6->d8 + 2
Knowledge: d10
Will: d8 + 2
Senses: d10 + 1
Mana: 55
2 bottles with 10 thaum each (20 total)
Ongoing effects: None
Magical materialsVacuum!
Reanimate
Sharpen
Viscera
Diamond
Rope
Inventory1 sedated bugman
dissection knife: d4
Springy metal knive: d6
Springy metal sword: d6
Springy metal halberd: d8
Curved blade: d6
Icepick: d4
gun: d8 [50 rounds left]
9 smokebombs
thaumic bomb (currently empty)
Ecalir's old armor: d8 (in use)
shield (+1 to protective rolls from armor)
Sealer Suit: d4 (vs magic)
Alchemist’s Gear
402 gold
5 silver
Octopus core
15 kg black biometal
A glass slab with a topographical map of the kingdom carved into it
a bottle of glowing blue sea water, inside protective box with lock
a glass orb with barely visible lotus inside of it, inside staff assembly.
magic coin
Small book
magic compass + map
Gimbal that points towards diamonds (range around 100 meter)
book on normal plants and animals
book on magical plants and animals/creatures
handbook on making weapons&armor, including a list of known types
a detailed account of the Artifacter war
map of the old world
good quality book&pen
good history book
series of good maps of area around Alkahest and the volcano
Paradox snail (inside jar) and things to keep them happy and fed, linked to Ecalir
Extra pair of paradox snails
Doctor's bag
set of ingredients (plants, chemicals and the like) for making poisons or antidotes (21 uses left)
High quality backpack
donkey named Yvonne for carrying
Zomboraptor head
Lantern
several hundred feet of rope
climbing crampons
a grappling hook
iron stakes
net made of rope
several vials with imp fat
20 vials
2x Collapsible rod
10 oil flasks
300 feet of really big, thick, strong rope
100 feet of metal chain
box of metal spikes
pair of binoculars
4 boxes of rags
Medium armor: d6 (not in use)
2 sets of digging tools (for Darwin + Ecalir)
Extra digging tools (for hired workers)
tarps, paint, and other stuff we can use to camouflage things with
17 leather skins (30 gold worth)
2 doses of fast-working anesthetic for knocking out humans
Since it doesn't seem I can really help with anything Darwin is doing right now, just stand lookout to spot potential trouble and react accordingly
Name: Écalir Speedwagon
Appearance: barbarian, think Arnie from Conan the Barbarian
Magic path: Hunting flesh-scroll
Strength: d10+2
Speed: d10+1
Endurance: d8+1
Knowledge: d4
Will: d6+1
Senses: d6+1
Mana: 55
Ongoing effects:None
Magical materialsleft Arm: wood
Right arm: Insect
Stomach: Strong acid
Chest: White Phosphorous
Left buttcheek: Electricity
Right buttcheek: Lightning
left leg: multiply
InventoryMare's Leg: Lever Action, d8, 5/5 magazine, 45 spare bullets.
Quality weapon (Spear): d8
Longsword with glowing runes
Springy metal warpick: d8
Springy metal knive: d6
Springy metal sword: d6
9 smokebombs
Thaumic flamethrower (5/50 thaum tank, d10 str requirement, armored fuel tank) + extra canisters with compressed gas
Poncho
Sombrero
Fitted armor: d8
Sealer Suit: d4 vs magic
Shield (+1 to protective rolls from armor)
Backpack
100 feet of rope
Bandages
Tattoo Kit
199g worth of gems
doctor's bag
Gladiator Badge
Jade tablets (48-number of words)
binoculars
[/quote]
[5+1v2]
It appears that the trap is tied to the door, specifically the knob. Probably designed to trigger if someone who isn't the owner tries to open the door. As to where it extends...hard to say. The focal point is that knob but it might also cover the walls or ceiling to a lesser degree.
You originally saw the lockbox when you were lead into the office to discuss terms and conditions of your purchase; the box itself was out in the relative open, able to be seen by anyone in the office. There were no other entrances you saw, the office is set into the corner of the building, backed on two sides by solid brick walls. The other sides are the entrance, and then a wall with windows that overlook the actual warehouse area. The entrance door and those windows are the only ways in, at least the only ways that don't involve cutting in via a wall or ceiling. You felt no magical Shenanigans back then either, so the spell is either new, or only becomes active when the door is closed and locked.
That seems entirely possible. Perhaps a bit dangerous if you slip, but possible.
Loot orb, and once done with other stuff, go test it in Saeko's door. Go along with her when she explores that area, looking around for neat stuff.
Before that, though! Sketch and know roll the thaumic machinery, get some lore about what thaumic machinery is, because I don't actually have much of any understanding of it. Then, loot the body, have some helper grab it and bring it back to camp. Yes, I know it's just bones and some armor plating, just have them drop it in a pile or something.
Cast a weak know spell on the body using "human", specifically to find out general information about who the person was, what that ball they had was for, and where the "city gem" would be.
Finally, wonder about the difficulty of summoning liquid blood of someone who's been long dead, through use of the human word. Specifically, this long dead skeleton's blood. I have no frame of reference as to whether that's a d6 because ownership of blood is simple, or d100 because it'd literally require stealing blood from centuries past.
Name: Ekrov Trenian Vyachilad
Description: A noble's son, Ekrov is a boy on the cusp of adulthood, and barely looks it. His hands are soft, his appearance taken care of, and his bones slightly visible under his unmarred skin. He's scrawny, clearly having never done manual labor in his life, and somewhat short--though it's hard to tell whether that's due to age or genetics. His eyes are wide and constantly look around in absentminded wonderment; he's clearly out of his element in this, and gives off a tourist-y impression. He wears a clearly high-quality outfit, but to his credit it looks unusually practical for a noble, subdued brown in color and light aside from thin pieces of light leather in strategic locations, clearly intended more as protection than a fashion statement. He carries a small backpack, and wears a light cloak that's had an absurd number of little pockets clumsily sewn into it.
Magic Path: Alchemist Sculptor
Mana: 33 (300 thaum carried)
Magic Words: "Animate", "Cloud", "Banish", "Iron", "Human", "Clockwork"
Stats:Strength: d6
Speed: d6
Endurance: d6+1
Knowledge: d12+2
Will: d6
Senses: d12+1
Ongoing Effects: None.
Current Sculpture Materials:1. Something of perfect roundness
2. Ash from the ruins of a city
3. Skin containing an old scar
4. A book
5. Honey
6. Something that came from beyond the skies
Inventory:Backpack
Lightly armored traveling outfit (enchanted to d6, from d4)
Wooden shield (+1 to armor rolls, most of the time)
Steel stilleto (d4 melee)
Merc Longsword (d6 Melee)
Ornamental spring pistol (d6 ranged) [6/6] (30 spare shots)
Alchemist gear
12 gold, 8 silver (Saeko owes him 400 gold... For someone with d12 sense, Ekrov can be pretty gullible.)
LOTS of thaum.
FERROUS MEMENTO, THE MEMORY SKULL!--Enchanted to only open when the correct passphrase is spoken to it. Only Ekrov knows the passphrase.
--Enchanted so that Ekrov is always aware of its location and status.
Two broken clockwork robots, shoved in crates. Details
here,
here, and
here. And a question about rewriting their minds
here.
A pair of strength-increasing clockwork gauntlets, which were clearly meant to be used by the robots, "seemingly for bending metal".
A strange blunt clockwork circular saw that is extremely effective at cutting through metal.
A straight bladed clockwork sword, with a slot in the bottom for a power cell. It is a lightning saber; when properly empowered, it will produce high heat and electrical discharge that will greatly enhance both its cutting power and the damage it causes. It needs a power cell of the right size; which is basically a charged battery.
A large bag of bomblets, taken from an unexploded clockwork bomb.
Paints, a dish, sands, glitter, water, general scrying supplies.
Pencil + Paper.
Expensive medical supplies.
Sketches of:
Gyrotourbillon's workings
Benedict the Griffon
Detailed but incomplete schematics of clockwork robot people.
Clockwork machinegun schematics.
Simple clockwork tools schematics.
Schematic for a simple remotely-operated alchemist-gear manipulator thing.
Maps to the three caches of clockwork loot buried somewhere between Alkahest and Lake Candentis.
TO-DO LIST:MEMORY TINKER!!!
Clockwork stuff:
Fix a robot
Try to reverse engineer and understand those power pellet crucibles.
Fix the broken machine guns
Look into cloning machine gun ammo? Probably not something we'll care about ever, but I wanna DAKKA...
Use 'clockwork' to figure out how that sword works and what it needs.
Cache A: The buried death pellet furnaces, both the unopened ones and the empty opened one.
Cache B: All the unexploded bombs from the wreck, including one that's been opened and had some of the bomblets taken out.
Cache C: The rest of the loot from the wreck, buried inside crates. Contains:
"A large number of tools (These are what you could call mundane tools like wrenches, screw drivers, plyers, and the like. There are a lot of them in different sizes and shapes but none are hugely rare or valuable on their own. Though they are admittedly well made.)"
"A pnumatic self heating rivet gun and the air compressor for it"
"A sort of 'Jaws of Life' style combination spreader and cutter. Basically a massive pnumatic pair of plyers/snips."
"3 more working machine guns, and a half dozen that are broken in some way" ((These deal "d12 [damage], if memory serves, though they often roll multiples."))
"About 10 or so big boxes of ammo (there are a lot of loose belts around so the amount isn't exact)"
"A welding system"
You take the orb and stick it in your pocket, for later use.
[1+2v1]
Thaumic machinery is the machinery of the old days, when magic was plentiful. Rather than relying on gears or mechanisms of any kind, solid objects were engraved or laid with what amount to "Wires" through which magic would be directed. This magic allowed the machines to perform actions and work despite having no "Moving parts" as it were. It would allow metal and stone to bend and flex, to give motive force to the inanimate, to allow things like golems to be made. A thaumic flying machine, which this might have been, would be little more than a simple cockpit with equally simple controls mounted on an iron bird statue that was laid with mana channels to bring it to life. In the golden age of the kingdom, ambient mana would be enough to keep these machines running forever, but as the magic waned, magicoal (densely compressed thaum of a sorts) was incorporated as a fuel. Eventually even that ran out and the great machines of the past ceased to function, reduced to nothing but solid, unmoving forms or or collections of formerly incorporated pieces, now scattered without their connecting force. The art of creating Thaumic machinery is considered lost, except in a purely academic sense.
[3+2v4] -4 mana
You find out some generalities. The man was a soldier, a pilot apparently. The orb is a key, allowing access to different sections of the city, though apparently there are many different kinds of these orbs and they don't all allow access to everything. There is nothing here about a "City Gem" other than a vague connection to this orb and to why he was defending the city.
The easiest way would be to regenerate part of this corpse and then take the blood from it. But considering its age, that would be very hard. Even just recovering a single finger would be on the d20 range. Maybe even higher.
If Ekrov's small orb thing is the one that opens the sealed small door, explore that way. Otherwise, explore through the other half of the big room. Explore and examine as we go along.
Keep the ghost charm at the ready. I'm willing to detour a bit if we find a spirit.
If syv gives no orders for Ekrov:
Investigate what the corpse is wearing, and closely examine the small ball. Use a Human spell to get information on who this person was. Name, occupation, information on the city, etc. If it knows the location of the city gem, that's great, and if not, should at least be enough for a memorial, not to mention what those clothes are.
Japanese girl with a long black braid and a white and red fitted robe with long gloves. Clothing made of metallic thread. Pointy, somewhat elfish ears. Violet tinted eyes. Visibly glowing with a pinkish-purplish light. Missing fingernails on right hand.
Invoking Empath
Str d6 +1
Speed d8 +1
Endurance d10+3
Knowledge d6+1
Will d10+2
Senses d8 +1Materials: d12 Ape, d12 Grow, d12 Strengthen, d12 Expand, d8 View, d10 Steel, and d10 Speed.
Location: Mountain clearing west of Galena.
Status: Fine. Missing fingernails on right hand. Slightly enhanced hearing.
Temporary Effects: d8 Grow Strengthen for hearing, day 4/30.
Familiar. "Benedict" Cougar/red-tailed hawk, adequate flyer, garage-sized with 120ish foot wingspan.
Natural weapons d6, d8 with swooooop. 5/4+1 enchantments. d6 Strengthen Grow, d8 Strengthen Grow, d10 Strengthen Grow, d8 Strengthen Bird Speed, d12 Strengthen Grow over 1 week. Eats 3 gold/day worth of food.
Properly harnessed and well kitted out for riding and baggage. Equipped with a steel helmet.Stats not updated since last spell.
Str D12
Spd D8
End D12
Kno D4
Will D8
Sen D6Expedition Status:
Saeko, Ekrov, Zavi.
3 guards, 2 in personal service.
3 assistants and workers.
Excavation tools and equipment.
26 days worth of supplies.
Items:
Ghost Charm
Alchemist's Gear
Two machine guns! with lots of ammo.
42 mana
243 gold (+75 from Zavi's fare.)
d8+1 armour: The outfit, and a shield. Weighs as if it were d4.
parachute popsicle-stick.
Sealer-suit gloves
Shield.
Adamant Weave Backpack. Contents are magically lightened via Lightweight spell.
Waterskin
Adamant Weave Cloth. Sufficient for an outfit or two backpacks.
5kg steel rod
Compass
Goggles
Doctor's Bag
Sealer suit material.
Surgical tools
Magic Spyglass
~250 gold value of gold and silver ingots and precious gems.
Jade tablets with d8 View, d10 Steel, and d10 Speed.
Alchemy SuppliesStashed:
Cable-wrapped metal box of happiness.
Box of painting-golem
Notes: Improving physical stats with strengthen, d4->d6 is d6, d6->d8 is d12, d8->d10 is d20 or more.
You send workers off with the orb to try it on that locked door and after slotting it into place there is a momentary flash of blue green as light seems to trace the edges of unseen pathways before surrounding the door and opening it. It all happens in less than a second. Beyond the door the halls and rooms are in pitch darkness and the teams have to make use of lanterns and markings to find their way around, on top of ropes and climbing gear. There are many more closed doors, some open with the orb, some do not. The crew returns with a loose map marking off sections by what they think their purpose was. There are the following:
Crew quarters: Bunks and berths used by what are likely the crews that handled this lower section of the city. Judging by info and images uncovered in the city itself, the full structure was essentially a hemisphere of this black stone on which sat the "City", ie the towers and great buildings that are scattered in chunks along the path of the crash. The under structure is where the mechanics of keeping the population alive were handled, and where those lower classes tasked with that job lived.
Farms: Rows of now dried soil, artificial sun lamps, mummified plants, and an irrigation system. Vast stacks of the these indoor farms that must have supplied a great deal of food. Magic infused as well, for rapid growth.
Waste disposal: Large thaumic furnaces where waste seems to have been converted to Magicoal. There is still a good amount of trash in the area, apparently never seen to before the city fell.
Environmental regulation: A guess; there are heating systems here that are fairly straight forwards and pump power to coiled heaters higher up, but beyond that things get odd. Huge Thaumic machines that seem to do things like control wind, block storms, and the like. Explorers can only guess how they function, but there are duplicates of them set round the outer edge of the structure, so they likely formed a shield of sorts when engaged together.
Barracks: Soldiers rooms and training areas. There are what might be armories attached to them but they cannot be opened with this key
Hangers: These are along the very outer edge of the structure, and according to the maps, their far walls could open straight out into open air. These walls are closed, however, and the key doesn't work on them. In these hangers are thaumic flying machines, war machines specifically. The majority of them are in wreaked heaps, piled against the back walls of the hangers due to the orientation of the structure. However, a few of these machines were fastened down and now remain dangling from the floors turned walls, apparently in perfect or near perfect condition.
Storerooms: Rooms containing stores of metal and wooden boxes. A lot are smashed open, some are still closed, good deal of decaying organic things like food and seeds. Seems to mostly be related to the function of the lower sections of the city; ie purely practical and not the luxury goods of the upper city.
The workers report they've noticed a pattern with the doors: There are markings engraved on many doors and some match a marking on the key. Doors without markings and doors with a marking that matches the key can be opened by that key, as well as one other marked door that seems to lead to sections for laborers. They believe this key is a "Soldier" key, which can open doors of a certain "Level", while these other doors are levels above the soldier and need other keys.
Finally, and rather alarmingly, there are signs of combat in these areas. Long dead bodies, of course, but also mechanical soldiers of the sort found in the Artifacter's grave. They say there are signs of an invasion by these robotic forces. How far they got and what they did, still unknown.