rolled 2, 3, 4 = 9
The end of the second month has come. One standard transport Zeppelin and one military transport have been completed. The latter joins your carrier as the second craft in the Red Wings squadron, the only military air force in the known world. The government, incredibly satisfied with the airships you built for it, is offering a new construction contract, one for a dozen 8-ton fast transports. The down payment alone would be enough to fund the construction of two more yards, but the technology specifications are rather exacting. None of them come straight to your best available tech, but if the equipment was reverse-engineered, it would give the government a sizable jump from what it has now.
Your military air school has been established and is training pilots for the first generation of combat aircraft. The instructors, veteran pilots themselves, bear a startling resemblance to the 'fighter jock' caricature, which makes the whole thing seem somewhat funny. After all, you're laying the foundation for Tomcat squadrons in a world that can't handle steam trains without you. Still, with the rate everything is progressing, you may need those sooner than you think. You wouldn't have thought you'd get this far in a few short years, but Perin has exceeded your expectations at every turn.
Archaeological teams, accompanied by militia for protection, are ferried to the ruins of Kharok and back near-constantly, sometimes taking you along. Very little magical items remain, but there is a great deal to be learned from the artifacts that are recovered, and short excavations have turned up even more interesting things, such as the presence of a sewer system, and something that looks very similar to a power distribution network. So far, you have proven to be the only one affected by the strange feeling on the ground, which makes you think it was put in place specifically with Frost Giants in mind.