rolled 4, 5, 2 = 11
Month two, year four. The latest and greatest roll out of your yards, monsters of great capacity, Zeppelins built to fly anywhere and everywhere. Lilienthal works to expand your merchant fleet, loaded with transport and courier designs, while Mittelwerk adds to your first battle squadron, beginning construction on the 10-ton CAS. The government, startled by your pace and fearing that it will be left far behind with only four ships to its name, requests a dozen 8-ton transports, the fastest you can build.
The investigation of the ruins of Kharok proceeds on-schedule, as whatever ships you can spare transport archaeologists and escorts there and back, carrying tons of artifacts and material from the long-forgotten ancient site. Museum researchers compare these objects to those found in the swamp and placed in the fire elemental's hiding place, slowly building a set of conclusions that will shed some light on the shadows of the past.
While all of this goes on, Erivrus remains in the company of the military, drilling endlessly and feeding their manufacturers with new information, helping them design the newest war machines. The living siege engines, the secret project known only to a privileged few. Still, you question the need to keep him sequestered, well away from the front he was made to stalk. You have begun lobbying for his release into battle, hoping that those holding his leash will come to their senses and use him for his intended purpose.
Amongst all of your projects, you have thought of establishing an outpost to research the Frost Giants' supposed curse, or to find out if their barbaric tendencies really are part of their original nature. You have also, after much internal debate, decided that you should find out what ails the Prince, so that you can put your amazing skills to work. The question of how best to go about this remains, however.