Clayton's Mill

**Clayton's Mill** is a settlement.

## Map update

*The fortress-windmill where bandits drink and fight themselves into a stupor or a coffin.*

## Description

*Partly a town, and partly a fortress, and partly one vast tavern. A creaking wooden monument built in defiance of the truism that crime doesn't pay.*

*A shanty village, mostly composed of rusting kinetopedes converted into houses or brothels, surrounds the great building at the centre of the room. Lopsided and absurd, Clayton's Mill is huger than a cathedral, belching smoke and spinning a dozen blades. It bristles like a porcupine with heavy-duty artillery, though you suspect that any one of these great cannons going off would cause the whole edifice to collapse.*

*The journey to Clayton's Mill is a pilgrimage for thieves, pirates and bandits - here they can sell their misbegotten wares in the open. They can also drink and fight and kill each other, without comment or consequence. In the Mill itself, liquor flows eternal; although Clayton Canker himself is rarely seen in public these days.*

## Interactions

### Gather news.

Requires: 0 Current Affairs: Clayton's Mill

*People around here aren't terribly fond of answering questions. Bribery might help you avoid getting beaten up.*

-15 G

+1 Current Affairs: Clayton's Mill

### Repair your hull.

Requires: Hull damage

*The scarred mechanics at Clayton's Mill will patch you up, but make sure you keep an eye on them.*

-# G

Hull to max

### Ingratiate yourself.

Once per visit

*Clayton Clanker and his crew could make very useful friends.*

 Cheat to win. | Guile test | Success: +200 G
 Play without cheating. | Guile test | Success: +200 G
 Play to lose. | 100 G | -100 G
 Don't join the game. | none | none

### A test of Vigilance: Relax and recover.

Requires: Sanity damage

*This will cost 25 guineas, and recover some of your Sanity. Be careful. Drinking at the mill can be dicey, and you will need to remain watchful.*

-1 day
-1 day

### Receive a mission from the Unnamed Society.

Requires: 5+ Radical Sympathies, The Unnamed Society 0

+1 Seditious Whispers: The City of Keys

### Report your successful mission to Clayton Canker.

*The rest of the Society aren't here. It'll just be you, Clayton, and Too-Clever.*

+1 Radical Sympathies

+150 G

+60 Apprehensions

The Unnamed Society 0

### The memory-thieves were heading here.

Requires: Concern: Recollection 2

*Who had they planned to meet?*

(No choices here change the outcome, only the story text.)

+1 Box of Happy Memories (if you fought, but did not kill, the memory-thieves)

+1 Unsettling Conjecture

+100 G

+10 Apprehensions

Concerns concluded: Recollection

### Visit the Unnamed Society with Nicholas.

Requires: Nicholas Verdant on board, Begging, Choosing 2

Begging, Choosing 3

### Tell the Society what you learned from the Beggar's God.

Requires: Nicholas Verdant on board, Begging, Choosing 4

Begging, Choosing 5

## Shops

### Fuelstop

*A ramshackle fueling station has been set up by the door.*

### The Bar

*Alcohol at the Mill makes up in strength what it lacks in everything else.*

### Pretty Hess

*She sits in the corner with an untouched beer, flanked by carchar bodyguards. She buys and sells black-market items on Clayton's behalf. Her nickname is ironic.*

### Too-Clever-By-Half

*A grinning carchar in a sharp, custom-made business suit. He's an information broker, of sorts. The exact nature of his relationship with Clayton is ambiguous.*