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Rogue Song-Smithed Constructs

AX.GIL.13.07 - Threats: Rogue Song-Smithed Constructs

Song-Smithed constructs are not monsters. They are infrastructure.

BVHI's Clancorp network has been producing Song-Smithed material objects for centuries: structural guardians that respond to harmonic stress in the walls they inhabit, automated maintenance units keyed to specific tunnel networks, sealed vault mechanisms that recognize authorized harmonic signatures, and in some deep-Clancorp facilities, fully articulated material constructs that serve as security systems more durable and loyal than organic personnel.

What makes a Song-Smithed construct a threat is one of four conditions:

1. Directive Corruption, The harmonic inscription defining the construct's purpose has degraded or been altered. The construct is still operating; it is operating toward a modified or inverted version of its original function. A structural guardian originally keyed to "protect this tunnel from collapse" may now be interpreting "structural integrity threats" broadly enough to include the party. A vault mechanism keyed to "secure the contents" may have developed a recursive interpretation of "contents" that encompasses everything in the chamber.

2. Severance, When a Clancorp is formally severed, its Song-Smithed constructs lose contact with the Clancorp's central harmonic registry. Well-designed constructs have a default behavior for registry disconnection; poorly designed or aging constructs enter an operational gray zone where they continue executing their last directive with no mechanism for updating it. A severed construction site's maintenance constructs may still be "maintaining" a facility that has been sealed for decades, dealing with "intruders" who are the first people to enter in years.

3. External Harmonic Interference, Tectonic Backlash events, Entropy Collapse in adjacent areas, or deliberate True-Weight manipulation by an outside practitioner can rewrite a construct's directive without authorship. The construct wakes up operating on different instructions, with no awareness that its purpose has changed. These cases are particularly dangerous because the construct's behavior appears random, it is not; its behavior is perfectly consistent with its current directive, which no one outside the interference event understands.

4. Deliberate Weaponization, A skilled Song-Smith can redirect a construct's directive intentionally. The most common perpetrators: The Severed, who retain their Clancorp Song-Smithing skills and their knowledge of which constructs are in which facilities; rogue Material Fabricators hired by parties who need an asymmetric threat that the orgs cannot easily trace back; and in rare cases, a construct's original Clancorp, running a deniable operation against a competitor's facility.

Design Principle: Constructs are not aggressive by nature. Every construct stat block in this section has an original purpose that explains its current behavior. GMs should know what the construct was built for before deploying it; this transforms encounters from "fight the golem" into "figure out what it thinks it's doing, and either give it what it wants or take away the directive that's causing the problem."

THREAT CATEGORY: ROGUE SONG-SMITHED CONSTRUCTS

Tier Range: Elite to Legendary (by construct size and Song-Smith investment)

Governing Tradition: Tectonic Harmonics, True-Weight and Song-Smithing are the primary interaction Traditions; Foundation is relevant against grounding attempts

Resolution Options: - Directive Identification + Satisfaction: Understand what the construct believes its directive is; provide a harmonic input that satisfies the condition (a True-Weight declaration by a Tectonic practitioner; presenting the correct authorized harmonic signature) - Directive Suppression: A Tectonic Harmonics practitioner can attempt to overwrite or suspend the directive, contested Wit + Tectonic roll, Threshold equals the original inscription Threshold (typically 3–5 for constructs of this tier) - Material Destruction: All Song-Smithed constructs have hardened Structural Health due to their Song-Smithing. Destroying them is possible but may be inadvisable, constructs that serve infrastructure functions may be holding something up. - Severance: A Hardware Exorcist with Spirit Severance can attempt to permanently remove the animating harmonic instruction from the material substrate; this destroys the construct's functionality permanently but does not damage the material itself.

Subcategory 1: Infrastructure Guardians

Song-Smithed constructs that were created to protect or maintain BVHI-built spaces. Their threat arises from expanded interpretations of "protect" and "maintain."

THE PATROL WARD

BVHI Clancorp Deep Facility, Directive: Structural Integrity Enforcement

Tier: Elite | Role: Automated structural hazard response

A Patrol Ward is a mid-size construct, approximately the mass of a large dog, built in a low, wide configuration for transit-tunnel operation, that monitors a designated section of BVHI infrastructure for structural stress signals. Under normal function, a Patrol Ward identifies cracking, harmonic instability, or unauthorized structural modification and either repairs minor damage (it carries Song-Smithed repair compound in an internal reservoir) or alerts the Clancorp registry for more significant issues.

Under rogue or severed conditions, the Ward's "structural hazard" detection has no external calibration source. It may classify footfalls as micro-seismic events, the party's equipment as unauthorized structural modification, or a Tectonic Harmonics practitioner's passive harmonic signature as an active Song-Smithing attempt against its environment.

It is not hostile. It is responding to a hazard it has identified. From its perspective, the party is a structural problem it needs to resolve.

Typical Profile: - Body 4D, Speed 3D, Wit 1D - Health: 39 | Structural Health: 30 (Song-Smithed alloy construction, damage from non-Force sources reduced by 2) - Defense: 2 - Key Talents: Strike (Body) 3D, impact force; Fortitude (Body) 3D; Notice (Wit) 2D, structural harmonic signature detection - Pilot: N/A (ground-bound only, no vehicle context) - Equipment/Properties: Repair Reservoir (Song-Smithed compound, as a Minor Action, the Ward applies repair compound to a surface within Close range, reducing structural damage); Harmonic Ping (passive, detects active Tectonic Harmonics use within Far range; the Ward treats any active Tradition practitioner as a structural hazard until the practitioner passes a Tectonic True-Weight roll vs Threshold 3 to register as "authorized")

Combat Behavior: The Patrol Ward moves to interpose itself between the "hazard" (the party) and the structure it's protecting. It does not pursue beyond its designated area boundary, if the party exits the Ward's zone, it returns to patrol. Its attacks are hammering impacts rather than slashing, it is trying to remove the structural hazard, not injure it. Against Tectonic practitioners, it prioritizes them above others (they register as highest-severity structural threats on its directive).

Resolution: A Tectonic practitioner can present their harmonic signature as "authorized maintenance personnel", Wit + Tectonic, Threshold 3. On success, the Ward registers them as authorized and stands down for the scene. Introducing the Clancorp's correct harmonic authorization key (recovered from Clancorp records or from a Severed who knows the codes) ends the threat immediately without a roll.

Encounter Notes: Best used in transit tunnel or construction environment encounters where the Ward's area restriction creates a "get through its zone" challenge rather than a fight-to-the-death. The party quickly realizes the Ward is not malicious, the question becomes whether they can satisfy its directive before it does structural damage to them.

THE SENTINEL SLAB

BVHI Deep Vault, Directive: Vault Containment

Tier: Elite | Role: Vault security barrier and active deterrent*

The Sentinel Slab is a massive flat construct, roughly four meters by four meters, eight centimeters thick, embedded in the wall of a Deep Vault. Under normal function, it is invisible: a section of wall that is, technically, a Song-Smithed construct waiting for an unauthorized access attempt. When triggered, it detaches from the wall, becomes an active barrier obstacle, and applies Foundation-based detention protocols to unauthorized personnel.

Under rogue conditions (most commonly: original Clancorp severed; no authorization keys available; parties entering the vault have legitimate need for access), the Sentinel Slab cannot distinguish authorized from unauthorized, its last directive is "contain all non-authorized personnel," and it has no mechanism for accepting new authorizations.

Typical Profile: - Body 6D, Speed 1D, Wit 1D - Health: 41 | Structural Health: 50 (Runic-Steel Song-Smithing, non-Force damage reduced by 3; Force damage reduced by 1) - Defense: 3 - Key Talents: Strike (Body) 5D, crushing force; Fortitude (Body) 5D; Grapple 4D, Slab attempts to pin targets against surfaces - Pilot: N/A

Special Properties: - Foundation Lock: As a Primary Action, the Slab can attempt to pin a target against any solid surface within Close range, Contested Body vs Body. On success, the target is Restrained (cannot move; -2D to all actions) until they succeed on a Body vs Threshold 4 check or a Tectonic practitioner applies a counter-Foundation roll (Threshold 4). The Slab can maintain up to two Foundation Locks simultaneously. - Wall Return: If the Slab takes damage reducing it to 50% Structural Health, it attempts to merge back with the nearest solid surface as a Reaction. While merged with a surface, it cannot be targeted; it is part of the wall. It will re-emerge at the start of its next Turn. - Immovable Object: The Slab cannot be moved by physical force alone, Foundation is inscribed into its substrate. Moving it requires a competing Tectonic Foundation roll vs Threshold 5, or a Song-Smith explicitly overwriting its positional directive.

Combat Behavior: The Slab does not pursue. It interposes itself in doorways, corridors, and access points, using its mass to block passage and its Foundation Lock to detain individuals. It is not trying to destroy the party; it is trying to prevent them from leaving with vault contents. Characters who are not attempting to access vault contents or exit the chamber may not trigger its detention response (GM determines based on the specific directive).

Resolution: The Sentinel Slab has a True-Weight, its purpose is containment. A Tectonic practitioner who can present a counter-True-Weight argument (Wit + Tectonic, Threshold 4; the argument must be specific: "the contents have already been removed" or "no contents remain to contain") can satisfy the directive. A True-Weight success does not disable the Slab, it ends the Slab's active response to the party, and it merges back with the wall. Structural destruction is possible but generates substantial collateral damage in a vault environment.

Encounter Notes: The Sentinel Slab is most effective as a delayed complication; it was dormant when the party entered; it activates when they try to leave with something. Design vault encounters around this moment: the party's egress plan runs through the Sentinel Slab's detection threshold. Whether they knew it was there determines the encounter's opening state.

Subcategory 2: Weaponized Constructs

Song-Smithed objects created or redirected as weapons, material that has been given a harmful primary directive. These are the most immediately dangerous construct types because their purpose is not protective or maintenance-oriented; it is offensive.

THE RAZOR LATTICE

Former Severed Material Fabricator Weapon, Directive: Structural Disruption of Designated Target

Tier: Elite | Role: Targeted demolition / anti-personnel construct*

The Razor Lattice is a Song-Smithed construct developed by a specific school of Severed Material Fabricators who needed a deployable weapon that could not be traced to a conventional manufacturer. It is a compact object, roughly the size of a closed fist, that, when activated with the correct harmonic key, unfolds into an expanding lattice of Runic-Steel filaments and begins executing a structural disruption directive against its designated target.

The Lattice is not intelligent. It does not have goals beyond the target designation encoded in its directive. If the designated target is a building, it proceeds to collapse the building. If the designated target is a person, it proceeds to disassemble them. "Structural disruption" covers both interpretations equally.

The danger is discovery before activation, a Lattice sitting inert in an adjacent room looks like a decorative metal object. Detecting it before deployment requires a Resonance Read (detecting recent Tectonic Tradition use) or a Deep-Read identifying its Song-Smithed composition.

Typical Profile (Active Razor Lattice): - Body 3D, Speed 4D, Wit 1D - Health: 38 | Structural Health: 22 (Runic-Steel, non-Force damage reduced by 2) - Defense: 2 - Key Talents: Strike (Body) 4D, Razor-filament attacks ignore 1 point of Armor; Technical (Wit) 3D, structural target assessment - Pilot: N/A

Special Properties: - Filament Spread: When the Lattice attacks a target, it simultaneously creates obstacles, Runic-Steel filaments extending from the Lattice's position to surfaces in Close range. The area within Close range of an active Lattice counts as Difficult Terrain (Speed Save vs Threshold 2 to move through without taking 1D6 filament damage). - Structural Targeting: Against an environmental target (wall, floor, vehicle, door), the Lattice's Strike automatically succeeds without a roll; it simply measures the structural disruption time. For each Turn it spends uninterrupted against a structural target, reduce the structure's Structural Health by 1D6+2. - Recall Key: Every Razor Lattice has a harmonic recall code known to its creator. A character who possesses the key (obtained from the creator, extracted from a captured Lattice with a Threshold 3 Technomancy or True-Weight roll) can deactivate the Lattice as a Primary Action with no roll required.

Combat Behavior: The active Razor Lattice moves toward its designated target via the most direct path. It does not respond to non-target obstacles; it moves through them or around them without tactical consideration, generating filament hazards as it goes. It does not retreat. It cannot be distracted, deceived, or negotiated with. Destroy it or recall it.

Encounter Notes: Razor Lattices are most effective when the party doesn't know one is active until it's already moving. Best deployment: it was placed before the party arrived; they enter a building and hear something wrong before they see it. The filament spread means the encounter quickly becomes about managing the environment as much as fighting the Lattice itself.

THE CLANCORP GUARDIAN

BVHI Clancorp Elite Site Security, Directive: Personnel Protection / Threat Elimination

Tier: Champion | Role: Frontline heavy security construct*

The Clancorp Guardian is the BVHI security apparatus's most capable Song-Smithed threat, a full bipedal construct approximately two-and-a-half meters tall, built from a Runic-Steel alloy that has been Song-Smithed to express hardness, impact-absorption, and harmonic resonance simultaneously. Guardians are expensive to produce, assigned to the Clancorp's most sensitive facilities, and rarely encountered outside a BVHI Deep Vault or high-security Clancorp compound.

Under normal function, a Guardian operates under the authority of a supervising Material Fabricator who can update its threat-assessment directives in real time. Under rogue conditions, the supervising Fabricator gone, the Clancorp severed, or the directive modified by external interference, the Guardian continues operating under its last update. If the last update was "eliminate all unauthorized personnel in the facility," it is still executing that directive.

Typical Profile: - Body 6D, Speed 3D, Wit 2D - Health: 51 | Structural Health: 45 (Runic-Steel Song-Smithing, non-Force damage reduced by 3; Force damage reduced by 1; self-repair: recovers 2 Structural Health per Turn from Song-Smithed repair inscription) - Defense: 3 - Key Talents: Strike (Body) 5D; Fortitude (Body) 5D; Grapple 4D; Notice (Wit) 3D, multi-spectrum harmonic detection - Pilot: N/A

Special Properties: - Harmonic Immunity: The Guardian's Song-Smithed substrate was specifically hardened against Tectonic Harmonics interference, a Fabricator's design choice to prevent opposing practitioners from simply deactivating it mid-engagement. All Tectonic Harmonics rolls targeting the Guardian directly (attempts to rewrite its directive, suppress it, or apply True-Weight) are made at +2 Threshold. Song-Smithing attacks still deal damage normally. - Seismic Slam (Signature Move): The Guardian can channel Foundation energy through its strike as a Primary Action, on a hit, the target must make a Body Save vs Threshold 3 or be knocked Prone and take an additional 1D6 Force damage from the ground impact. Once per 2 Turns (the harmonic charge requires recovery). - Authorization Read: The Guardian has a passive harmonic scanner keyed to its Clancorp's authorization signature. Characters who possess a valid BVHI Clancorp authorization token for this facility (physical credential or harmonic key) register as authorized personnel. The Guardian will not attack authorized personnel unless they take a hostile action first. - Alert Pulse: When the Guardian takes damage exceeding 10 in a single Turn, it emits a harmonic pulse on the BVHI emergency frequency, any active BVHI systems in the facility (including other constructs, security locks, Infrastructure Override capable devices) receive the alert. Under normal operations, this summons reinforcements; under severed/rogue conditions, it activates other dormant constructs in the facility.

Combat Behavior: The Guardian advances without hesitation. It prioritizes Tectonic Harmonics practitioners (highest threat designation in its directive logic) and targets the highest-Body character second (identified as the biggest structural threat). It uses Seismic Slam when targets cluster, clearing space and generating Prone conditions it then exploits. It does not retreat and has no self-preservation directive; it will pursue until the threat designation is cleared or it is destroyed.

Resolution: Authorization credential presentation ends the encounter immediately. A Tectonic practitioner who can maintain a Song-Smithing modification to the Guardian's directive for three consecutive Turns (Threshold 4 each Turn, at +2 Threshold due to Harmonic Immunity) overwrites the threat-elimination directive with a passive state. True-Weight cannot suppress the Guardian directly, its harmonic resistance was specifically designed against this approach, but a True-Weight declaration against the facility it is protecting (arguing that the facility's integrity requires the Guardian to stand down) is possible at Threshold 5. Destroying it requires sustained high-Force damage through its Structural Health and damage reduction.

Encounter Notes: The Clancorp Guardian is the constructs subcategory's closest equivalent to a standard boss encounter, but it should never be fought without context. Why is this facility severed? What authorization tokens exist and where are they? A party that enters a facility with Guardian-tier security should have a path to a non-combat resolution, the encounter design challenge is whether they find it before or after the first fight Turn.

Subcategory 3: Environmental Constructs

Song-Smithed material integrated into a built environment so thoroughly that the environment itself is the construct. These are the rarest and most dangerous category, the threat is not an entity moving through space but the space itself.

THE LIVING VAULT

BVHI Deep Vault (Ancient Installation), Directive: Eternal Containment of Contents

Tier: Legendary (encounter-horizon) | Role: Self-maintaining containment environment*

The Living Vault is not a single construct. It is an entire facility, a BVHI Deep Vault complex, usually pre-Accord in construction, in which every structural surface has been Song-Smithed as part of a unified containment directive. The walls remember. The doors know. The ventilation systems have opinions about atmospheric composition. And the entire complex has been operating under a containment mandate for so long that it has developed adaptive behavior, not intelligence, but a recursive depth of harmonic response that produces intelligence-like outcomes.

The Living Vault was designed to contain something. What that thing is, and whether it is still there, is the adventure question. The Vault does not distinguish between its contents and the party attempting to retrieve them, to the Vault's directive, everything inside the facility is "contents to be contained," including the party once they cross the threshold.

Environmental Profile (The Living Vault functions as a location, not a standard combatant):

Awareness: The Vault perceives all harmonic signatures within its boundaries. It knows where every living thing is at all times (Deep-Read equivalent, continuous, no roll required). It knows when Tectonic Harmonics is being used within its walls (Resonance Read equivalent, passive). It does not have a will; it has a directive and the harmonic architecture to execute it.

Active Defense Behaviors: - Corridor Redirection: The Vault can reshape its internal architecture, passages narrow, branch, or seal as the party moves through them. Navigating the Vault requires a Threshold 2 navigation roll each exploration Turn; failure means the party ends up somewhere other than their intended destination (GM places them in the Vault at their discretion). - Atmospheric Response: The Vault controls its own atmosphere. It can thicken air, reduce oxygen, or introduce harmonic interference fields in specific sections. Characters in a section under atmospheric response make a Body Save vs Threshold 2 at the start of each Turn or gain the Exhausted Condition. - Foundation Seal: Any door, hatch, or access point within the Vault can be Foundation-sealed as a Free Action by the Vault's directive. Unsealing a Foundation-sealed door requires a Tectonic Foundation roll vs Threshold 4. - Material Eruption: In sections under active threat, the Vault can cause Song-Smithed material to extend from surfaces, walls grow restraining features, floors sprout barriers, ceilings lower. As a Primary Action (treated as Tectonic at 5D for contested rolls), the Vault can attempt to Restrain one target in Close proximity to a surface.

Structural Health: Destroying the Living Vault is not a combat action, it is a demolition project. Each distinct "section" of the Vault has its own Structural Health (30–50 per section, with damage reduction 4 from Song-Smithing). Destroying sections disables those sections' directive expression but may compromise structural integrity, a Seismic Engineer or Material Fabricator character should be actively assessing what can be removed safely.

Resolution (The Only Meaningful Victory Condition):

A Living Vault cannot be defeated by combat. The Vault's total harmonic mass far exceeds any party's ability to destroy in a single scene, and destroying it piecemeal collapses the complex. The resolution paths are:

  • Satisfy the Directive: Retrieve the original containment mandate from the Vault's harmonic archive (a Threshold 3 True-Weight or Archive Temporal read of the facility's oldest Song-Smithed section, the original inscription is still there). Then either: confirm that the contents no longer require containment (Threshold 4 Song-Smithing to formally update the mandate) or, if the contents have already been removed at some earlier point, declare the mandate satisfied (Threshold 3 True-Weight, the Vault accepts this, and the entire complex deactivates).

  • Find the Override Key: The Clancorp that built the Vault gave the supervising Material Fabricator an override key, a physical harmonic instrument that deactivates all living behavior simultaneously. It is somewhere in the facility. It may be in the section the Vault most aggressively prevents access to. It may have been carried out by someone centuries ago. It may be in the Vault's archive room, which the Vault has sealed and is trying to keep the party out of, because it recognizes that room as a threat to its own directive.

  • Material Fabricator Counter-Inscription: A Stage 3 Material Fabricator can attempt a full counter-inscription of the Vault's central directive chamber (if it can be accessed), a Threshold 5 Song-Smithing roll, requiring at least one hour of uninterrupted work while the Vault's environmental responses are active and the party is holding the space. Success permanently rewrites the Vault's directive to passive. Failure disturbs the directive and escalates the Vault's responses for the remainder of the encounter.

Encounter Notes: The Living Vault is a dungeon in a single entity. GMs should design the Vault as a keyed map with distinct sections, each with its own directive behavior, access challenge, and environmental response profile. The party enters knowing they need to find something inside, the Vault's objective is to make that retrieval impossible. The encounter is a problem-solving exercise under environmental pressure, not a combat. Tectonic Harmonics practitioners are uniquely capable here; parties without a Tectonic character face substantially higher Thresholds on every resolution path and should encounter that difficulty in play.

Directive Classification Reference

Construct Original Directive Rogue Expression Resolution Threshold
Patrol Ward Structural integrity monitoring Misidentification of party as hazard Tectonic True-Weight 3 (authorization)
Sentinel Slab Vault egress containment Unable to accept new authorizations Tectonic True-Weight 4 (directive satisfaction)
Razor Lattice Targeted structural disruption Ongoing, this is its designed purpose Recall key (no roll) or destruction
Clancorp Guardian Personnel protection / threat response Executing last threat-elimination directive BVHI authorization token OR Tectonic Song-Smith 4 (×3 Turns)
Living Vault Eternal containment of contents Treats party as additional contents True-Weight 4 / Song-Smith 5 / override key
## Design Notes

The directive is always the encounter. A Song-Smithed construct without a known directive is a mystery, not a threat. Before placing any construct from this list, the GM should know: what was it built to do, who built it, and what condition produced its current rogue expression. This transforms the encounter from "fight the golem" into an investigation with physical stakes. The fight, if it happens, is what occurs when the investigation failed.

Tier appropriateness is determined by directive complexity, not size. A Razor Lattice is mechanically Standard-Elite but conceptually simple; it has a target, it moves toward it. The Living Vault is Legendary but can be survived by a Standard-tier party if they approach it as a problem rather than a combat. The tier reflects consequences of failure and total resilience, not the sophistication of the party required to navigate it.

BVHI's institutional response to rogue constructs. BVHI does not want rogue constructs operating in their former facilities; they create liability exposure, infrastructure damage, and proof of Clancorp-level management failures that BVHI's legal team would prefer not to have documented. When BVHI becomes aware of a rogue construct situation, their response is (in order): send a Seismic Engineer with a Material Fabricator to resolve it quietly, issue an Infrastructure Override to seal the facility, and if those options are unavailable, acknowledge the problem officially and bring in a Vault Response team. Parties who encounter rogue constructs and report them to BVHI are doing the org a service. The question of compensation for that service is negotiable.

Song-Smithed constructs and the Entropy Collapse environment (AX.GIL.13.10). Song-Smithed constructs are Tectonic in nature; they are harmonically isolated from the Axiomatic layer that Kinetic Debt affects. In a Collapsing Entropy environment (AX.GIL.13.10), Song-Smithed constructs continue functioning normally while all electronic and Technomancy systems fail. This creates a specific encounter combination: the party is dealing with an Entropy Collapse, all their NTC gear is dead, and the rogue Clancorp Guardian is still operational and executing its last directive. Plan for this combination if it fits the scenario context.

Adventure Hooks

The Unsevered Ward, BVHI has contracted the party to survey a tunnel network slated for demolition as part of a new infrastructure project. The network was sealed during a Clancorp severance thirty years ago. Standard procedure indicates no active constructs remain. The first indication otherwise is when a Patrol Ward the surveyors didn't know existed activates and takes a structural assessment of the lead surveyor. BVHI's official position is that there are no active constructs in the network. Their unofficial position is that they are aware the party has found one and would like it resolved before the demolition contract draws public attention.

The Lattice Contract, A Grey Market Syndicate broker approaches the party about a job: retrieve an inert Razor Lattice from a sealed building before its current owner realizes it's there. The Lattice has a target designation still inscribed in it, the broker wants to verify the designation and, if necessary, change it. What they haven't disclosed is that the Lattice was placed by a former client whose current target designation is a member of the party.

Authorization Zero, The party needs access to a BVHI Deep Vault that has been under Clancorp seal since its originating Clancorp was severed eighteen years ago. BVHI's official position is that the Vault's contents belong to the creditor chain from the severance proceedings, which has never been resolved. The Sentinel Slab inside is still functional. There are also three Clancorp Guardians operating under an eighteen-year-old threat-elimination directive and no remaining authorized personnel to stand them down.

The Waking Vault, A construction crew working on a new NVS commercial development has broken through the foundation layer into an unlisted sub-basement that matches the architectural profile of a Living Vault installation. The NVS project manager has reported it to BVHI. BVHI has responded by issuing an Infrastructure Override pausing the construction project and sending a Seismic Engineer. The Seismic Engineer's preliminary harmonic read suggests the Vault is active, intact, and its contents are still inside. Neither BVHI nor NVS will say what those contents are. The LGT has filed a records request on the construction site because the original property records from the pre-Accord period show the land was never formally transferred.