Quests
Work that ranks you
Twelve keepings. Rank moves only when a quest is kept — Spark, Shield, Forgehand, Stormrider, Keeper. No one is promoted by applause.
- 01
Take the Oath of Light
Barracks
Read the oath slowly. Sign it with a callsign you can keep.
The Village knows your name in the work, not in the feed.
- 02
Read the Founding Decree
Great Hall
Sit with Decree I until you can say it without looking.
If you cannot carry the founding lines, do not teach them.
- 03
Sit with the Council
Council Chamber
Ask Village OS one true question about a quest you actually mean to keep.
Counsel is not a substitute for showing up.
- 04
Survey a modular node
The Forge
Study Hex Node Mk I. Write what would fail first in weather.
Makers name the failure before the brochure does.
- 05
Plan a hydroponics cycle
Hydroponics
Sketch one rack, one crop, one Pacific winter constraint.
A village that cannot eat is a costume.
- 06
Draft a diplomacy brief
Embassy
Two chairs. One page. Strength and friendship in the same paragraph.
If it needs a chorus, it is not direct.
- 07
Scan a Canadian grant
Lightning Treasury
Read one instrument — IDEaS, IRAP, CleanBC, or PacifiCan — and note the fit.
Daylight funding. No back-room mythology.
- 08
Pledge lightning to a cause
Lightning Treasury
Record a sat pledge on the public quest ledger. Symbolic, transparent, not a sale.
The ledger is a promise of honesty, not of yield.
- 09
Log a veteran outreach note
Barracks
One name, one skill, one way the Village could use a fellow maker.
We recruit craft. We do not collect uniforms.
- 10
Watch the sky
Observatory
Log one orbital or lunar fact you verified, not one you liked.
Mechanics do not guess at panels.
- 11
Design a printed plate
The Forge
A single structural or covering plate. Name the polymer. Name the joint.
If it only looks like armour, it is a prop.
- 12
Keep the vision
Great Hall
Write a journal line the Village could still stand on in ten years.
Keepers repeat the true thing until it is ordinary.