>>5979298>Action 1 - Amber Road help! Strangers from a far off land! And they're building a big road across the world? Weird, but cool, and definitely something the Skaians can wholeheartedly support! They meet with the... well, rather rude, but very impressive Aak, and negotiate the path this road will take. The bouncy halflings are so excited, they pledge their own aid to the cause, heading the construction of the segment within their own territory. Soon enough, clockwork vehicles will have plenty of space to race up and down the country!
(I think my mines should be tapped now? At least iron, maybe some others?)
>Action 2 - Rat Traps GaloreEww! Gross! Rats! Well, they're not that bad, but no Skain enjoys the thought of their bread being nibbled on by a rodent first! With the usual flair of creativity, clockwork contraptions are cooked up. Cages, pits, traps both exotic and conventional (one particularly skilled Skain even attempts to make an entirely mechanical cat!) begin to lace the surrounding fields and granaries of the burgeoning food supplies.
(Not really innovating with clockwork here, more just using it to boost a standard hygiene-type action)