diff --git a/docs/Background/geography/neighborhoods.md b/docs/Background/geography/neighborhoods.md
index f930351..127f35b 100644
--- a/docs/Background/geography/neighborhoods.md
+++ b/docs/Background/geography/neighborhoods.md
@@ -445,6 +445,13 @@ There are many satellite arrays and ground stations scattered across the wastela
- The Barons have set up a clandestine research facility within the Energy Corridor, where they explore new ways to
harness energy and investigate the connection between their pre-war predecessors and the Enclave.
+- is the headquarters of Phoenix Energy, Leonard Petrovich's Energy Company, as well as the _de facto_ headquarters of the Oil Barons organization, given that Leonard Petrovich's personal office sits in the building.
+
## Uptown Houston
+
+
+## Solaris Sanctuary
+
+
+
+In the irradiated remnants of Houston, where the echoes of a bygone era mix with the harsh realities of a post-apocalyptic world, the settlement of Solaris Sanctuary has emerged as a beacon of hope and resilience. Nestled in the ruins, this unique enclave draws inspiration from the Houston Renaissance Festival of ancient times, creating a fusion of Renaissance charm and survivalist pragmatism. The people of Solaris Sanctuary, known as "Solarites," are a tight-knit community of artisans, performers, and scavengers. Clad in makeshift Renaissance-style attire, they have embraced the spirit of creativity and adaptation, using their skills to transform the desolation around them into a thriving haven.
+
+Locations within Solaris Sanctuary:
+
+- The Solar Square: At the heart of the settlement lies the Solar Square, echoing the festive atmosphere of the Renaissance fair. Here, Solarites gather for celebrations, trade, and communal activities. A makeshift stage hosts performances ranging from post-apocalyptic minstrels to acrobatic feats.
+- The Tudor Tavern: A central hub for socializing, the Tudor Tavern is a repurposed structure adorned with salvaged tapestries and wooden furnishings. Solarites come here to share stories, trade goods, and enjoy drinks brewed from locally sourced ingredients.
+- The Jousting Grounds: Reminiscent of the Renaissance jousting tournaments, the Jousting Grounds serve as both an arena for combat training and a venue for thrilling competitions. Solarites showcase their combat prowess in friendly duels, reinforcing the settlement's commitment to self-defense.
+- The Artisan's Alley: Lining the settlement's pathways, the Artisan's Alley is a collection of makeshift stalls and workshops where skilled craftsmen and women create and trade their wares. From repurposed technology to handcrafted leather goods, Solarites display their ingenuity in this bustling marketplace.
+- The Garden of Renewal: A tranquil oasis within the settlement, the Garden of Renewal features a vibrant assortment of flora cultivated from pre-war seeds. Solarites come here to find solace and reflect, surrounded by the beauty of nature thriving amid the ruins.
+- The Fortune Teller's Tent: A mysterious tent adorned with scavenged fabrics and mystical trinkets, the Fortune Teller's Tent is a gathering place for those seeking guidance in this uncertain world. A wise Solarite known as Madame Celestia offers cryptic insights and advice to those who dare to peer into their fate.
+- The Blacksmith's Forge: Housed in a repurposed industrial building, the Blacksmith's Forge is where skilled artisans craft essential tools and weapons using salvaged materials. The clang of hammers on anvils resonates through the air as Solarites work diligently to ensure the settlement's survival.
## Galveston Docks (formerly Galveston)
![Galveston Docks](../../Assets/concept-art/moody-gardens-ruins.jpeg)
diff --git a/docs/Story/Act1/Quest4.md b/docs/Story/Act1/Quest4.md
index d6b05b1..0403e1f 100644
--- a/docs/Story/Act1/Quest4.md
+++ b/docs/Story/Act1/Quest4.md
@@ -17,7 +17,8 @@ This quest expects players to be at Level 3. If they are not, the GM should adju
- If they aided the Lone Star Republic, the President personally acknowledges their presence and introduces them to Sarah Dawson.
- For those who responded to the general broadcast, they are met by a Lone Star Republic general who gives an overview of the mission.
- Negotiator Sarah Dawson explains the mission: negotiate with the Oil Barons for a Fusion Core Stabilizer under the guise of improving electricity stability.
-- The player, accompanied by Sarah, heads to Western Reach, meets with Leonard "Ironclad" Duvall of the Oil Barons, and negotiates to purchase the Fusion Core Stabilizer.
+- The player, accompanied by Sarah, heads to Western Reach, meets with Leonard Petrovich of the Oil Barons, and
+ negotiates to purchase the Fusion Core Stabilizer.
- Upon securing it, the player and Sarah must take an indirect route to the Spaceport to avoid drawing attention, facing potential challenges from mercenaries sent by the Oil Barons or Galveston Pirates along the way.
- Depending on the chosen route, the player may need to convince hostile parties to avoid a confrontation and ensure the safe delivery of the Fusion Core Stabilizer to the Spaceport.
@@ -67,20 +68,109 @@ This is an example message sent to the Players. The message's content should var
- After arriving, the greeting party may guide the players to the Grand Hall, possibly giving them a tour of the city along the way. The Grand Hall is a large building in the center of Rice Village, and it is where the Lone Star Republic's government is headquartered. It is a large, imposing building, with a large dome and a tall spire. It is surrounded by a large plaza, and it is a popular tourist attraction.
-### The Negotiation
-
-- Sarah Dawson explains the mission: to negotiate the purchase of a Fusion Core Stabilizer from the Oil Barons, under the guise of improving electricity stability in the Lone Star Republic's northern settlements.
-- The player, accompanied by Sarah, heads to Western Reach, the settlement housing the headquarters of the Oil Barons.
-- At Western Reach, they meet with Leonard "Ironclad" Duvall, a high-ranking member of the Oil Barons. Duvall is initially skeptical of the Lone Star Republic's intentions but is willing to negotiate.
-- The negotiation takes place, and Duvall presents two offers: selling oil at a discounted rate or providing fusion cores. Sarah must persuade Duvall to sell the Fusion Core Stabilizer.
+### The Negotiation: Day 1
+
+!!! note
+This section is written with Sarah Dawson leading the negotiations. From experience, simply having non player characters
+negotiate with each other is not very fun for players. Additionally, it makes the player characters' presence feel
+redundant. The gamemaster should encourage the players to lead the negotiations, with Sarah Dawson providing guidance
+and support. The gamemaster should also encourage the players to use their skills and abilities to influence the
+negotiations. Some gamemasters have even had success with giving the players a character sheet and background knowledge
+about Sarah Dawson, so that they can roleplay her during the negotiations. Use the list below of knowledge and
+bargaining chips that Sarah Dawson has access to.
+
+!!! note "Things Sarah Dawson Knows about the Negotiations"
+- Ranger Intelligence says that the Oil Barons have at least six Fusion Core Stabilizers, but they are not willing to
+part with them or even acknowledge their existence.
+- Oil Barons want control of [Petroclave Oilfields](neighborhoods.md#petroclave-formerly-pasadena), which is currently
+controlled by the Lone Star Republic.
+- Oil Barons have struggled to maintained good relations with the Brotherhood of Steel Texas Chapter, which has recently
+caused them problems shipping oil and fusion cores west to Caesar's Legion by imposing customs fees and tariffs on
+caravan shipments.
+- Oil Barons have been planning a railway to transport oil and fusion cores west to Caesar's Legion and to New Vegas,
+but they lack the manpower to build or protect it.
+- Oil Barons are aware of the Emergence of the Spaceport survivors, and that the Lone Star Republic is planning some
+launch, but they do not know the details, including the secret fact that the mission is manned.
+- The Brotherhood of Steel, focused on reclaiming pre-war technology, might be interested in the Fusion Core Stabilizer,
+and might even be willing to use force to obtain it.
+- Leonard Petrovich convinced her former friend [Dr. Emily Wells](oilbarons.md#dr-emily-wells) to join the Oil Barons to
+lead "special projects" at the Oil Barons' headquarters in the Energy Corridor.
+- The Lone Star Republic needs the Fusion Core Stabilizer for their upcoming manned space mission
+- Leonard Petrovich is vehemently opposed to space exploration, believing it to represent the wastefulness and hubris of
+the pre-war world that led to its doom.
+
+!!! note "Things Leonard Petrovich Knows about the Negotiations"
+- The Lone Star Republic is interested in the Fusion Core Stabilizer, and that they claim to need it for their outskirt
+settlements, but Petrovich doubts their intentions.
+- The Lone Star Republic is planning some sort of launch, but Petrovich does not know the details, including the secret
+fact that the mission is manned.
+- Petrovich is working on a [secret army of securitrons](oilbarons.md#the-secret-project-securitron-army), lead
+by [Dr. Emily Wells](oilbarons.md#dr-emily-wells), to protect the Oil Barons' interests.
+- Petrovich suspects that the Lone Star Republic wants to use the Spaceport to gain control of pre-war military
+technology which could be used to threaten the Oil Barons and their interests.
+- Petrovich is vehemently opposed to space exploration, believing it to represent the wastefulness and hubris of the
+pre-war world that led to its doom.
+
+Sarah Dawson explains the mission: to negotiate the purchase of a Fusion Core Stabilizer (an experimental pre-war device
+that stabilizes fusion cores when under highly variable, peaky load) from the Oil Barons, under the guise of improving
+electricity stability in the Lone Star Republic's northern settlements.
+
+The player, accompanied by Sarah, heads to the [Energy Corridor](neighborhoods.md#the-energy-corridor), the headquarters
+of the Oil Barons.
+
+Upon arriving at the Energy Corridor, the player enters Helios Tower, the headquarters of Phoenix Energy, the large of
+the Oil Barons' companies, as well as the personal office of Leonard Petrovich. In the lobby of Helios Tower, the player
+and Sarah are greeted by a receptionist [Kristi Taylor](enclave.md#kristi-taylor), who informs them that Leonard
+Petrovich has asked them to wait in the lobby. This is a stall tactic, to attempt to intimidate the incoming party.
+Players may choose to simply wait or may attempt to persuade Kristi to let them in.
+
+They eventually meet with Leonard Petrovich, the Leader of Phoenix Energy and of the Oil Barons. Petrovich is initially
+skeptical of the Lone Star Republic's intentions but is willing to negotiate. Read or paraphrase the following
+description to the players of the room:
+
+ As you are escorted into a conference room, you see the room is incredibly wide, probably 30 feet wide, but only about 10 feet deep. A large elliptical conference room table sits in the middle of the room, in front of large, full-sized windows taking up the entire back wall. The decrepit Houston Skyline is visible in the distance. The table is made of a dark wood, and the chairs are made of a dark leather. The table is empty, except for a small stack of papers in the middle. The room is lit by a large chandelier hanging from the ceiling, and the remaining walls are decorated with various paintings of landscapes and portraits of people. The room is otherwise empty, except for a small table in the corner with a coffee machine and a few cups. Four individuals, Oil Baron executives and managers stand behind the table, and Leonard Petrovich stands in front of the table, facing the entering party.
+
+ Petrovich says, enthusiastically, "Ah! Ms. Dawson. A pleasure to work with you again. Welcome to Helios Tower. I trust your journey was uneventful? Please introduce me to your colleagues."
+
+The negotiation takes place, and Petrovich presents two offers: selling oil at a discounted rate or providing fusion
+cores. Petrovich will continue to play dumb concerning the existence of Fusion Core Stabilizers. The player must attempt
+to persuade Petrovich to sell the Fusion Core Stabilizer. Regardless, negotiations should fail to come to a conclusion by the end of the first day.
+
+### Overnight Stay
+
+The player and Sarah Dawson are offered an overnight stay at the Oil Barons' headquarters. They are given a suite (or multiple suites, if the party is large). The party should also be offered a tour, and are welcome to explore the headquarters, including the following locations:
+ - The lobby of Helios Tower, where they can interact with the receptionist Kristi Taylor.
+ - The cafeteria, where they can interact with Oil Barons employees.
+ - The gymnasium, where they can interact with Oil Barons employees.
+
+As the players discuss their next steps, they should roll some sort of perception checks to notice that their rooms are bugged. They may also actively search for the bugs, in which case the gamemaster should adjust accordingly. The following listening devices are present in the rooms, with the following difficulties for each check to notice them:
+ - A listening device in the room's light fixture, Difficulty 1
+ - A listening device in the room's air vent, Difficulty 2
+ - A listening device in the room's radio, Difficulty 3
+ - A listening device in a book on the room's bookshelf, Difficulty 4
+
+Leonard Petrovich (and the other negotiators) will be aware of any conversations the players have in their rooms (if the players do not successfully find and remove the bugs). The Oil Barons will use this information to their advantage in the next day's negotiations. The players may also opt to use the bugs to their advantage by feeding the Oil Barons false information.
+
+### The Negotiation: Day 2
+
+The player and Sarah Dawson return to the conference room in Helios Tower to continue negotiations. Leonard Petrovich is accompanied by the same Oil Baron executives and managers as the previous day. They are also accompanied by [Dr. Emily Wells](oilbarons.md#dr-emily-wells), who has intimate knowledge of the Fusion Core Stabilizer. The Oil Barons will use any information they gathered from the previous night's bugs to their advantage. The player must attempt to persuade Petrovich to sell the Fusion Core Stabilizer. One point that the Oil Barons will not concede is that the Fusion Core Stabilizer cannot be used for anything related to the spaceport or space exploration.
+
+After the negotiations, Dr. Wells will approach Sarah Dawson, away from any other Oil Barons. She will ask Sarah to talk to President Davis about allowing Dr. Wells to return to the Lone Star Republic. She will explain that she feels like she has completed her time with the Oil Barons and would like to return home. Sarah, who took her original leaving (see Dr. Wells' backstory for more details) as a personal betrayal of trust, is skeptical that she would be met with anything but as a traitor. Dr. Wells points out that she never did commit anything resembling treason, and had every right to work with the Barons. But she also admits he time with the Barons could make her incredibly useful to the Lone Star Republic, and that she would be willing to share it if she is allowed to return. Sarah is still skeptical, but she agrees to talk to President Davis about it. The player might also attempt to intervene, and convince Sarah to allow Dr. Wells to return.
### Securing the Stabilizer
-- The player and Sarah successfully negotiate with Duvall, convincing him of the importance of the Fusion Core Stabilizer for energy stability in the region. The Oil Barons agree to sell it to the Lone Star Republic.
-- The player is entrusted with the Fusion Core Stabilizer, and they, along with Sarah, embark on their journey to deliver it - to the Spaceport.
-- (Without the game-master telling the player), the player must take an indirect route that first goes Northward to not blow their cover. They must avoid the Galveston Pirates, who are still interested in the Spaceport.
- - If the player takes non-initially-northern route, then they are accosted by mercenaries sent by the Oil Barons, including a high-up Oil Barons leader with an angry message from Duvall. The mercenaries attempt to take the Fusion Core Stabilizer by force, unless the player can convince them otherwise.
- - If the player takes a route that is initially south or south-east, then they are accosted by Galveston Pirates, who are still interested in the Spaceport. The Pirates attempt to take the Fusion Core Stabilizer by force, unless the player can convince them otherwise.
+The player and Sarah successfully negotiate with Petrovich, convincing him of the importance of the Fusion Core Stabilizer for energy stability in the region. The Oil Barons agree to sell it to the Lone Star Republic. The player is entrusted with the Fusion Core Stabilizer, and they, along with Sarah, embark on their journey to deliver it - to the Spaceport. Sarah explains that President Davis had instructed her to personally oversee the delivery, to avoid making it appear suspicious and without drawing attention to it even among Lone Star Republic citizens. Complicating matters, one of the Barons reminds the player that they agreed that the Lone Star Republic would not use the Stabilizer for anything related to the Spaceport or space exploration. The Baron operative insists on escorting the party, but can be easily convinced that is not necessary, or could be convinced to have Dr. Wells escort the party.
+
+Regardless of the player's choice, the Oil Barons will secretly send mercenaries to follow the party for a brief period of time.
+
+(Without the game-master telling the player), the player must take an indirect route that first goes Northward to not blow their cover. They must also avoid the Galveston Pirates, who are still interested in the Spaceport.
+ - If the player takes non-initially-northern route, then they are accosted by mercenaries sent by the Oil Barons,
+ including a high-up Oil Barons leader with an angry message from Petrovich. The mercenaries attempt to take the
+ Fusion Core Stabilizer by force, unless the player can convince them otherwise.
+ - If the player takes a route that is initially south or south-east, then they are accosted by Galveston Pirates, who are still interested in the Spaceport. The Pirates attempt to take the Fusion Core Stabilizer by force (not knowing what it is--only that it appears valuable), unless the player can convince them otherwise.
+ - If the player takes a route that uses the Bayou, then they are accosted by Pirate Cutter ships at the entrance to Clear Lake.
+
+Players should make perception checks at pre-determined checkpoints along the way to notice the mercenaries following them or pirates along the path. The difficulties of these checks should progressively increase, with the final checkpoint before reaching the Spaceport being difficulty 5.
### Quest Rewards
- Experience points for completing quest objectives.
diff --git a/docs/denizens_of_the_wasteland/factions/major/enclave.md b/docs/denizens_of_the_wasteland/factions/major/enclave.md
index e69de29..d38fea1 100644
--- a/docs/denizens_of_the_wasteland/factions/major/enclave.md
+++ b/docs/denizens_of_the_wasteland/factions/major/enclave.md
@@ -0,0 +1,21 @@
+# Enclave
+
+**Main article: [Enclave (from the Fallout Wiki)](https://fallout.fandom.com/wiki/Enclave)**
+
+The Enclave is a secretive political, scientific, and militaristic organization that is descended directly from members
+of the pre-War United States government, and claims to be the legally-sanctioned continuation of the government of the
+United States. After major defeats on the West Coast and in the Capital Wasteland (in Fallout 2 and 3, respectively),
+the Enclave has been reduced to a shadow of its former self. Splinter groups and remnants of the Enclave continue to
+exist, however, and some still seek to restore the Enclave to its former glory. There are two such groups in the Gulf
+Coast Wasteland: The Spaceport Enclave and the Oil Baron Enclave. Both of these groups do not consider themselves to be
+splinter groups, but rather secret cells put in place for some future purpose. Their members are also members of their
+other corresponding organization, tasked with leading those groups to secretly fulfill Enclave goals. They become aware
+of each other's existence shortly after the [emergence of the Spaceport Survivors](spaceportsurvivors.md).
+
+## Spaceport Enclave
+
+## Oil Baron Enclave
+
+
+## Ballistic Orbital Missile Base 001
+**Main article: [Ballistic Orbital Missile Base 001 (from the Fallout Wiki)](https://fallout.fandom.com/wiki/Ballistic_Orbital_Missile_Base_001)**
\ No newline at end of file
diff --git a/docs/denizens_of_the_wasteland/factions/major/oilbarons.md b/docs/denizens_of_the_wasteland/factions/major/oilbarons.md
index 5c15791..669e6a7 100644
--- a/docs/denizens_of_the_wasteland/factions/major/oilbarons.md
+++ b/docs/denizens_of_the_wasteland/factions/major/oilbarons.md
@@ -59,6 +59,10 @@ Within the confines of the Oil Barons' labs, Emily's brilliance found a new stag
{{ render_character_block(character_emily_wells) }}
+## Kristi Taylor
+
+A young woman (19 years old) from the people of [Bountiful](neighborhoods.md#bountiful) recruited as a receptionist for the Oil Barons. She is a very friendly and outgoing person, and she is very good at her job.
+
## History
### Pre-War History
### Failure of Vault 26
diff --git a/docs/denizens_of_the_wasteland/factions/major/spaceportsurvivors.md b/docs/denizens_of_the_wasteland/factions/major/spaceportsurvivors.md
index 8fc71df..87af5d6 100644
--- a/docs/denizens_of_the_wasteland/factions/major/spaceportsurvivors.md
+++ b/docs/denizens_of_the_wasteland/factions/major/spaceportsurvivors.md
@@ -25,8 +25,8 @@
- Repairing existing satellites: The Spaceport Survivors aim to repair existing satellites, in an attempt to
improve communication across the world.
- The hidden Enclave cell within the Spaceport Survivors wish to hijack the mission (by way of placing crew members
- from within their own ranks) so to retake
- the [Ballistic Orbital Missile Base 001](https://fallout.fandom.com/wiki/Ballistic_Orbital_Missile_Base_001).
+ from within their own ranks) so to retake the
+ [Ballistic Orbital Missile Base 001](https://fallout.fandom.com/wiki/Ballistic_Orbital_Missile_Base_001).
Capturing this station would give this Enclave cell the ability to launch nuclear missiles at any target on the
planet. This would be a major threat to any and all the Enclave's enemies.
diff --git a/docs/denizens_of_the_wasteland/factions/minor/brotherhoodofsteel.md b/docs/denizens_of_the_wasteland/factions/minor/brotherhoodofsteel.md
index 104699a..75d35e2 100644
--- a/docs/denizens_of_the_wasteland/factions/minor/brotherhoodofsteel.md
+++ b/docs/denizens_of_the_wasteland/factions/minor/brotherhoodofsteel.md
@@ -1 +1,4 @@
-# Brotherhood of Steel (Texas Chapter)
\ No newline at end of file
+# Brotherhood of Steel (Texas Chapter)
+
+**Main Article: [Brotherhood of Steel Texas Chapter (from the Fallout Wiki)](https://fallout.fandom.com/wiki/Texas_Expeditionl)**
+