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Star-Fallen · The campaign

The Long Crater

The only other people who can cut hull plate have decided the wreck is theirs.

The Long Crater

The only other people who can cut hull plate have decided the wreck is theirs.

The road

Ten fields — rim, ejecta and the wreck at the bottom of it. The Steampunk Hold is the rival, and eight kingdoms stand in the way.

Chapter I · The Muster

Everything we have, we brought with us. There is no second landing.

  1. 1

    The Muster · Bring down the quarry

    The Shallow Rim

    Something wild has denned in the outer ring.

    To win: the marked one, in the ground. One of theirs is marked, and it holds the prize. Put it in the ground — it runs for its gate when it is hurt. Their keep falling ends it too.

    Against: Mythic Beasts.

    Terms: The standing works — A spawner is already raised and already yours.

    Something has denned in the outer ring, in the warm part. It was here first, on this world. Move it gently, and once.

  2. 2

    First Blood · Stop the wain

    Ejecta

    Orc scavengers, working your field.

    To win: their wain dragged back for 45s. Their wain rolls for your gate under their escort. Outnumber them at the axle and drag it back — if it reaches your gate, the field is theirs.

    Against: Orc Horde.

    Scavengers in the ejecta field, taking plate they cannot cut and could not use, because it shines — and hauling it off on a cart. Stop the cart.

  3. 3

    A Twist · Burn the camps

    Lantern Road

    The Dynasty has raised shrines on the debris line. Take them down.

    To win: 3 of their war-camps burned. Their war-camps feed this assault, and they will keep mustering until they burn. The keep can stand.

    Against: Jade Dynasty.

    Terms: The empty chest — You march with nothing. Everything you field, you earn here.

    They have raised shrines along the debris line and are praying at pieces of our ship. Take the shrines down. Say nothing unkind.

Chapter II · The Rival

Their engineer wants the plate, not the ship. It does not know there is a difference, and we cannot explain it.

  1. 4

    The Rival · Raze before the horn

    The Cutting Yard

    The Overwound, with better torches and worse manners.

    To win: their keep inside 8m 00s. Their walls, and quickly. Time is the other enemy.

    Against: Steampunk Hold — the rival.

    Torches on our hull, in our crater, at four in the morning. Somebody has been reading our survey.

  2. 5

    Adversity · Bring the ark home

    The Core Watch

    The Covenant wants the core and will wait you out. Do not let them.

    To win: the ark, carried to your gate. The ark stands on the prize. Whoever reaches it carries it, at their own pace; it drops where they fall. Yours to your gate takes the field — theirs to their gate loses it.

    Against: Damned Covenant.

    Terms: No walls of your own — Your keep cannot be fortified. Meet them in the field.

    The Covenant wants the core and is content to wait for it. The core is on the field: carry it home before they carry it off. Waiting is the one thing they are better at.

  3. 6

    The Ally · Break the works

    Gilded Salvage

    Realm works on your plate. Flatten them.

    To win: 3 of their works down. Put their spawners down. The keep can stand.

    Against: Human Realm.

    Terms: The war-chest — An ally has paid for this one. Spend it well.

    Realm works standing on our hull. Flatten them. There is not another hull coming.

Chapter III · The Long War

Every plate they take is one we do not get back. There is a finite number of them and we know it exactly.

  1. 7

    The Siege · Bring the ram to the wall

    The Brass Cordon

    They have ringed the crater in boiler-plate.

    To win: the ram to their wall, then the keep. The wain is a ram. Walk it to their wall and the masonry comes down — then raze what is left standing.

    Against: Steampunk Hold — the rival.

    Terms: Walled against you — Their keep was fortified long before you came.

    Go through the fence, not around it. Every hour spent walking the perimeter is another plate on their cart.

  2. 8

    The Reversal · Carry the torch

    Barrow Slope

    Hold the slope. The dead came up when the sky came down.

    To win: 3 fires lit by the torch, kept for 50s. Only the torch lights these fires. It starts at your gate, passes hand to hand as bearers fall, and they can put out what it lit. Every fire burning at once, and kept.

    Against: Undead Dominion.

    Terms: The thin muster — Only your cheapest ranks answered the call.

    Carry the flame up the slope, fire to fire, and keep them all lit. The dead came up the night the sky came down, and they have been coming up ever since.

  3. 9

    The Gathering · Light the beacons · Eight commanders

    The Whole Sky

    Everyone who ever wanted a piece of it, at once.

    To win: 4 braziers kindled, on the ice. Stand at each cold brazier until the fire takes. Kindle every one — or raze them instead.

    Against: Elven Court.

    Everyone who ever wanted a piece of it, at once, on open ground. Count what we spend here. Everything is finite now.

Chapter IV · The Crown

The cordon is down and the hull is ours. It has to be.

  1. 10

    The Crown · Beat the shift

    The Overwound Yard

    Their cranes, their yard, your hull. Before the next shift comes on.

    To win: their keep before they field 560. Raze their keep before they have fielded the number named. Their muster is the clock.

    Against: Steampunk Hold — the rival.

    Terms: Walled against you — Their keep was fortified long before you came.

    Their shift changes at dawn. Be standing in that yard when the second crew arrives and there will not be a third.

The rival

The Steampunk Hold — Apostates of the Screaming Forge.

Brass in the crater on the second day. They are not cutting. They are hunting.

Brass and steam at the cutting yard. Their engineer wants the plate, not the ship. It does not know the difference.

The Brass Cordon. They have fenced off the good hull and put a boiler behind it. We have one ship. They have a foundry.

The Overwound Yard. Take the yard and the cutting stops, because there is nothing left to cut with.

How it ends

Crowned

The cordon is down and the hull is ours. It has to be. There is not another one coming.

Broken

They are cutting tonight. Every plate they take is one we do not get back, and there is a finite number of them.

The Fallen boons

The branch of the boon tree only the Star-Fallen can take:

BoonCostWhat it does
Hull Plate1It fell through the sky and held. It will hold this.
The Ejecta Fields2Scrap, everywhere, and all of it worth something.
The Cutting Yard2Better torches than anyone else in the world has.
Corelight3Whatever is still burning down there, it is yours now.
The Whole Sky4They came from up there. They can still see all of it.

The other marches