Friday, February 27, 2026

135-136 Seige of Fort Iron Whiskers

The Coalition begins bombing Fort Iron Whiskers with gas!  The Elders beg the rat KAI for help!

Caldor wants to leave the rats and get to his SHIP but he suspects he might needs their help to get FUEL!

The Group tries to run the coalition blockade of fort iron whiskers to get to the ship!

A coalition DOG PACK attacks!  The master psistalker cruely uses a suicide bomb attack with a fusion block strapped to his terrier dogpack!  The dogpack critical hits the groups robot vehicle and blows out its entire SENSOR ARRAY!  They are blind!  Caldor uses Mech AI to make CRUDE sensor array out of whats left of the communications ARRAY!  mech cannot use radio and see at the same time now and can only see a short distance 10-100ft solid objects using RADAR ECHO LOCATION coordinated by MECH NORTHERN GUN AI trying to stay alive while blind!

A different coalition radios the group begging to help smuggler out her dog pack before they too are used in suicide attacks against them! 

Group makes some deals with a psistalker trying to save some of her dogpacks, let a pack of dogs go free in exchange for not killing any more of her pack.

The rats claim a bunch of children and elderly rats are en route in secret tunnels and need protection from the Coalition!

Caldor 114325 +1000 survival +100 fight cs +100 rp  +300 skills
+100 plugin horse optics 115925

TOW 86125 +1500 survival +100 fight cs +100 rp +100 hak sensor +500 skills 88425

CAM 52690 +2000 survival +100 fight cs +100 rp +100 first in jitsi +100 skills 55090

Kai 21950 needs 24500 +3000 survival +100 fight cs +1000 promoted to captain +100 rp +100 use top hatch 

+2000 kai saves a ton of rats from a tunnel being hit by gas near by. 28250


Kai now has squad of 100 elderly and children rats and 2 scouts looking to him for leadership.

Scout RAT SKUMZ rolls up with his girl GOEZ on a motorcycle with some news and a squad of recruits:

YOU PROMO NOW CAP KAI, SHIP BE COMIN YONDER YOAAAAH"

Kai Levels to 6 picks Pilot Automobile and 1 other skill?, gets a new car with rat squad.  

Zak 11300 +4000 survival +100 fight cs +100 rp +1000 tells kai about bones, teach priest occ +50 skills

16550

Cereal 13775 +4000 survival +100 fight cs +100 rp 17975


NPCs in Party:

Jumbles the Steed of Cam NG AI1 21125 +100 fight cs +500 survival +50 sends msg to cs command 21775

"The Peoples Robot" NG AI2 7200 +100 fight cs +500 survival  +50 learns to see using radio array short distance 7950

being driven by CALDOR using Pilot Robot

NPCs around Party:


Caldor Dreams of his wife's ship and how the rats can help fuel and launch it and be away from this primitive planet.


Elder Squeak-Gear (High Scavenger and Tech-Shaman) sends Caldor a message to try to get him to join the rats:

"Caldor, can make your fuel, we communed with your ship using telemechanics.  Join us and we fuel your liftoff.  Those you taught your language grow in number and wish to join you in the stars.

Standard 21st-century tech can’t produce antimatter in quantities larger than a few atoms. You need to build a TW Ley-Line Collider.

• The Hardware: A series of superconducting magnets salvaged from a pre-cataclysm lab, wrapped in gold wire and etched with the Energy Field and Telekinesis spells.

• The Process: It siphons raw PPE from a Ley Line to accelerate heavy ions into a "collision chamber" lined with Diamond-Coated MDC Steel.

• The Output: It produces Antiprotons, which must be "refined" into liquid pellets by mixing them with harvested Deuterium (from heavy water).

"

Tuesday, February 24, 2026

BLACK MARKET CONTRACT: OPERATION TUNNEL-RUN


A CALDOR Merc Contract from Elders:

 BLACK MARKET CONTRACT: OPERATION TUNNEL-RUN

Contract ID: WHISKER-6-ALPHA-9 Employer: Captain Kai Tai, 1st Armored Rodent Div., Fort Iron Whiskers (The "True Citizens") Subject: Heavy Escort & Defensive Security (Mercenary Grade)

1. MISSION OVERVIEW

The Employer is conducting an emergency evacuation of "Non-Combatant True Citizens" (150+ mutant rat women and children) from Fort Iron Whiskers. The convoy consists of three heavy transport crawlers and the command vehicle The Liberator's Maw.

Due to imminent Coalition States (CS) gas attacks and "Dog Boy" sweeps, the convoy will utilize an "Underground Railroad" route—a series of pre-dug tunnels and canyon floor passes heading West toward the neutral territories.

2. CONTRACTOR RESPONSIBILITIES

Vanguard Defense: Neutralize CS scouting parties (Skycycles/Hoverbikes) before they can radio convoy coordinates.

NBC Defense: Provide active counter-measures against CS chemical agents (Gas). Contractors must possess their own sealed Environmental Armor or power armor.

Tunnel Integrity: Protect the tunneling vehicles from structural sabotage or "burrowing" threats.

No Retreat: Contractors are expected to hold the line at the "Extraction Point" until the final transport has breached the surface at the safe zone.

3. COMPENSATION & BOUNTY

Base Pay: 500,000 Universal Credits per squad, per 24-hour cycle.  +1 Million if All Elders and Children make it alive.

Hazard Pay: A bonus of 15,000 Credits for every confirmed CS "Deadboy" helmet or Dog Boy tag recovered.

Salvage Rights: Contractors retain 70% of all salvaged CS gear (Deadboy armor, C-12 rifles, etc.). The remaining 30% must be offered to Fort Iron Whiskers for "Citizenship Tax" at fair market value.

Special Bonus: The Captain offers one (1) "Golden Squeak" pass—lifetime amnesty and free repairs at any Iron Whisker-affiliated chop-shop.

CONVICTION OF TERMS

Contractor Signature: ___________________________ Authorized by: Capt. Kai Tai (Rank: O-3, US Army - Pecos Div)



B CAMERON

SECURE UPLINK: ORDER OF THE CYBER-KNIGHTS

SOURCE: UNIT-JUMBLES  // AI DESIGNATION: "STALLION-LOGIC" TARGET: [ENCRYPTED] COMMAND PRECEPTORY / HIGH COUNCIL ARCHIVE PRIORITY: DELTA-REPORT (AUTOMATED VALOR MONITORING)

[PROTOCOL 01: MISSION LOGGING] Knight Cameron Case has formally engaged in a defensive contract with the non-human entity designated Captain Kai Tai of the "Fort Iron Whiskers" (Mutant Rodent Collective).

[SITUATIONAL ANALYSIS] Subject is attempting a mass evacuation of approximately 150+ non-combatant sentient mutants (biological classification: Rodentia Sapiens). Threat assessment confirms Coalition States (CS) deployment of chemical dispersal units. CS intent: Total eradication of "sub-human" enclave via neurotoxin gas.

[AI MORAL ALIGNMENT CHECK]

Action: Defending the defenseless? YES.

Opposition: Tyrannical aggression? YES.

Personal Gain: Negligible (Contract credits redirected to "Jumbles" maintenance and convoy rations).

Risk Level: EXTREME (CS Black Ops detachment in pursuit).

[JUMBLES’ AI COMMENTARY] I am programmed by Northern Gun, but my "Knight-Watch" subroutines are dictated by your Council. Cameron didn't even read the pay scale. She saw a mother rat clutching a kit and her heart rate spiked 40 beats per minute. My logic processors suggested a strategic withdrawal; Cameron countered by drawing her Psi-Sword. My servos are now locked into a high-speed vanguard formation.

[COMMAND PROTOCOL: VALOR/CENSURE DETERMINATION]

AUTOMATED JUDGMENT: In accordance with the Code of the White Rose, protecting those deemed "monsters" by the CS—who show no malice and seek only survival—is a Grade-A act of Valor.

REWARD ISSUED: +5 Favor with Cyber-Knight Command.

STATUS: "The Path of the Just."

COUNCIL NOTIFICATION: If Cameron Case falls in this defense, her name is to be inscribed in the Hall of the Unforgotten.

[ENCODED ENVELOPE ATTACHED] Message for Cameron

Cameron, your mount has reported your choice. The Council watches through the machine’s eyes. You have chosen the hard road—the one that leads underground into the dark to save those the world has spat upon. Stand firm. The Light of the Rose burns brightest in the deepest tunnels."

[SIGNAL TERMINATED // TRACKING ACTIVE]

C Kai

The Rats gets a report over radio about a UAR-1 Enforcer robot near the group's position that is close enough to possible have already detected the nuclear power sourice of the group's robot vehicle.

PRIORITY BURST TRANSMISSION

ORIGIN: Scout-Squeaker 09 (Designation: "Half-Tail")

TO: The Whisker-Council, Fort Iron Whiskers

SUBJECT: Blood-Debt and Iron-Giants


THE MASSACRE REPORT

Elders, the scent of ozone and burnt fur still clings to my whiskers. Twitch and Squeal are gone. They died in the Red-Gorge trying to reclaim the pelt of Brother-Biter. They were brave, but they were fighting a machine made of hate and pre-Cataclysm steel.

The "Deadboy" is wounded—broken in the middle like a snapped twig—but the Great Iron-Giant (UAR-1) dragged him from the rocks. They are not retreating. They are occupying.

SENSOR SCAN: THE INVADERS

I have remained downwind, belly-crawling through the irradiated scrub to bring you these readings. My optics are cracked, but the signatures are unmistakable.

1. The Nuclear Signature (UAR-1 Enforcer)

The beast hums with a sickness that makes my teeth ache. It is a walking reactor.

  • Engine Type: Fission-Core (Standard Coalition Issue).

  • Thermal Output: Massive. It is a sun walking on two legs.

  • Acoustic Profile: Heavy thuds at 1.2-second intervals. It is distracted, currently "watching" the canyon floor.

2. The Platoon Strength

This was not a solo patrol. A full "Fire-Support Spearhead" is dug in three miles North-Northwest of the Red-Gorge.

  • Infantry: 12 Deadboys (Mark V Armor), currently setting up a perimeter.

  • Support: 2 Spider-Skulls (Light Recon Walkers) are skittering on the ridgeline.

  • Status: They are waiting for a Medevac-Sams for the broken one.


ENVIRONMENTAL CONDITIONS: "THE DUST-GHOSTS"

The Great Mother is angry today. The spirits of the Badlands are trying to choke the invaders, but the Coalition filters are holding.

  • Visibility: 15 meters. A Heavy Silica Storm has rolled in. The sand is charged with static electricity ($+15\%$ interference to long-range comms).

  • Air Quality: Toxic. High concentrations of sulfur and radioactive grit. The "Deadboys" won't dare crack their helmets here.


ATTACHED DRAWING: THE "ENFORCER" DATA-TRACE

Hand-sketched on a digital slate via multi-optic overlay:

"The Skull-Walker"

  • Head: A grinning death-mask. It houses the pilot and the main sensor suite. Aim for the glass-slits with the heavy rifles if we have them.

  • Right Arm: Massive rail gun. If it points at you, you are already dead.

  • Shoulders: Loaded with missile tubes. Do not group up. If we swarm, we die in clusters.


SCOUT’S RECOMMENDATION

They have the broken one in a stasis-bag. He is screaming, even through the morphine. The Pilot of the Giant—the one who collapsed the rocks—is sloppy. He trusts his sensors too much in this dust storm.

The Plan: We wait for the silica storm to peak. The static will blind their radar. We move in with the scrap-bombs while they are busy loading the wounded "Deadboy" onto the transport.

REPAY THEM IN RUST AND BLOOD.

Transmission Ends.

D Towjam hears black market chatter about the contract the Rats to survive and get a copy of what the Elders are about to sign.  He can choose to stop them, change the contract, explain the blackmarket concepts of the contract, or do nothing.

Towjam Smuggler assessment:

The Patron: Emperor Sabre Lasar

While most bandit leaders might view a tribe of mutant rats as vermin or a snack for their mounts, Sabre Lasar is a visionary strategist. He doesn't just want to raid; he wants to build a nation.

Why Sabre Lasar?

  • The Technology Connection: Lasar is the primary partner of Bandito Arms. He has the technical infrastructure and the spare parts (salvaged from his wars with the Coalition) that the Iron Whiskers need to maintain their massive, frankensteined mechanical homes.

  • The "Outcast" Umbrella: Lasar’s Pecos Empire is a melting pot of D-Bees, mutants, and outlaws. He values utility over aesthetics. If a group of mutant rats can provide a mobile, burrowing fortress, he will grant them "Imperial" protection.

  • The Siege Engine: Lasar constantly eyes the Coalition’s Lone Star Complex. A tribe that can dig under CS fortifications using "Fort Iron Whiskers" is a strategic asset he cannot ignore.


Integration: The Iron Whiskers in the Empire

The relationship would likely be a Rating 4 (Trusted Associates) on your scale.

  • The Role: They act as the Empire's Sappers and Salvage Corps. When Lasar’s army moves, the Iron Whiskers travel beneath or alongside them, providing a mobile supply depot and a subterranean flanking option.

  • The Economy: In exchange for "protection," the Iron Whiskers provide Lasar with expert mechanical scavenging. Because they are small and numerous, they can strip a downed CS Spider Skull Walker in hours, dragging the "organs" back into their towed storage containers.


Interaction with the Black Market

Because they follow Sabre Lasar, their relationship with the Market is filtered through his alliances:

  1. Bandito Arms (Rating 5): The rats are likely "Technical Consultants" for Bandito Arms. They find the rare pre-Rifts components in the dirt that the Market can't find elsewhere. The rats get high-grade welding fuel; the Market gets "lost" tech.

  2. The Chicago Network (Rating 1 - Enemies): The Network hates the Iron Whiskers. The rats have a habit of "accidentally" tunneling into the Network’s secret underground smuggling vaults in the Burbs and "liberating" the contents. To the rats, it’s just scavenging; to the Network, it’s a declaration of war.

"Fort Iron Whiskers" Tactical Stats

The Burrowing Shell: The central units of the fort are modified Coalition Mark V APCs or Titan Robotics torsos, stripped of armor and fitted with massive industrial drills.

The Towed "Warrens": The storage containers are reinforced with MDC (Mega-Damage Capacity) scrap plating, making the moving caravan look like a giant, rusted mechanical centipede.

Towjam Smuggler Hacked Copy of Contract aquired from his blackmarket contacts over radio:

This document serves as a binding Blood and Iron Compact between the sovereign authority of the Pecos Empire and the High Skitter-Council of the Iron Whiskers.


THE TREATY OF THE SUBTERRANEAN MARCH

BETWEEN: His Imperial Might, Emperor Sabre Lasar, Lord of the Pecos, Scourge of Lone Star (hereafter "The Emperor").

AND: The Elder Trinity of Fort Iron Whiskers: 1. Elder Twitch-Eye (Master of the Great Drills) 2. Elder Squeak-Gear (High Scavenger and Tech-Shaman) 3. Elder Long-Tail (Mistress of the Warren-Logistics) (hereafter "The Iron Whiskers").


I. GRANT OF TERRITORIAL NAVIGATION

The Emperor hereby grants the Iron Whiskers a Perpetual Right of Transit through all Imperial-claimed lands.

  • The Low-Road Proviso: The Iron Whiskers are authorized to excavate subterranean transit lanes beneath the wastes, provided such tunnels do not undermine the structural integrity of the Emperor’s primary fortresses.

  • Navigation Data: The Emperor shall provide encrypted topographic and geological data-slugs, detailing Coalition patrol routes and mineral-rich "dead zones" suitable for Fort Iron Whiskers to deploy "Root-Mode."

II. LETTERS OF SETTLEMENT

In recognition of their status as Imperial Subjects, the Iron Whiskers are granted Sovereign Burrowing Rights in the "Dust-Bowl Sector." They may establish permanent nest-cities and scrap-yards, which shall be recognized as protected Imperial protectorates. Any attack on Fort Iron Whiskers shall be viewed as an attack on the Emperor himself.

III. THE LETTERS OF MARQUE (The Blood Debt)

In exchange for the aforementioned lands, the Elder Trinity hereby pledges the tribe’s mechanical might to the Emperor’s cause.

  • Privateer Status: The Iron Whiskers are commissioned as Imperial Sappers. They are authorized to seize, dismantle, and "repurpose" any Coalition States (CS) or Chicago Network assets encountered in the wastes.

  • The Tithe: 20% of all recovered "High-Tech Salvage" (Nuclear power cells, intact sensors, and heavy plating) must be delivered to the Emperor’s depots. The Iron Whiskers retain all "Edibles," "Soft-Goods," and "Scrap-Metal."

  • Active Support: Upon the Emperor’s command, the Iron Whiskers must provide subterranean flanking, tunnel-sabotage of CS perimeter fences, and "Fortress Deployment" during active sieges.

IV. COVENANT OF THE BLACK MARKET

The Iron Whiskers agree to prioritize trade with Bandito Arms for all industrial lubricant and welding needs. Interaction with The Chicago Network is strictly prohibited; any Network smugglers found within "Whiskers-Reach" are to be treated as hostile salvage.


SIGNATORIES

For the Pecos Empire: Always Signed in the blood of a Coalition Dog Boy, [Seal of the Sabre] Emperor Sabre Lasar

For the Iron Whiskers: UNSIGNED [Paw-Mark of Twitch-Eye] [Paw-Mark of Squeak-Gear] [Paw-Mark of Long-Tail]

Saturday, February 21, 2026

Tome of Blue Crystal



A tome of Kym-nark-mar, focused on the god’s core themes: Wisdom, Magic, and the Eternal Struggle against the Old Ones. Kym-nark-mar is a 22nd-level Wizard and 19th-level Rune Mage. A Rifts priest unlocking the secrets of his tomb is essentially learning to channel the "Force of the Blue Dragon." The following progression chart details how the Priest unlocks these secrets through prayer and the study of the "Tome of the Blue Crystal."

Currently possessed by https://3rdageofdragonwright.blogspot.com/2025/02/zakandell-priest.html

LevelAbility UnlockedRifts Spell EquivalentRisk of Use (The Toll of Kym-nark-mar)
1Dragon's RoarThunderclap 1ppeBlurred Reality: For 1d4 hours after use, the priest has -2 on all combat rolls as they hear "too much." Range: 30 feet (9.1 m) around the caster.
2Touch of the GlacierFrostbook 15ppeBrittle Spirit: The priest takes 1d6 SDC (or 1 MDC) as their own body begins to frost over.  Damage enchantment on book for +4d6md uses WP Blunt, or can enchant one item by touching it to book.
3Whisper of PowerWords of TruthMute Devotion: The priest loses the ability to speak for 2d6 minutes after the prayer ends.
4Scales of the ProtectorDivine Deflect 
10ppe
Heavy Burden: Double the parry bonus to +8,  but Physical Speed is reduced by half while deflect is active due to the weight of "divine gravity." Grants 1 parry attempt of ranged or melee attacks per level of caster per casting.  Ghostly blue scales block attacks.
5Distortion FieldMask of DeceitIdentity Bleed: The priest may forget their own name or purpose for 1 hour (20% chance).
6Rune-SightGreater Detect MagicArcane Migraine: Intense pain causes -1 to all actions for 1 hour per 5 minutes of use. x10 range (200ft)
7Breath of the Pressure CookerCloud of Steam 5ppeDehydration: The priest must consume a gallon of water immediately or suffer exhaustion (-2 PE). 90ft range 30x30x30ft cloud/lvl, save vs blindness if inside cloud or must leave cloud to see if not in environmental armor.  1d6sdc/lvl burn dmg/melee in cloud
8Blue Crystal ShardMagic Net (Crystal) 7ppeSharp Return: On a failed strike, the shard shatters, dealing 2d6 damage to the Priest.  1-6 human-sized beings within a 10-foot area duration Two melee rounds/lvl 60ft range net has magic lore rollx10MDC
9Astral EchoAstral GolemSilver Cord Strain: The priest cannot regain PPE for 24 hours after returning.  Golems look like ghostly blue dragons.
10Voice of the ForcePower Weapon 35ppeVocal Strain: The priest’s voice becomes a raspy whisper for 1d4 days; cannot use verbal magic. temporarily turns S.D.C. melee weapons into Mega-Damage (M.D.) weapons, or increases M.D. melee weapon damage by 25%. It lasts for 2 melee rounds per level of experience and does not work on ranged weapons. Weapons glow blue.
11Wings of the Blue GodFly (as the Dragon) 25ppeVertigo: Bonuses: +3 to parry, +6 to dodge and +4 to damage on a diving attack. Bonuses apply only when in flight. Upon landing, the priest is prone and dizzy for 1d4 melee rounds.  Caster grows ghostly blue dragon wings.
12Ley Line TapLey Line TransmissionStatic Shock: 15% chance to be stunned for 1 round by the raw energy surge.
13Anti-Freeze BloodPurge SelfAnemic Chill: The priest becomes pale and weak (-3 PS and PE) for 12 hours.
14The Old One’s BaneBanishmentTargeted: Alien Intelligences become aware of the Priest’s location for 48 hours.
15Avatar of DragonwrightSummon Shadow Beast (Dragon)Soul Fatigue: The priest falls into a comatose sleep for 1d6 days after the duration ends.

Detailed Ability Descriptions & Bonuses

1. Level 3: Whisper of Power

  • Bonus: +2 to save vs. Horror Factor when facing demons or minions of the Old Ones.

  • Effect: By chanting the power words of Kym-nark-mar, the Priest forces others to speak only truth.

  • The Risk: The divine truth is heavy. Using it "empties" the Priest’s voice, rendering them mute as they contemplate the weight of the words spoken.

2. Level 7: Breath of the Pressure Cooker

  • Bonus: +1 to Strike with breath-based attacks or magic.

  • Effect: Replicates the steaming blue blood of the god. It creates a 20ft radius of scalding blue vapor that obscures vision and deals 3d6 damage per round to those inside.

  • The Risk: This ability literally drains the moisture from the Priest’s cells to create the steam. Without immediate rehydration, they risk collapse.

3. Level 9: Astral Echo

  • Bonus: +10% to Lore: Demons & Monsters and Lore: Magic.

  • Effect: The Priest sends their mind into the "glittering ice world" of Kym-nark-mar to seek knowledge.

  • The Risk: Navigating the god's realm is taxing. The Priest’s PPE pool is "frozen" and cannot regenerate until a full day of meditation and rest has passed.

4. Level 14: The Old One’s Bane

  • Bonus: +3 to Save vs. Magic and Psionics from Alien Intelligences.

  • Effect: A powerful prayer that can force a rift to close or a summoned horror to return to its dimension.

  • The Risk: Kym-nark-mar’s primary enemies are the Old Ones. By using this power, the Priest flashes like a beacon in the multidimensional dark, potentially attracting the very things they seek to destroy.

The "Tome of the Blue Crystal" (The Holy Book) 1000MDC 50lbs

To use these abilities, the Priest must be in possession of a fragment of the Tome of Kym-nark-mar.

  • Reading the Tome: Requires a successful Read Sensory Signs or Language: Dragonese roll.

  • Prayer Time: Most abilities require 1 full melee round of prayer.

  • PPE Cost: The Priest uses their own PPE, but at level 10+, they can "borrow" PPE from the Tome (up to 50 PPE per day), but doing so increases the Risk duration by double.

  • Supernatural Slayer:  1d6MD/Priest Level, double damage to undead, animated dead, demons/deevils, vampires, and/or creatures of darkness.

  • The Yin Yang on the cover Acts as a holy symbol cross and forces vampires to recoil.