The Calm: The calm is a region of the aerosphere with almost no wind beyond fleeting turbulence, and absolutely no aetheric currents. It's frigidly cold, and filled with fine red 'snow' that barely moves. Traversing it with a conventional vessel is impossible due to the lack of energy to fuel the lift and trim crystals.
The Everstorm: As the name suggests, the everstorm is a region of the aerosphere dominated by an enormous and eternal thunderstorm. It's a chaotic region of raging winds and surging aetheric energy that manifests in terrible bursts of prismatic flame. No conventional vessel could hope to survive the nightmarish storm conditions.
Kasgyre Territory Blackstone Marine Presence: K 10/14 | W ?/14
Territory: 2/4 | 2/4
---> Squad A: 1/4 Tpz. Pistols | 1/4 Pistols | [50%]
---> Squad B: 1/4 Tpz. Pistols | 1/4 Pistols | [50%]
-Cavalry 1: 4 witch-hunters,
-Cavalry 2: 8 witch-hunters,
-Cavalry 3: 4 witch-hunters,
-Cavalry 4: 4 pistols, 4 Tpz. Pistols
-Cavalry 5: 4 pistols
-Cavalry 6: 4 topaz pistols, 4 bronzewood witch-hunters
-Cavalry 7: 4 topaz pistols, 4 bronzewood witch-hunters, 4 topaz grenades
-Cavalry 8 [50%]: Topaz Bronzewood Light Mobile Cover
Resources: 1C, 5O, 2W, 0S
Conditions: Rocky, large caverns, very dark
The Hive Marine Presence: K 0/10 | W 0/10
Territory: 4/4 | 0/4
Resources: 1+2C, 2O, 1W, 4S
Conditions: Spider Nursery, narrow and twisting tunnels
—> Hanging Gardens x2
Glowcove Marine Presence: K 0/20 | W 0/20
Territory: 4/4 | 0/4
Resources: 1C, 2O, 6W, 1S
Conditions: Verdant galleries, significant bio-luminescence
The BeltThree Captains Marine Presence: K 0/20 | W ?/20
Territory: 0/4 | 4/4
Resources: 1C, 6O, 2W, 6S
Conditions: Kinetoluminescent Ores, Heavily Infested
Wrackspire Marine Presence: K 0/12 | W ?/12
Territory: 0/4 | ?/4
Resources: 3C, 4O, 4W, 2S
Conditions: Unstable Aetheric Phenomena, Broken Spire
Burned MountainMarine Presence: K 7/24 | W ?/24
Territory: 4/4 | ?/4
--->Marine Squad Siegmeyer: 1/4 Tower Shields | 3/4 Aetheric Pistols | 1/4 Witch-Hunters | Aetheric Grenades (1 per squad)
--->Marine Squad Sieglinde: 1/4 Silk Vests | 3/4 Aetheric Pistols | 1/4 Witch-Hunters | Aetheric Grenades (1 per squad)
--->Marine Squad Siegward: 3/4 Aetheric Pistols | 1/4 Witch-Hunters | Aetheric Grenades (1 per squad)
--->Marine Squad Siegfried: 1/4 Aetheric Pistols | 1/4 Witch Hunters | 2/4 Cutlasses
--->Marine Squad Sieghard: 4/4 Cutlasses
--->Marine Squad Siegbald: 2/4 Cutlasses
--->Marine Squad Siegrun: / [25%]
Resources: 1C, 10O, 1W, 0S
Conditions: Inexplicably Molten Core, Hundreds of narrow tunnels and small galleries.
The UnfinishedMarine Presence: K 0/0 | W 0/0
Territory: ?/4 | ?/4
Resources: 0C, 0O, 0W, 0S
Conditions: Destroyed.