THE CHRONICLE
The campaign, mission by mission
A picture-book record of every night the table has played. Pick a mission, then a session; each one is what actually happened, beat for beat.
MISSION 2
Procession
Six haulers, fourteen klicks of tailings, first Vespertide bell. Walk the line and keep it whole. One line in the brief, dropped like it is nothing: hauler four is Choir-sealed, and the See asks only that it arrives.
MISSION 1.5
The Interdiction
The jump home slams shut. A Still-Well holds the gate, a swarm holds the void, and a clamshell prison waits to be filled. The first battle in space — and the first time the Still King speaks.
MISSION 1
The Singing Quarry
Vega-7. A rogue Cantor has hijacked a Choir and is broadcasting to the Unsung. Stop the broadcast, save the people, save the holy site. Nobody said you could have all three.

Session I
The Singing Quarry
Two newly-sung Stoneknights drop on the quarry. Two machines wake up not knowing who they are, and by the time the night runs out, mid-fight, one of them has found its voice.
Read Session I →

Session II
What Breaks, Frees
The night the campaign finds its thesis: every Singing Stone that breaks wakes someone, and a granite titan that spent its life being the wall learns a wall can also be a vow.
Read Session II →

