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Kingdom of the Weak 50 Airships
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Kingdom of the Weak 50 Airships

Airships were generally one of five different types. The first time was the no-drive airship; basically just balloons and baskets (or whatever carriage vessel you prefer), they were held up by lighter-than-air gasses, and had no propulsion system of their own. These kinds were usually stationary or towed around by other vehicles or creatures. Even the Storm Cloud Chariot was classified as a no-drive airship.

The second kind were the fan/propeller drive airships. These used some sort of turbine propulsion, whether horizontal or vertical. Even turbofan jet engines were classified as fan drives.

The third kind were rocket drive airships. Rather than relying on airflow, these relied on the explosive power of combustion to move the airships around.

The fourth kind were magic drive airships. These were especially popular because they were generally cheaper to maintain and operate, especially if you yourself were capable of wind magic. While most of the ships had hulls and carriages made of any normal materials, their mobility method relied upon magic and mana to move. The methods to do so were varied and often customized to the mage controlling the ship.

The fifth kind were runic airships. Rather than just the engine channeling magic, in this case the entire airship was a magicked tool, very much like a flying sword. Matching, customized runic formations were Inscribed into the hull and carriage. While it still needed a mage to fly the ship, it did not require any specific kind of mage, as long as that mage could trigger the runes and feed the ship enough crystals. Obviously, this was the most expensive kind of ship there was, easily ten to twenty times the price of other types in their own size range.

The classifications were made by airport crews who needed to differentiate the needs each type demanded of them. Accordingly, airports around the world had to be equipped to handle at least the first and fourth types, which were the most frequently (and most cheaply) employed.

Charlie and Remian had already arranged to acquire their own airship; something similar to what Charlie flew before. In other words, a fourth type, a magic-drive engine.

The kind of airship that Mindy was able to handle, however, was the first kind; the no-drive airship. In other words, hot air balloons. Remian wondered if he should try his hand at it himself, but then decided it was better not to. Considering the sudden super-boosts his spells had, he might accidentally destroy the whole airship in a moment of distraction.

"Let's build airships." Remian told Mindy seriously.

"Really? Can we build one?" Mindy asked, eagerly.

"I want to build five of them." He answered. "Each one big enough to hold 100 people."

"Wow!" Mindy gaped. "That's… I'm not sure I can handle that!"

"You don't need to move them. You just need to keep them in the air." Remian explained. "We need them high enough to avoid even a Tier 5 Wild in the next Beast Wave."


"Battle fortresses?!" Mindy gaped, eyes shining.

"More like shelters." Remian clarified. "They're not supposed to be on the battlefield. They're supposed to keep people safe while the battle is going on. They're for the workers and the survivors. For the battle, we want smaller airships carrying much more powerful weapons than we have now."

"But… but I can only fly one…" Mindy protested.

"You don't need to fly any. Just maintain them so they can stay in the air by themselves." Remian clarified. "You won't need to be on them yourself."

Mindy raised both hands. "That's too much all at once! Can we do this step by step, please?"

The first step, therefore, was a single small gunship. This was a skiff held up by a balloon armed with that 'twice as big' Ballista that Arnold promised could be made in a week. It was about the size of three Guard Towers standing side by side and could probably carry a handful of archers along with the Ballista and its' crew.

The second step would be a single large personnel carrier. This was to be modeled after the popular Sky Galleon passenger transports Deutero often used. Basically, it was a whole lot of space, a few facilities, and redundant buoyancy systems. In a pinch, the passengers could probably shoot bows or crossbows from the deck, but Remian planned to have this ship and all its valuable passengers and cargo stay far, far away from the fighting.

The larger airship could also be towed around. Mindy herself could probably move it a little with wind magic. Charlie's airship could probably tow it around and use the extra cargo space. But the key point was that the third step would be to build a towing-kind of airship, a small-but-powerful Sky Tug like the kinds larger airports use to help slower aircraft and facilities get around.

The reason for this was that they only had one Mindy. By then, Remian hoped she would be able to handle a magic-drive airship, even if only for short bursts at a time. That way, she would only need to control the Tug and fetch the bigger ships as and when they needed to move. Most of the time, those big airships would simply be floating around the mines loading cargo or serving as shelters for the workers. They would only need to move on occasion. With a single tug and a bit of scheduling, Mindy alone might be able to handle the logistics for the entire territory.

How else were they to lug tons and tons of ores back from the mines? Were they to cart it through Wilds-infested territory, fighting every other step of the way? The casualties and costs would be immense. Could they rely on the wolfcats to help either dragging carts or guarding convoys? It would be a very troublesome, very nervous affair, all told.

No, no. Much better to just stash away all the ores and all the crews safely on board an airship at night. Then when the holds were full, they could just tow it back to town, unload, tow it out again for the next load. It could serve as a mobile base and a cargo carrier at the same time.

At that point, the biggest problem they'd have to worry about would be the weather. Having a wind mage to forecast could really help them steer clear of storms and the likes, but lacking one, Mindy would have to do.

Getting to that point could take years, in Mindy's estimation. So far, all she had handled was a small air balloon that carried a lantern. She had made it herself out of Blood Rabbit skins. The lightweight yet strong material was hard to stitch together, and harder still to thoroughly glue to become airtight.

"If you want something bigger, I'm going to need bigger materials to work with." Mindy warned him. "If I use Blood Rabbit furs for the bigger airship, or even the gunship, it's going to take forever. The bigger a patch of unbroken skin you can get me, the easier and quicker it will be."

"I'll give you the pelt of the Rage Boar Chief to start with. That's a Tier 4 piece." Remian offered. "The other Rage Boar pelts are Tier 3. We should have five of those"

"Fifty of those should be enough for the first stage." Mindy glanced aside. "So that's it for the envelope. What material do you want to use for the gondola?"

"The what and the what?" Remian blinked.

"Sorry. It's airship slang. The gondola is the carriage where people and cargo go, the 'ship' part." Mindy explained. "The envelope is the top part that contains the gas holding the ship up, the gasbag or 'balloon' part."

Remian thought. "Wood? Wilds bones? Storm steel? Cloud stone?"

That last was popular, but not easy to find. Storm steel was more common, since Charlie and other storm mages could make them given enough time and materials, but it would be costly and heavier. Bones from Tier 3 or 4 Wilds were much more easily found in the Wildlands, but these would be heavier yet. Compared to that, some types of wood were much lighter, though nowhere near as strong.

"How about a hull of pure Titan Steel?" Mindy's eyes gleamed.

"I was thinking about just a half-cage of steel wire mesh." Remian admitted. "Something light, cheap, and quick to put together."

Mindy's face fell. "A wooden floor held up by rope, then?"

"That sounds even better." Remian saw the look on her face and hastily added. "At least for now. We can upgrade it later."

They settled for a rectangular half-crate design. There were going to be important and valuable weaponry on board and they didn't want sudden strong winds blowing people or equipment overboard at the worst of times. The walls would be four feet high at least, with the Ballista in the center mounted on a platform so it could shoot just over the walls.

Mindy drew it out with coal, and then sighed as she looked at it. "There it is. Our first armed airship, a Tier 4.3 Gunship type; a half-crate held up by gas-filled animal skins."

"With a Ballista on board. Never forget the Ballista." Remian reminded her.

"You might want to make it a bit larger to carry more ammunition." Arnold advised. "Also, this would fit a Ballista twice the size, but what about the five-times Ballista you wanted?"

"We'll have to build a Tier 4.6 gunship for that one." Mindy suggested.

"What does that even mean?" Remian had to ask.

"It means six times the size of a minimum Tier 4. Once it reaches ten times the size, it becomes a Tier 5." Mindy explained. "A minimum Tier 4 is roughly as big as Carrie. A Tier 4.1 is the size of a Guard Tower, something big enough to contain one Carrie or Buff. If it can contain two, that's a Tier 4.2."

"So a 4.6 is enough for Carrie, Buff and four others their size?" Remian understood. "That's more than twice the size of a 4.3?"

"Exactly. We need the space for the ammunition as well as the Ballista." Arnold reminded him. "Which would, of course, need to be bigger and tougher by several times as well. Building a Ballista that can threaten a Tier 5 is at least ten times harder than building one against a Tier 4."

As for the bigger carriers, they'd be at least Tier 5, as big as Spike. That was a bit bigger than the old Deutero airship that Charlie used to fly. That old airship was more like a 4.8.

That old airship and the likes were really the smallest kind of airships that Deutero employed. They were called 'frigate-class', and were especially used for small jobs. The bulk of Deutero's shipping used 'galleon-class' airships, which were at least Tier 5.3, four times bigger. The really big ships, those in the 'cruiser-class' were over Tier 6.

For comparison sake, an average well-to-do house was considered a Tier 5, inclusive of a yard. That would be a bit smaller than Spike (Spike was considered a Tier 5 heavy; a Tier 5 average would be roughly as big as a Tier 5 house, or a Tier 5 airship; a Tier 5 light would be smaller).

In terms of housing, a Tier 6, ten times the size, would be a grand mansion. Going by that same Tier system, a Tier 1 would be a small doghouse. Tier 7 would be a residential block, Tier 8 would be an entire housing estate, Tier 9 would be a district, and Tier 10 would be a whole town. A city should be somewhere in Tier 11, and Tier 12 should suit a nation's capital. Tier 13 probably meant a whole kingdom. Tier 14 would be an Empire and all the kingdoms in it. Tier 15 should cover a continent. Tier 16 likely meant the entire world.

According to Charlie, the largest airship in the Deutero company was Cloud Nine, a mothership-class Tier 7 fleet carrier. With such enormous capacity, it had once evacuated the population of an entire island nation country from a disaster. Then, it helped them rebuild and resettle on another island in a week (this included the deployment of the aircraft and similar support craft on board the carrier).

If they had cargo carrying capacity like that… Remian sighed. For now, he could only dream. But one day… one day…

Mindy wasn't the only one present who wanted a fleet of airships.

Chapter end

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<<Prev
Next>>
Catalogue
347 Corporal Ling
346 Portal
345 Meet the Emperor
344 Diversionary Tactics
343 First Electric Flight...?
342 Tim's Story
341 Operation: Rescue
340 Bonus Chapter 1
339 Cold Swea
338 Two Weeks Later
337 New Directives
336 Greener Grass
335 Bringing in more people
334 Silhouette
333 Practicing Psionics
332 Remian's disappearance
331 Group 2 at the Midlands
330 The Reef
329 Comparison
328 North and South
327 Finding One's Own Answers
326 Developments in Fal'Herim
325 Visit to Fal'Herim
324 Clira
323 Difficulties Adjusting
322 Remian's Madness
321 The next student, and so on…
320 One Studen
319 A different sort of schooling
318 Science and Magic 3
317 Gone
316 The General of Fal'Herim
315 Rising Strength
314 Influx
313 Unaccepted
312 Worldwide Chaos
311 New Goals
310 With the Song Clan
309 A Week In The Dragon Empire
308 Uh… urga… woo gu?
307 Bee Hoon and Kuey Teow
306 Priest Leading A Charge
Chapter 305
Chapter 304
303 Good stuff to bring home
302 Seconds and Years
301 Judged and Sentenced
Chapter 300: Unexpected Results
Chapter 299: Costly Journeys
298 Playing with water
297 Gearing Up
296 Adventurers Raid
295 How to Seal a Rif
294 Leaving
293 Rising Costs
292 Cost to come
291 Cos
290 Forward
289 Pierce
288 Fall of an Emperor
287 So much for stealth
286 Young is not a problem here
285 Student Progress
284 Academia
283 Basic Formations
282 Big Movements
281 On Second Thoughts
280 Possible Cures
279 Word of another continen
278 Big Li and Little Li meet Little Yan
277 Environmental Changes
276 I hate this world
275 Rather Stay In Bed
274 Meanwhile Back At The Battle Line
273 Selling Cores
272 One man's work
271 New Tricks
270 Old Stuff
269 Not An Egg
268 Moving Ou
267 Fires
266 Treasure
265 Burn
264 In this world, the best way to gain a girl's attention is...
263 Whispers
262 Ongoing
261 Expeditions
260 Haunting
259 Steps to take
258 Need to Adap
257 A Crazy Idea
256 Spectres Incoming
255 Breach
254 Heroism
253 Hostage Situation
252 Okay, bye!
251 Shove Off
250 Doubtful
249 Revelation
248 Forbidden
247 Piling On
246 Forced March
245 Trees, Ruins and Settlements
244 Developing the Eastern Edge Region
243 Kingship
242 Chain of Challenges
241 Lizard Challenge
240 The Kings Challenge
239 Snake Hun
238 Mindy's Figh
237 Challengers
Chapter 236
Chapter 235
Chapter 234
233 Prep
232 One Week
231 Requiremen
230 Leaving Things To George
Chapter 229
Chapter 228
Chapter 227
Chapter 226
Chapter 225
Chapter 224
Chapter 223
Chapter 222
Chapter 221
Chapter 220
Chapter 219
Chapter 218
Chapter 217
Chapter 216
Chapter 215
Chapter 214
Chapter 213
212 10,000 deaths
211 Mysteries
210 How to survive a Beast Tide 2
209 How to Survive A Beast Tide 1
208 Ravens
207 Dealing with Wasps
206 Destination: Kara-Goth
205 Newcomers
204 Negotiating for a house
203 Off to Ashdale
202 Warped
201 Boarders and Old Fears
200 When Things Go Wrong
199 Dig
198 Closer
197 An offhand though
196 Bigger Picture
195 Strays
194 The Going
193 Ups and Downs
192 Linked
191 Desperation
190 Embroiled in war
189 Confrontations
188 Intrusions
187 First Date
186 Survivors
185 The Burning South
184 Regarding the Source of Magic
183 Encountering the Source of Magic
182 Chirpy 2
181 Chirpy 1
180 Beyond Mount Roc
179 At the foot of Mount Roc
178 Bog and Fog
177 Searching for Magic 7
176 Searching for Magic 6
175 Searching for Magic 5
174 Searching for Magic 4
173 Searching for Magic 3
172 Searching for Magic 2
171 Searching for Magic 1
170 At a corner coffee house
169 Word of War
168 Ecclesia 3
167 Ecclesia 2
166 Ecclesia 1
165 Visit to Itarim
164 Visit to La Vive
163 Downtime 3
162 Downtime 2
161 Downtime 1
160 Burdened Wings
159 Tipping Poin
158 Handling the Underground King
157 Anti-magic for the Pi
156 The First Wasp
155 New industry in Fal'Herim
154 Even More Chaos
153 Fal'Herim in Chaos
152 Phoebe's little trip
151 New Airships and New Plans
150 A night-time conversation
149 George vs the Beast Wave 3
148 George vs the Beast Wave 2
147 George vs the Beast Wave 1
146 Busy Tim
145 Busy George
144 Busy Mindy
143 Busy Darian
142 Deals
141 Hostage Negotiation
140 Grumpy
139 Day 14
138 Tools
137 Inside Kara-Goth
136 Back
135 Stopping by Three Pines Peak
134 Mindy and the Wasp
133 The Fate of a Boy
132 George's Day 3
131 George's Day 2
130 George's Day 1
129 Learning Things
128 Three Pines Ruins
127 Deal
126 Division
125 Two Days Later
124 Broken Wing
123 Trap
122 Offer from Deutero
121 To the east and south-eas
120 To the north
119 To the south 2
118 To the south 1
117 Argumen
116 Fishing
115 Tide 3
114 Tide 2
113 Tide 1
112 Incoming Tide
111 Grim Tidings
110 A Strange Visitor from the Iron Legion
109 To Learn
108 Visiting
107 Vin
106 Families
105 More... well, just more.
104 More Deepsilver
103 Deepsilver
102 Tortoise Wisdom
101 George's Plan
100 A Day at the Frontier
99 After Fal'Herim
98 Fall of Fal'Herim
97 Power by association
96 The Summit of Fal'Herim
95 Asda
94 More Chaos
93 Assaul
92 Airships and the deser
91 War with Fal'Herim
90 Cos
89 Prospects
88 The Phoebe Effec
87 From the sea to the river
86 Return to Frontier Town
85 The Hunt for Spike 2
84 The Hunt For Spike 1
83 Movements
82 Frontier Defense Force
81 Determination
80 Black Ruins
79 Agreements with Wilds
78 Patien
77 Buried
76 Just a little more
75 White
74 Mandy and Mindy
73 Spies everywhere
72 Conditions
71 The Pi
70 Getting a handle on things
69 Swearing
68 Deploymen
67 Mandy and Mindy
66 Anti-magic
65 Damage
64 Approach
63 Onto the Sky Barge
62 Expansion
61 Deals at Breakfas
60 Lynxmouse Going Down
59 Remian's Left Foo
58 Tim's Day Off
57 Beast Blitz
56 Brother from the Sea
55 First Trade
54 The Foresigh
53 The Mines of Kara-Goth
52 The Roving Albatross
51 Espionage
50 Airships
49 Choked
48 Unexpected Aid
47 Men and Wilds
46 The Fall of Frontier Town
45 Unstoppable
44 Smoke
43 Considerations
42 Looking for Answers
41 Increasing Forces
40 Choosing Runes
39 A Long Nigh
38 How?!
37 Beast Wave 3
36 Mandy's Projec
35 Finding Mana
34 Searching for Mana
33 Records
32 Special Offers
31 A Certain Night's Events
30 Growth
29 The Construction Race
28 Armaments
27 Girls' Ambitions
26 Boys' Ambitions
25 Downfall and Rise
24 Inflood
23 No, it's me!
22 Under Blinding Ligh
21 Next Morning
20 Breakthrough
19 Ways to Suppor
18 A Map for Missions
17 Founding a Guild
16 Dreams and Ambitions
15 For a Cave
14 Fire
13 Den wanted
12 Overnigh
11 Magic Contrac
10 Remian's Crew
9 Resource issues
8 North Side Issues
7 Frontier Town's Weakest Gangs
6 Dissen
5 Opposite magics
4 Terrifying
3 Dangerous Encounter
2 Agent of the Iron Legion
1 Death
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