Three CaptainsNo report is heard from the One-Eyed-Will, and with regretful hands, the scribes mark her as MIA.
Inside the SpireThe first report from the officers within the Three Captains is disheartening, and it only gets worse from there. The Wrethans reinforced, now outnumbering our men close to 6:1. Worse, they've reinforced with rifles and brought a bronze cannon with them- similar to the conventional cannons mounted on their ships. Against our mobile cover positions, the only defense we have is the inaccuracy of the device. Rifles force the men to hold behind layered shields and the mobile cover units themselves, hoping that a lead ball doesn't tear through and strike them dead. The new cannon, however, fires a spray of lead shot and a sticky ball of burning resin that rapidly fills the caves with toxic gases that reek of rotting eggs. Too many man were lost against the initial attack of their new cannon, killed by shrapnel or asphyxiated.
The enormous plume of smoke generated by their conventional cannon does mean that they can't fire their aetherics as often without disproportionately heating their side of the caves, but that doesn't matter much when they've switched to primarily gunpowder weapons in order to bypass the shrouds. The deafening noise of the cannon indoors is hopefully some hindrance to them as well, but it doesn't do much to prevent them from obliterating our defensive lines.
The worst news, however, is yet to come- as evidenced by a vanishingly small pile of reports. They've gained enough of a manpower advantage that they appear to be rotating their combat forces to attack nearly constantly. In order to maintain the rotating mobile cover system to defend against their PLACE all infantry units have to be mobilized, and without the steady rhythm of attack and respite present before in war, our men are becoming exhausted.
The last reports note that the line cannot be held, and ask forgiveness for failure. The grind of combat without rest forced by Wreth's exploitation of their superior numbers drove the mobile cover operators to exhaustion, and after that it only took a handful of mistakes.
The letters simply end midway through the year, and the brass is forced to assume the worst.
Kills: More than a squad of Wrethans
Losses: All remaining soldiers and equipment
Kasgyre has lost the Three Captains
Eastern Wrethan Demi-SpireThe Causinae and her remaining cloud of six skiffs head through Wrethan territory, initially intending to slide on by in order to bring the Jupiter and the Dionysus in for a direct assault on Spire Wreth. That plan, however, is interrupted by patrol of a Wrethan Windrider and a single skiff. The appear to have already spotted the convoy and move to attack, forcing the Causinae and its escort to engage while the transports stand by at a safe distance.
The path of attack should have only brought the Causinae through the edge of the demi-spire's gun range. Should have. However, the Wrethan's appear to have made strides forward both in extending their cannon's range and rate of fire. Instead of being 'at the edge' of the Spire's gun range, the Causinae and its escort just appear to be in the last third. The captain writing the reports notes that the projectiles, though visible only as burning afterimage, seemed to make a smaller burning afterimage than normal shot- though their damage to shroud is undiminished. One skiff is blown to shreds before the engagement is even joined with the Wrethan ships, and the Causinae and the other skiffs all suffer battered shrouds.
Mercifully, the upgrades to the spire guns haven't spread yet, or cannot be mounted to, the Windriders and skiffs, as they begin the engagement at the expected ranges. The Windrider is using a front-mounted conventional cannon, and while it manages to hit, the Causinae's armor is sufficient to prevent more than superficial damage. The new turret mounts are most effective on the skiffs, where the upgrades allow them to maneuver and shoot with great alacrity, readily pinning down the sole Wrethan skiff and turning it to splinters.
Were there no other factors, the battle should have turned to the friendly ships. The Causinae, while lacking Topaz cannons, had strong shroud and backup from five skiffs. The windrider had its upgraded cannons, and a stronger than expected shroud, but it also had the guns of a spire on its side. Skiffs burned, more from the Windrider's fire than from the Spires, and through the Windrider was battered by the end of the fight- it was the Causinae that fell into the Abyss.
It wasn't even the Windrider's guns that felled it. The Causinae had its armored nose pointed in towards the Windrider, raking her web to keep her slow and an easy target, when a pummeling salvo of long ranged shots from the spire tore through the Causinae's thinned shroud, nearly cutting her in half and destroying her power system. She fell like a stone to the surface.
A sole skiff survived the battle, fleeing into the mist to group up with the Jupiter and Dionysus who'd already made the decent when the combat started to look dicey.
Confirmed Kills 1x Skiff
Damaged: Wrethan Windrider, damaged web, extent of other damage unknown.
Losses: RKNV Causinae, 5 Natalie Skiffs
BlackstoneThe scouting Natalie is able to maintain position and observe the conflict. The one Windrider actually damaged by the Spire's guns is pulled from the attack formation and sent back towards the Three Captains. Not long thereafter, another, different, Windrider arrives and takes its place in formation with the other two. The assault on the Spire's defenses continues, and more Wrethan skiffs are brought down, but the cannons are growing fewer and farther apart. The blockade is as strong as ever, and it seems the Wrethans are content to simply reinforce damaged vessels while they soften Blackstone for invasion.
Losses: 80% of the Spire's resources this turn, Spire guns are down to less than 50%.
The UnfinishedThe Ocker arrives, and the three squads of marines are sent to the burned out docks with no equipment save Kasgyrian courage. They are not told why they've been dropped off without equipment. Their officers are silent as to their mission. Yet the men do not question. They are loyal to the last marine, and every man and woman among them is willing to do whatever it takes for Kasgyre to rise victorious.
Whatever it Takes.
The report comes in from the Ocker that the marines have been delivered, and then the long waiting comes. When the next report from the Ocker comes, days later than expected, it does not contain information on the Master's response, nor does it contain any information with regards to the Marines. What it contains is an impossible, but disturbing, explanation for a recent and bizarre quake felt in Spire Kasgyre. The transport officer's report is delivered in short lines, written with the precision of person trying to recall only the facts and let other attempt the insurmountable task of comprehending them.
The transport officer was interrupted during core inspection by the unimaginably loud sound of stone cracking, akin to a cave-in but as though the entire sky was falling. He then observed cracks forming in the exposed spirestone frame of the Unfinished Spire, and the structure slowly began to lean. At this point that the transport captain immediately ordered emergency speed in order to avoid the falling spire, and to clear as much distance as possible from any secondary debris.
The Unfinished Spire, with its Spirestone frame cracking and falling to pieces, toppled. Earth and dust from below, kicked up by its two mile fall, rose in plumes- obscuring much of the operating aerosphere. The captain reports that from the broken heap of fractured stone that he could still make out from within the shattered mist and blowing dust, came a sort of light- yet it was not light. It spread through the air like shafts of sunlight, but it was as clearly visible against the day as it was against the billowing dust clouds. Its color is left undescribed by the captain, only mentioned when he reports that though he can perceive a color within the light, he cannot describe the color in relation to any other color- he can only note that it is, undoubtedly, a color.
The color rose from the rubble, pulsed in the air, and shot straight-up beyond sight. The captain writes that, even though there was no possible way he could have heard anything above the din and reverberation of falling Spire, he heard a voice crying out that it was 'free at last'.
The letter is signed by the captain, with the navigator and the transport's engineer as witnesses.
Spire KasgyreThe Anguis II arrives, and her crew is hastily put on shore leave and the Unhinged captain replaced and sent in for debrief. Given a few days to get to know the vessel, the Anguis II is performing again like nothing ever happened.
Another Natalie is brought into service, and two additional squads of marines stand ready.
Event: The Archangel
Outcome: Victory
The unveiling of the Archangel painting, depicting the elusive sign with a floating island, is well received by Wrethan art critiques. The event, however, is somewhat marred by an usual quake that shakes the spire. Still, after everyone is quieted down, the quake actually gives the event a rather seemingly divine significance, as though some greater power rumbled its approval.
You have the credit. At a turn of your choosing, you may either create a design without paying for the initial dice, or you may elect to have a turn where you can rush dice without gaining bugs.
It is the beginning of the year 378 AR.
Spire Kasgyre's Production stands at
13(+12)/y Crystal, 24/115 Banked
17/y Ore, 21/85 banked
19/y Wood, 28/95 banked
10/y Silk, 29/50 banked
It is now the design and project maintenance phase. You have 5 dice to spend.
Viper Production Line: 1/35 | 7C + 5O + 5W + 2S, +15 From any combination of any resource | Rushed 0 Times | Nothing Invested
Vertical Envelopment 2/10 | 3 from each of COWS + 4 from Any combination of COWS | Rushed 0 times | Nothing Invested
AIM (Special Project) 16/27 | - | Rushed 0 times | Nothing Invested
Medium Docks: 5/40 | 5C + 5O + 5W + 5S, +30 From any combination of any resource | Rushed 0 Times | Nothing Invested
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 0/14 | W 0/14
Territory: 4/4 | 0/4
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 | 3/4
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 2/24 | W ?/24
Territory: 1/4 | ?/4
--->Marine Squad Siegward: Aetheric Pistols (3/4) | Witchhunters (2/4) | Aetheric Grenades (1 per squad)
--->Marine Squad Siegmeyer: Aetheric Pistols (3/3) | Witchhunters (1/3) | Aetheric Grenades (1 per squad) [75%]
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.
RKNV Anguis II - Viper Class
Loadout
Bronzewood Hull: Medium Turret Mod
1 Communications Officer
3 Light Topaz Aether Cannons+ (Kettlegun) [2 front, 1 rear]
3 Light Aether Cannon+ (Kettlegun) [2 Front, 1 Rear]
1 Topaz Vanguard Cannon (Top Brz. Trim, Med Mount)
2 Sections Light Copper Armor
1 Medium Topaz Core Crystal
1 Small Topaz Lift Crystal
2 Topaz Trim Webs, Brz. Reinforced.
8 Topaz Trim Crystals
6 reams of webbing
Location: Spire Kasgyre
Status: Shipshape
RKNV Viperidea - Viper Class
Loadout
1 Communications Officer
5 Light Aether Cannons+ (Kettlegun) [3 front, 2 rear]
1 Prototype Lance Cannon [Front]
1 Topaz Vanguard Cannon (Top Brz. Trim-Turret, Med Mount)
Bronzewood Hull
2 Sections Light Copper Armor
1 Medium Topaz Core Crystal
1 Small Topaz Lift Crystal
2 Topaz Trim Crystals
8 Topaz Trim Webs Bronzewood reinforced
6 reams of webbing
Location: Spire Kasgyre
Status: Shipshape
Natalies - Skyskiff Class (x1)
Loadout
Comms Officer
2 Light Topaz Aether Cannons+ (Kettlegun)
1 Very Small Topaz Core Crystal
1 Very Small Topaz Lift Crystal
4 Topaz Trim Webs
2 reams of webbing
Location: Eastern Wrethan Spire
Status: DISTURBED: 10% chance to not follow orders in combat. Return to friendly Spire to remove.
Natalie XI - Skyskiff Class (x1)
Loadout
2 Light Topaz Aether Cannons+ (Kettlegun)
1 Very Small Topaz Core Crystal
1 Very Small Topaz Lift Crystal
4 Topaz Trim Webs
2 reams of webbing
Location: Blackstone
Status: Shipshape
Natalies - Skyskiff Class (x2)
Loadout
2 Light Topaz Aether Cannons+ (Kettlegun)
1 Very Small Topaz Core Crystal
1 Very Small Topaz Lift Crystal
4 Topaz Trim Webs
2 reams of webbing
Location: Spire Kasgyre
Status: Shipshape
RKNV Jupiter - Battlebarge Class
Loadout
1 Communications Officer
4 Light Aether Cannons+ (Kettlegun) [2 front, 2 rear]
Bronzewood Hull
Medium Topaz Core
1 Small Topaz Lift Crystal
12 Standard Trim Crystals
5 reams of webbing
Carrying: 12/12
---> Squad 1: 1/4 Tower shields | 4/4 Aetheric Pistols | 1/4 Silk Vests
---> Squad 2: Cutlasses 4/4
---> Squad 3: 1/4 Witch Hunters | 1 squad Grenades
---> Squad 4: Cutlasses 4/4
---> Squad 5: /
---> Squad 6: /
Location: Eastern Wrethan Spire
Status: Shipshape
Dionysus - Transport Class
Loadout
Comms Officer
1 Small Topaz Core Crystal
1 Small Lift Crystal
2 Topaz Trim Crystals
1 ream of webbing
Carrying: 6/6
---> Squad 7: /
---> Squad 8: /
---> Squad 9: /
Location: Eastern Wrethan Spire
Status: Shipshape
Ocker - Transport Class
Loadout
Comms Officer
1 VS Topaz Core Crystal
1 S Lift Crystal
2 Topaz Trim Crystals
1 ream of webbing
Carrying: 0/6
Location: The Unfinished
Status: Shipshape
1x Topaz Lance Cannon
2x Topaz Aether Pistols
Topaz Med Core
Topaz Trim Webs x2
Trim Webs x8
Topaz trim crystals x4
Topaz vanguard x1
Kettleguns x9
Comm officers x2
Anguis Hull (Viper: 1x vanguard conversion, 10x web conversion)
---> Squad A: 1/4 Pistols| 1 squad grenades
---> Squad B: 1/4 Pistols| 1 squad grenades
---> Squad C: 4/4 Cutlasses