Burned MountainInside the SpireIt's a long, hot, Journey to the heart of the burned mountain. They do the best with what they have, but more men fall ill exploring the curiously angled corridors and strange rooms within the mazelike sections of the Spire's interior. It's a maddening place, its geometry irregular, its temperature beyond swelting, and every step haunted by the mechanical beat that serves as the only guidestar to keep the marines oriented on their goal.
The first breath of cool air on the faces of the men is met with shock and fear, filled with worries over blackdampf or of the heat causing illusions in the mind. Yet as the captain orders the men back and sends a group to proceed ahead cautiously, the blessed sensation is verified. There's a cool breeze coming from deep within, its eddies matched to the Spire's heartbeat.
The Captain orders the breeze followed back to its source, if only for a little relief for the killing heat, and the corridor twists and winds until it opens without preamble into a vast inner chamber. Shaped like a rain drop balanced perfectly on its point, the marines enter a little more than a third of the way up the kilometer tall chamber. Metal edged stairs have been cut into the outside wall, spiraling upwards through the chamber. The center of the chamber is dominated by an enormously pillar of metal that hums with energy, periodically emitting the massive mechanical beat heard from outside. Lower, past the steps below, is a field of clicking machinery- some working, some stopped, and quite a bit of it ruined by enormous rockfalls or cracks where the floor has opened up. The side rooms are similar. There are hundreds of the things, enough to house a substantial working population, but as many are destroyed as are extant.
In numerous places, shafts metal rimmed shafts have been cut through the sides of the chamber walls, and it is from these that the cooling breeze flows. The captain writes further of the contents of the rooms, filled with peculiar machinery and great crucibles, but all of it far, far beyond her paygrade to operate. What she does find of note, however, is a quick way out. Near the top of the chamber is a much larger passage, blocked by a massive pair of doors, impossible to open but for an aged, but still operable, counterweight mechanism. On the other side, the doors have been crafted to blend into the rock, and the shaft cuts a nearly straight course directly out of the spire to an cave nearly overhung by a lava flow. Though dangerous, it would cost far fewer lives to bring civilians in through here, rather than risk the maze.
Unfortunately, the Captain also sees something else from outside the passage- A Wrethan Windrider, circling the spire slowly. While there's very little chance that she was seen, their presence will make bringing in civilians impossible until ousted.
Losses: 50% of Squad Siegrun
Burned Mountain is now Under Spire Kasgyre's Control
The HiveThe fleet moves to The Hive without incident. While they see no conflict, the citizens of The Hive are well comforted by their presence during these trying times.
The GlowcoveLikewise, all is well at the Glowcove, but they're touched at the gesture of support.
BlackstoneWith the guns of Blackstone silenced by the Wrethan fleet, sneaking out proves more difficult than sneaking in. The remaining ships are no dedicated to their blockade work, and it's a close call and a lucky window that lets the Ocker escape back to Kasgyre without incident.
Inside the SpireThe marines continuing their fighting retreat back through the homes of their brothers and sisters, always staying one step ahead of the Wrethans, but unable to prevent them from gaining ground. The Wrethan proclivity to sustain their front by pushing forward in shifts makes it more difficult to lay decent traps ahead of time. However, the terrain, and the people, favor Kasgyre. Anyone not willing or able to provide support is sent as far back as possible, deep into mine shafts.
The rest do what little they can to help the marines. They are eyes and ears, drawing forces for ambushes, or accomplished rock hurlers. Unfortunately, they also die quite quickly to cannon blasts and are readily incapacitated by venomed crossbow bolts.
However, even cheap and untrained help is better than none, particularly when it comes to ambushes. A little recon-work shows that the Wrethans shift fighting is getting more imbalanced. Half the time, they fight with a larger force, four or six squads strong, armed to the teeth primarily with rifles, aether cannons, and their conventional cannon. However, when they rest, they fighting is picked up by a much smaller force, perhaps three squads strong. That's the force that the ground captain is focusing on baiting and striking.
The smaller force still comes with a frightening number of cannons, but those cannons can't fire everywhere at once, nor are they particularly quick to re-orient. The best ambush mission of year utilized both, as well as our new camouflage to great effect. Wrethan soldiers were drawn down through a housing sprawl, in the process of forcing the surrendered of the civilians who had not complied with retreat orders. The mob of 'milita' rebels made a probing attack from the front- little more than hurled rocks and a single thrown lantern, but enough to get attention their attention. Time enough for camouflaged marine squads to open up a heavy crossfire and for our remaining cutlass wielding men to emerge from buildings to cut and slice in close quarters where the cannons were useless and their rifles of limited effect. It was a bloody ambush, and one that costs us most of our swordsmen, but they succeeded in inflicting disproportionate casualties and splitting the core crystals of two of their cannons. Considering that those cannons appeared to be shared between their fighting groups, this represents a significant blow.
Kills: Roughly two squads of Wrethan Marines, 2 Aetheric Cannons
Losses: Squad C
Wreth has gained ground at Blackstone
Spire KasgyreThe enemy attempted to spy on us once more, sending one of their Windrider vessels observe airspace around the Home Spire. While it would have been exceptionally difficult to mount an interception, with nearly all of the fleet deployed at the Hive and their vessel outside of our spire gun range, our new lance cannons mounted in the Home Spire's defensive batteries were able to make short work of the intruder once he was spotted.
The Dionysus and the Jupiter, mercifully, make it home safe.
A new Natalie has been produced at Spire Kasgyre, and two more squads of infantry stand ready.
Event: The years no doubt have change me, sir.
You've been at war for nearly thirty years. Thirty years of people wondering if today is the day that ships come to rain fire from the horizon. Thirty years of sons and daughters dying on far shores, sacrificed in the name of war. Thirty years. Those who were once too young to understand the concept of war now grip their children close and fear the day when conscription comes to rip them apart.
Yet society must live on. Thirty years of war is not something that can simply be shrugged off, it changes the fabric of a generations, and in so doing alters the structure of society itself. Tell me, how has the war changed your society?
The team with the most interesting/insightful/thought provoking reply will be rewarded with 2 extra bonus die for 3 years.
It is now the beginning of the year 381 AR
Spire Kasgyre's Production stands at
12(+12)/y Crystal, 97/125 Banked
12(+2)/y Ore, 68/95 banked
17/y Wood, 81/95 banked
10/y Silk, 55/55 banked
It is now the design and project maintenance phase. You have 6 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 3/14 | W ?/14
Territory: 2/4 | 2/4
---> Squad A: 1/4 Tpz. Pistols | 1/4 Pistols
---> Squad B: 1/4 Tpz. Pistols | 1/4 Pistols
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 9/24 | W ?/24
Territory: 2/4 | ?/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.
RKNV Anguis II - Viper Class
Loadout
Bronzewood Hull: Medium Turret Mod
1 Communications Officer
2 Light Topaz Aether Cannons+ (Kettlegun) [2 front, 1 rear]
2 Light Aether Cannon+ (Kettlegun) [1 Front, 1 Rear]
1 Prototype Lance Cannon [Front]
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: The Hive
Status: Shipshape
RKNV Viperidea - Viper Class
Loadout
1 Communications Officer
4 Light Aether Cannons+ (Kettlegun) [2 front, 2 rear]
1 Light Topaz Aether Cannoń+ (Kettlegun) [Front]
1 Topaz 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: The Hive
Status: Shipshape
Natalie - 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: Spire Kasgyre
Status: Shipshape
Natalie - 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: Spire Kasgyre
Status: Shipshape
Natalies - 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: Glowcove
Status: Shipshape
Natalies - Skyskiff Class (x3)
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: The Hive
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: 0/12
Location: Spire Kasgyre
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: 0/6
Location: Spire Kasgyre
Status: Shipshape
Ocker - Transport Class
Loadout
1 VS Topaz Core Crystal
1 S Lift Crystal
2 Topaz Trim Crystals
1 ream of webbing
Carrying: 0/6
Location: Spire Kasgyre
Status: Shipshape
Topaz Med Core
Topaz Trim Webs x2
Trim Webs x8
Topaz trim crystals x4
Topaz vanguard x1
Kettleguns x10
Anguis Hull (Viper: 1x vanguard conversion, 10x web conversion)