Three CaptainsThe Serpentis and the Anguis are able to limp away from the Three Captains without incident.
Inside the SpireBattle does not go well for the marines within the Three Captains. It's readily apparent that Wreth was able to not only reinforce their men, but also to update the equipment for the existing soldiers.
Combat has become something of a grueling affair, and we're losing ground steadily. Their portable cannon means that we cannot stop them in a frontal press- not without throwing away more lives than we have on hand. Our tactic of trying to outflank them has, rather rapidly, been adapted to. At least one of their new squads carries with them a surprising amount of construction supplies, with which they rapidly construct mobile barricades to guard soft-flanks and block the larger spider-tunnels. The strength of these fortifications is limited, but it's sufficient to protect a man from a gauntlet blast once, and Witch-Hunter bolts only penetrate halfway. The former is capable of rapidly disassembling a fortification, and the later has stapled a Wreth soldier to a barricade on more than one occasion, but it's not enough.
The Wreth have brought in a second portable cannon, which is used primarily to guard their flanks. Like the first, it's a monstrosity that can turn aside a promising assault with a single shot. Worse than that cannon, however, is the vileness they've stooped to with their crossbowmen. The all-wood Wreth Crossbow is an inferior thing, with its range, accuracy, and power surpassed by the Witch-Hunter, and only its ridiculous ability to quickly fire multiple inaccurate and low velocity bolts preventing us from completely rolling over it. They've corrected for their deficient engineering ability with a cowards tactic: venom. Even a small scratch from a Wreth bolt now results in intense pain within seconds, and local muscle spasms within a few seconds more. It isn't lethal, and the afflicted recover after about an hour, but even a graze in an extremity is now capable of crippling. Our officers, previously bulwarks capable of shrugging off any wreth attack except a cannon blast, are now rendered low by nicks to their legs and arms.
We inflict casualties here and there, but far too few. Our flanking presses our now met with men behind mobile barricades, holding cheap crossbows and delivering a hail of venom smeared bolts- and that's when our men are fortunate enough to not encounter their second cannon.
Even if he still has men to fight with, the ranking officer notes that he will be forced to fall back imminently unless something is done.
Confirmed Kills: Around a half-squad of men
Confirmed Losses: Unit 4
Kasgyre has neither gained nor lost ground
Rightmost Wreth SpireThe skiff detachment arrives at the Wreth demi-spire without incident. The scouting vessel reveals no enemy vessels in the region, whether as pickets to guard against intrusion or as build-up forces for a push into Kasgyre's territories.
The Demi-Spire itself is verdantly green, and it's not hard to spot the occasional civilian transport moving in and out. The captains aren't enthusiastic about engaging these vessels, but they do it.
It doesn't go terribly well. The skiffs manage to destroy three transports, but they get a hair two close to the docks and a salvo of cannon shots blows apart two of the skiffs. Worse, only one of the transports appeared to be carrying wood, the other two appeared to be fully loaded with... paperwork?
Confirmed Kills: One transport carrying approximately 5 wood.
Confirmed Losses:Two Skyskiffs
BlackstoneThe two skiffs assigned to work as border scouts arrive, assuming positions where the can see one another and have a good view of the spire, but where it would be incredibly difficult to spot both of them at once.
Aside from spotting the Anguis and the Serpentis limping back to Kasgyre, it's a quiet watch.
Spire KasgyreTwo additional squads of marines have been trained and stand ready for action, and two additional skyskiffs have been constructed.
The Serpentis has been fully repaired and fitted with frontal armor and rear ballast.
The Anguis hull has been mothballed, and her equipment transferred to the new (and also up-armored) Pythonidae.
Event: Star-Crossed Lovers
A tactician of Kasgyre, well liked and known to be a man of honor and good standing, has recently tendered his resignation to the crown. He has admitted, of his own free will, that he had met and fallen in love with a woman of Wreth years before the beginning of the war. Even after the events of the war, they've kept up a relationship via letter, both hoping for a resolution to the war that will let them be together once more. However, he recently learned that (by strange and twisted fate) she too is a tactician, on the side of Wreth. He speaks highly of her as a woman of decency and integrity, and they've both agreed that the only honorable thing to do is to resign their posts and sail off to a quiet horizon. He has enough money to purchase a small vessel for himself, and requires no aid from the crown, but as a man of honor he asks for the blessing of the crown to leave Spire Kasgyre, as he no longer believes himself able to perform his role.
What do you do?
A. Give him your blessing.
B Imprison him.
C. Arrange a rendezvous in order to capture the Wreth tactician and gain their knowledge.
Now, Wreth has the female version of this challenge, and the results of your actions are dependent on
both of your actions.AA: Both empires gain the
Lines We Do Not Cross modifier for three years, granting an extra die every year.
AB: The empire who chose B gains nothing, but the empire that chose A gets the
Lines We Do Not Cross modifier for five years.
AC: The empire that chose A gains nothing, but the empire that chose C gets complete knowledge of the enemy's current fleet composition and position, and knowledge of all designs and revisions made in the years 358 and 359.
BB: Neither empire gains anything.
BC: The empire that chose C gains nothing, but the empire the chose B gains the
Justified modifier for five years, which improves all resource generation by 5.
CC: Both empires gain the
Justified modifier for three years.
It is the beginning of the year 359 AR.
Spire Kasgyre's production stands at,
13/y Crystal, 34/65 Banked
17/y Ore, 17/85 banked
19/y Wood, 35/95 banked
10/y Silk, 42/50 banked
It is now the Design and Project Maintenance Phase. You have 5 dice to spend.
Viper Production Line: 1/45 | 7C + 5O + 5W + 2S, +15 From any combination of any resource | Rushed 0 Times | Nothing Invested
Vanguard Cannon: 9/18 | 2 Ore, 2 Crystal | Rushed 1 Times | 4 Ore, 4 Crystal Invested
Signal Flashers: 2/10 | 2 from Any combination of COWS | 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 1/14 | W 0/14
---> Marine unit 6: Proto. Bronze armour (Squad Officer), Aethersilk vest (Team Leaders), Aether Gauntlet (1 per team), Cutlass (full squad)
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: 1C, 2O, 1W, 4S
Conditions: Spider Nursery, narrow and twisting tunnels
Glowcove Marine Presence: K 1/20 | W 0/20
--->Marine unit 3: Proto. Bronze armour (Squad Officer), Aethersilk vest (Team Leaders), Crossbows (1 per team), Cutlass (full squad)
Territory: 4/4 | 0/4
Resources: 1C, 2O, 6W, 1S
Conditions: Verdant galleries, significant bio-luminescence
The BeltThree Captains Marine Presence: K 3/20 | W ?/20
--->Marine unit 1: Bronze armour (Squad Officer), Aethersilk vest (Team Leaders), Crossbows (full squad), Aether Gauntlet (1 per fireteam)
--->Marine unit 1b: Bronze armour (Squad Officer), Aethersilk vest (Team Leaders), Crossbows (full squad), Aether Gauntlet (1 per fireteam)
--->Marine unit 2b: Aethersilk vest (Squad Officer), Crossbows (full squad), Aether Gauntlet (1 per fireteam)
Territory: 2/4 | ?/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 0/24 | W ?/24
Territory: 0/4 | ?/4
Resources: 1C, 10O, 1W, 0S
Conditions: Inexplicably Molten Core, Hundreds of narrow tunnels and small galleries.
The UnfinishedMarine Presence: K 0/45 | W ?/45
Territory: 0/4 | ?/4
Resources: 8C, 0O, 6W, 2S
Conditions: Unfinished infrastructure, Massive open rooms and halls.
Skiffs With No Name - Skyskiff Class (x3)
Loadout
2 Light Aether Cannons+ (Kettlegun).
1 Very Small Basic Core Crystal
1 Very Small Basic Lift Crystal
4 Trim Crystals
2 reams of webbing
Location: Wreth Rightmost Spire
Status: Shipshape
RKNV Serpintus - Viper Class
Loadout
10 Light Aether Cannons+ (Kettlegun)
2 Sections Light Copper Armor
1 Medium Core Crystal
1 Small Basic Lift Crystal
12 Trim Webs
6 reams of webbing
Location: Spire Kasgyre
Status: Shipshape
RKNV Pythonidae - Viper Class
Loadout
10 Light Aether Cannons+ (Kettlegun)
2 Sections Light Copper Armor
1 Medium Core Crystal
1 Small Basic Lift Crystal
12 Trim Webs
6 reams of webbing
Location: Spire Kasgyre
Status: Shipshape
Mercury - Transport Barge
Loadout
1 Small Basic Core Crystal
1 Small Basic Lift Crystal
2 Trim Crystals
1 reams of webbing
Carrying: 0/6
Location: Spire Kasgyre
Status: Shipshape
Skiffs With No Name - Skyskiff Class (x2)
Loadout
2 Light Aether Cannons+ (Kettlegun).
1 Very Small Basic Core Crystal
1 Very Small Basic Lift Crystal
4 Trim Crystals
2 reams of webbing
Location: Blackstone
Status: Shipshape
Skiffs With No Name - Skyskiff Class (x2)
Loadout
2 Light Aether Cannons+ (Kettlegun).
1 Very Small Basic Core Crystal
1 Very Small Basic Lift Crystal
4 Trim Crystals
2 reams of webbing
Location: Spire Kasgyre
Status: Shipshape
1 Viper Hulls
6 Trim Crystals
Mothballed Anguis Hull [[DAMAGE: Heavy Structural Damage| 5 W, 2 O to fix.]]
Current Technology
Infantry
Flintlock Pistol: Cost: 2 ore to give one of either to every fireteam in a squad, 8 to give to every man. Inaccurate beyond spitting distance, incapable of dealing significant damage against hard armor, and liable to explode when used regularly even when given the most expert maintenance, the primary advantage of these weapons is that they can punch straight through shrouds like they didn't exist, and they're slowed by aethersilk officer's coats as much as by an ordinary silk shirt.
Flintlock Rifle: Cost: 3 ore to give one of either to every fireteam in a squad, 12 to give to every man. Reasonably accurate, but slow to reload and still incapable of dealing significant damage against hard armor or ship hulls. These weapons still require expert maintenance to keep them from being single-use weapons, and sustained use still makes these weapons terrifyingly unreliable as service weapons. Still, an excellent choice for shooting through silk shirts and ignoring shrouds.
Grappling Gear: Cost: 1 ore to give to every member of a squad. Standard issue ropes and hooks for boarding vessels or climbing the outside of spires. Cumbersome if you're not going to use it.
Aetheric Gauntlet: Cost: 1 Ore, 1 crystal to give one to every fireteam in a squad, 4 of each to give one to everyone. A gauntlet (usually left handed to keep the right hand free) of copper and leather with a tiny weapons crystal locked into the palm. Capable of firing dozens of low energy blasts of aetheric energy at the user's discretion, but is difficult to aim and the copper cage used to draw heat from the crystal has the unsettling tendency to leave disfiguring gauntlet burns, melt, or set the user on fire if used too frequently.
Bronze Cutlass: Cost: 2 Ore to give to every member of a squad. A simple, heavy blade of bronze attached to a wooden handle. Simple, and brutally effective in close quarters.
Aethersilk Vest: Cost: 1 Silk to give to a squad's ranking officer, 5 silk to provide to ranking officer and team leads, 16 silk to give to every member of a squad. A double layer vest of dense aethersilk, capable of absorbing a considerable amount of Aetheric energy. Can stop multiple point-blank shots from a gauntlet, but doesn't cover the arms, legs, or head. Does nothing against physical weapons or projectiles.
Witch Hunter Crossbow: Cost: 2 wood 2 ore to give one to every fireteam, 8 wood 8 ore for every man.The cranequin mechanism is much swifter than many similar designs (though that isn't saying much), and is integrated directly into the weapon in order to avoid a cumbersome stage of attaching and reattaching. A trained infantryman operating the weapon can crank back that 175 pound arms and fire in approximately 45 seconds. The bolts themselves are typically made with a bronze broadhead point to better shred infantry, and have passed every performance test asked of them- and engineers are confident that they could go through light infantry armor if modified with a chisel point. Includes an escessive amount of brass ornamentation, as well as an ornate identification plate for Division markings.
Bronze Breastplate and Helm: Cost: 1 ore for the officer, 3 ore for squad leaders, 10 ore for every man. Whilst a little on the heavy side, all of that weight is put into protection rather than ornamentation. The new design is thick over the vitals, well sculpted around the arms to allow freedom of motion, and flared at the sides to rest on the hips and keep the weight off the soldier's shoulders. Tests against pistols have shown that the armor has an excellent chance of absorbing shots from beyond point-blank range. Witch Hunter Crossbows penetrate much more readily. Comes with a pair of rip-buckles for quick removal, useful when the armour overheats from repeated aetheric blast strikes.
Ship Tech
Light Aether Cannon+ (Kettle Gun): 1 Crystal, 1 Ore for one. A small cannon, capable of being mounted on deck without reinforcement. Fires powerful blasts of aetheric energy, and uses a removable block of copper as a heat-sink. Relatively inaccurate, short ranged, hot, power hungry, and prone to exploding violently if hit directly by enemy fire. Still, it can blow wood into flaming cinders and will melt through light plating in a few shots.
---> Kasgyrian modifications to use water based heat sinks for the cooling block and additional pipes for the barrel have reduced cannon weight and increased the initial volley the cannon can make before becoming dangerously hot. Causes the cannon to make a distinctive whistle during the first volley, akin to that of a kettle.
---> Further Modifications allow the cannon's water reserve to be refilled during combat. Still, this is a delicate operation that requires a degree of platform stability, provides at best one additional reload in a combat situation, and cannot be done at all on skiffs.
Basic Core Crystal: [VS 3 Crystal | S 6 Crystal] A massive rough gem, grown in vats and used to transduce aetheric energy into electric current. This particular model is relatively inefficient, both as a transducer and as a storage unit. It can generate a defensive shroud around a vessel, but more than a single shot from a light Aether cannon on the same point will knock a hole in the shroud. Will explode spectacularly if hit directly.
Medium Core Crystal: [18 Crystal] Three small core crystals, fused together in a propietary process. While it shares the inefficiencies of its smaller cousins, she's approximately four times more powerful. Under stress, there is a chance that the core crystal will desynchronize, greatly reducing its power output. A desynchronized core can only be fixed by a refit action at the home spire.
---> Medium core crystals now come with a suite of tools designed to monitor its state and resynchronize it in the event something goes wrong. However, the monitoring tools are so effective that an engineer who is familiar with the 'heartbeat' of the core he or she works with can virtually eliminate any chance of desynchronization.
Basic Lift Crystal: [VS 2 Crystal, 2 ore | S 3 Crystal, 2 ore for one] A chunk of crystal the size of a bathtub, heavily reinforced so that it can be locked into a ship's spine. When fed electricity, it will progressively invert gravity's effect on itself, flying upwards and pulling anything attached up with it. This basic model is incredibly power hungry, produces only enough lift for a small ship and internal flaws mean that extreme maneuvers could easily cause it to crack.
Basic Trim Crystals: 1 Crystal for two. Head sized chunks of crystal, similar to lift crystals, though of greater refinement. These produce directional gravity when powered, allowing a ship to make finer maneuvers. Like the basic lift crystal, these are power hungry and prone to fracture of used for rapid maneuverability.
Trim Web: Cost 1 Crystal, 1 ore, 3 wood to substitute for 2 trim crystals. A trim web essentially spreads out the power of a single trim crystal throughout a dozen or more smaller crystals networked together. While this network is of essentially equal power to a single trim crystal, it's ability to spread force out over a larger area allows for much higher acceleration without cracking the crystal. Sadly, it currently needs extensive and custom refit procedures relative to standard trim crystals.
Basic Webbing: 2 Silk per ream. Aethersilk webbing, designed to catch hold of aetheric currents and shunt them into a ship's core crystal. Particularly susceptible to fire from aetheric weapons, which will rapidly cause overloads that burn out whole sections of webbing.
Light Copper Ship Plating: 3 ore per section. Nearly pure copper plates, heavy, but with good thermal conductivity. Useful for spreading out the heat generated by an aether blast. Low melting point does mean that repeated impacts will melt the armor and set fire to the wood beneath.
Ship Hulls
Viper Corvette:12 wood, 5 ore for one.
A fifty foot long frame of wood and bronze reinforcement, her unusual structure reminiscent of the head of a pit viper. She's designed with forward firepower and incredible speed in mind, featuring eight bow mounts and two aft mounts, all of which integrate the mechanical hand-crank system to aim the cannons. She has a notable ability to keep up a good fight even when all of the webbing outside her shroud has been disabled.
She has no usable cargo capacity.
Armament
10 light cannon mounts | 8 in the bow 2 aft.
Armor
None intrinsic
Can mount two sections of armor on the head.
Requires:
1 Core Crystal (At least small, up to medium)
1 Lift Crystal (At least small, up to medium)
4/8/12 Trim Crystals for poor/avg/good performace
6 reams of webbing
Skyskiff 5 wood, 2 ore for one.
At her heart, the Skyskiff is an 18ft long frame of sleek timber and brass reinforcement, built from the ground up to be light on the air and quick to handle. Her basic design is quite old, dating back before the perfection of trim crystals, and she still sports a rudimentary mast that a sail can be run from in addition to the normal spars to run out web. In service, she's typically run by a crew of four. Two gunners who worked crouched in the middle of the ship, a pilot who spends their time practically laying on top of the core crystal in order to manipulate the power control, and the spotter who usually stands at the rear of the ship and calls out directions and threats. Generally, the captain of the vessel is the spotter, due to their superior vantage point and ability to see the entire local theatre.
A notable problem with the Skyskiff is that despite her speed, her web is cumbersome to replace, and without it she's painfully slow. In addition, both her Core Crystal and Her Lift Crystal slots are only designed to fit small crystals. Her small lift crystal means a lot of the burden for vertical maneuvers is still placed on the power hungry trim crystals, which in turn puts more demand on her small core. As a result, her shroud is weak, and a single light cannon blast will knock a hole in it. It still takes two or three more shots before her shroud will buckle entirely, but if another shot comes in the same spot swiftly enough- that's the end of the skiff. Except in the most fortunate of circumstances, a single cannon blast to an unshrouded skiff will destroy it.
She has no usable cargo capacity.
Armament
2 light cannon mounts. One on each side.
Requires:
1 Core Crystal (Up to Very Small in size)
1 Lift Crystal (Up to Very Small in size)
4 Trim Crystals
2 reams of webbing
Transport barge 7 wood, 2 ore for one.
In times of peace, this was the vessel most frequently seen going to and from Spires. She's little more than a wooden oval with a few metal bands designed to support the lift crystal. She's got capacity for crew and cargo, but she's quite slow when fully loaded, and her lack of significant trim crystals means that she can't maneuver with any speed. Her only real defense against attack is to dive down into the mist layer and hope that the attacking vessel loses her trail before the mistmaw comes lurking.
She can hold six units of cargo.
Armament
None
Requires:
1 Core Crystal (Up to small size)
1 Lift Crystal (Up to small size)
2 Trim Crystals
1 ream of webbing
Basic Dinghy (Special, used automatically by Marines to embark/disembark transports)
A very small boat, technically capable of transporting eight people as long as they aren't too broad, don't have a fear of heights, and their legs aren't too long. Her core crystal is about the size of a housecat, and kept powered by a fixed ventral web. She's solid wood, unarmed, and has the tendency to tip alarmingly as she doesn't actually use a lift crystal, but makes do entirely on a trio of small trim crystals. It's a slow and terrifying way to travel. Though she's the primary lifeboat of transports, your chances of survival are alarmingly small if you find yourself alone in a dingy .
When used by marines, she's typically crewed by five, with the squad leader acting as an extra member in every set of three boats. When going into a hostile spire, one marine steers, the other four act as spotters or (if one or more has a gauntlet or rifle) shooters. She's such a small vessel that it doesn't take more than a dozen gauntlet shots for her to break apart completely, and a single shot to her ventral web will (at best) cripple her.
Her core crystal is, technically, capable of generating a shroud. However, the limited energy the miniscule core crystal can process limits the crew to picking two of three options: Maintain Altitude control, maintain thrust, raise shroud. For obvious reasons, raising the shroud is something of a last resort. Worse, even when powered, the shroud can be penetrated by sustained gauntlet fire. This is to say nothing of a shot from a light cannon. The shroud will buckle completely after a single shot from a light cannon, though to its credit, that's one more cannon shot than the Dinghy would have survived normally.
Marines
Massed Fire and Charge: When engaging, Marines will bunch up to focus fire with their ranged weapons until they run out of ammunition or become too hot to use (depending on weapon type), at which point they will charge in with melee weapons.
Defensive Fire: Instead of firing until charging, Marines will look for defensive positions, take cover, and then fire when able from behind said defensive positions. Includes methods for both staggered retreats and staggered advances.
Ambush+Stealth: Currently an abysmal failure of a strategic plan, as soldiers usually blow the ambush much to early and engage on first contact.
Flanking Tactics: Up to four squads of marines can be selected to work together and perform a flanking maneuver. One to three squads will attempt to engage the enemy, while the remaining squads will attempt to find a different venue of attack. The number of squads involved could be increased at a later date.
Ships
Close Aggressively: Ships will attempt to close distance with enemy vessels and engage at close range, firing all cannons until the enemy is destroyed.
Hit and Run: Ships will attempt to ambush enemy vessels from either high above or far below. Instead of remaining in engagement distance after the first volley, the vessel will retain speed and attempt to disengage before turning for another pass.
Airborne Ambush Maneuvers: Similar to hit and run, except with slightly more refined tactics. The fleet using this maneuver will attempt to form a simultaneous two pronged attack from both above and below, and will remain to engage the enemy after the initial onslaught.
Blockade: Orders ships to form up around a spire, out of range of enemy emplaced guns, and attempt to prevent vessels from coming or going. However, a strong kasgyrite sense of honor all put prevents them from firing on unarmed civilian vessels.
Scouting: Orders a ship or ships to find an overwatch position, either to defend a fleet or to scope out a particular location. Currently uses cannon fire signals, but will switch to more efficacious methods when able. Quite effective.
Gun Swivels: Rudimentary swivel mounts operated by hand cranks. These represent a first effort in the field, and are scarcely more effective than manual movement for light guns, except when trying to aim for a very precise point when still, but they can carry a decent amount of weight and serve as a reasonable proof of concept.
Small Docks: Relatively simple affairs of wood jutting out into the void, capable of servicing a relatively small number of light craft. These docks are best suited to peace time usage, and are ill-equipped to service or build true warships. Light defensive cannons have been mounted in strategic positions, and will be upgraded automatically when needed.
Provides a single production line that can be used for any small or smaller production pattern.
Marine Academy: The basic and unaugmented marine academy, where men and women are transformed from milksop civilians into hardened marines.
Provides a single production line to be used ONLY on Marine production.
Production Patterns
Basic Marine Training: [Max: 25 | Rate: 2]
Generates Marine units at the spire. These marines are capable in hand-to-hand combat, but are not provided any initial weapons. You might want to buy them swords, at the very least.
Skyskiff Pattern A: [Max: 10 | Rate: 2]
Creates two Skyskiff units per turn, up to a max of 10. Each skyskiff is outfitted with
2 Light Aether Cannons.
1 Very Small Basic Core Crystal
1 Very Small Basic Lift Crystal
4 Trim Crystals
2 reams of webbing
Buyback cost: 9 crystal, 6 ore, 5 wood, 4 silk
Skyskiff Pattern B: [Max: 7 | Rate: 1]
Creates one Skyskiff units per turn, up to a max of 7. Each skyskiff is outfitted with
2 Light Aether Cannons.
1 Very Small Basic Core Crystal
1 Very Small Basic Lift Crystal
4 Trim Webs
2 reams of webbing
Buyback cost: 9 crystal, 8 ore, 11 wood, 4 silk