Three CaptainsThe air around the Three Captains is business as usual. The Crystalclear leaves on schedule to provide additional support on the Kasgyrite front, the Fukutu arrives in similar clockwork fashion with a pair of freshly manufactured skiffs.
After the Marines within the Spire report that things are clear enough for civilian transports, the real work begins. New docks are erected, defense guns set up, and ordinary people prepare to start making lives at the Three Captains. It's the first new territory captured in 25 years of war, and the storm of paperwork needed to properly catalog and approve the necessary expenditures is... monumental. Still, if there's anyone up for the task, it's Wrethan scribes.
Inside The SpireThe marines are able to push forward and claim the spire with minimal native resistance. A few giant spiders raise furtive pedipalps, and subsequently get shot to hell. It takes some time, but the infantry are able to clear enough of the Spire to start clearing ground to start actual habitations and mining operations. There still much that's unexplored, but that can, hopefully, but done by civilians and verminators.
In the following months, the inside of the Spire changes as civilian transports bring in tools, teams of workers, and the materials needed to construct a burgeoning pioneer town to mine resources and export back to Spire Wreth. The marines who'd been fighting for years suddenly find themselves, comparatively, in the lap of luxury, heroes of the frontier called out only occasionally to kill a nest of spiders, but always brought back to warm beds, wine, and a fortifying helping of paperwork.
Near the end of the year, however, a verminator exploration team encounters something in the deepest levels of the Three Captains, in tunnels that stretch below the mist line. The spiders have been steadily pulling back from human contact, seeming now to understand that to attack is to die- an unexpected measure of intelligence. In those depths, the Verminators find a cavern that opens to the outside, to the area surrounded by the fingers of the Three captains.
Suspended from the three immense pillars of the Demi-Spire is a single, vast web. And in the center of that web is a spider matriarch. The verminators report a feeling of enormous age to the creature, and note that hundreds of comparatively smaller spiders clustered around her, both to defend her and to tend her ancient body. Though it would be madness to say that the elder matriarch spoke, all the verminators present report experiencing a series of connected images and feelings. The report that the experience was not harmful, and that it appeared to be a form of communication from the matriarch.
Their story, pieced together and occasionally vague though it might be, is that the Matriarch understands that she has been beaten. She is old, and her children come too slowly now, and she cannot muster enough resistance to defend her home. However, she does not wish to die. She is different from the monsters below, an experiment from another age, and she remembers things from that era. Bits and pieces, nothing she understands, but things that might help you. If you allow her and her kind to live on the lower levels, she can help, providing ancient knowledge and fresh insights from time to time.
The verminators, however, have a separate plan. While a head-on attack would be suicide, a few controlled gunpowder charges at the web's anchor points could dislodge the monster and send it splattering back to the surface where its own kind can deal with it. Not only would it get rid of a monstrous fiend, but the lack of matriarch would greatly simplify silk collection within the spire itself- and from the ruins of the great web.
You must vote on this matter before the next Battle ReportA. Let the Matriarch Live. Going forward, you will be able to burn a die to get a guaranteed +1 on any roll once per year, but it can't bring the roll above 6.
B. Kill the Matriarch. Going forward the Three Captains gets +4 silk production.
Western Kasgyrite DemispireThe siege continues, reinforced by the Crystalclear arriving to ply additional cannon support. Defensive fire is now largely uncoordinated, as their remaining positions are spread thin and can provide only sporadic mutual support. There is still no sign that the Kasgyrites are marshaling support, and the only fire the ships take is from the spire itself.
One more skiff goes down to a bit of bad luck focused fire, but that's really it as far as casualties inflicted.
Blockade captains have noted, however, that the civilian ships have been taking more... suicidal risks in fleeing the spire. Waiting for storms, running in the dead of night, and similar maneuvers- but they're also not terribly great at it. It's relatively easy to continue to pick them off, but some continue to get through.
Kills: Demispire defenses are down to 25%, production reduced by 70%.
Losses: One comet.
The UnfinishedThe scout stationed around the ruins of the Unfinished has some interesting reports to make. Granted, he also makes a number of spectacularly uninteresting reports about the ominous shapes he thinks he sees in the rubble below when the mists are low, but those are forgiven when he reports on sighting the large Kasgyrite vessel originally spotted at the Verdant Vista. She's retreating, along with a single Skiff and another transport. They are not making for Kasgyre, however, and are instead heading into the belt.
The scout remained unseen, and immediately resumes reporting on the ominous qualities of the Unfinished Spire's rubble.
Spire WrethThe Deadline returns to Wreth, getting its webbing stocks replenished at port.
The new Windrider, WOSV Vicious Quill, comes into service along with two additional skiffs, and two more squads of marines.
It is now the beginning of the year 379 AR.
Spire Wreth's Production Stands At,
13(+1)/y Crystal, 60/65 Banked
19(+8)/y Ore, 35/135 banked
19(+2)/y Wood, 54/105 banked
10(+6)/y Silk, 40/80 banked
It is the design and project maintenance phase. You have 5 dice to spend.
E.S.P: 6/20 | 2 Ore, 2 Crystal | Rushed 0 Times | 2O, 2C
Aether Forge 14/27 | - | Rushed 0 Times | Nothing Invested
White Powder: 2/12 | 4 ore + 3 wood | Nothing invested | Rushed 0 times
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.
Wreth TerritoryHaze-Maze Marine Presence: K 0/8 | W 1/8
--->
Marines---> Squad G (No Equip)
Territory: 0/4 | 4/4
Resources: 1C, 3O, 1W, 2S
Conditions: Deadly Gas Pockets, significant vertical shafts and steep tunnels.
Miner's Folly Marine Presence: K 0/18 | W 1/18
--->
Marines---> Squad G (No Equip)
Territory: 0/4 | 4/4
Resources: 1C, 6O, 0W, 1S
Conditions: Toxic Stone, Massive Caverns, pitch-black
The Verdant Vista Marine Presence: K 0/18 | W 0/18
Territory: 0/4 | 4/4
Resources: 1C, 0O, 8W, 2S
Conditions: Mostly earth and soil, Unstable pocket caves
The BeltThree Captains Marine Presence: K ?/20 | W 12/20
--->
Marines---> Defense Squad D: Silk Vest (Officer) | Pincushion (1/4) | Suppressor (1/4) | Gauntlets (2/4) | BLOCK | PLACE x2 | Envenomed Bolts
---> Defense Squad E: Silk Vest (Officer) | Pincushion (2/4) | Gauntlets (2/4) | BLOCK | PLACE x2
---> Support Squad G: Silk Vest (Officer) | Pincushion (3/4) | Suppressor (1/4) | PLACE x 2 | Envenomed Bolts [50%
---> M: Rifles (4/4) | 2x MOVE PLACE
---> L: Rifles (4/4) | 1x MOVE PLACE
---> Squad A: Rifles (4/4) | ECD
---> Squad B: Rifles (4/4)
---> Squad SOA: -
---> Squad SOB: -
---> Squad SOC: -
---> Squad SOD: -
---> Squad SOE: - [75%]
Territory: 0/4 | 4/4
Resources: 1C, 6O, 2W, 6S
Conditions: Kinetoluminescent Ores, Heavily Infested
Wrackspire Marine Presence: K ?/12 | W 0/12
Territory: ?/4 | 1/4
Resources: 3C, 4O, 4W, 2S
Conditions: Unstable Aetheric Phenomena, Broken Spire
Burned MountainMarine Presence: K ?/24 | W 0/24
Territory: ?/4 | 0/4
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.
WOSV Chimera - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadsides]
1 Dragun Cannon+ (Sapshot) [Specialized Dragun Bow Mount]
1 Medium Ikusasa Core Crystal
2 Small Basic Lift Crystal+ (Itshana Refinement)
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbing
Armored Skin
2 Unit of Armor
Location: Western Kasgyrite Spire
Status: All papers are in order.
Comets - Skyskiff Class (x4)
Loadout
2 SUCKERPUNCH Light Aether Cannons (Flanged Heat Sinks)
1 Very Small Select Core Crystal
1 Very Small Select Lift Crystal
4 Select Trim Crystals
2 reams of webbing
Location: Western Kasgyrite Spire
Status: All papers are in order.
Comets - Skyskiff Class (x1)
Loadout
2 SUCKERPUNCH Light Aether Cannons (Flanged Heat Sinks)
1 Very Small Select Core Crystal
1 Very Small Select Lift Crystal
4 Select Trim Crystals
2 reams of webbing
Location: The Unfinished
Status: All papers are in order.
Comets - Skyskiff Class (x2)
Loadout
2 SUCKERPUNCH Light Aether Cannons (Flanged Heat Sinks)
1 Very Small Select Core Crystal
1 Very Small Select Lift Crystal
4 Select Trim Crystals
2 reams of webbing
Location: Spire Wreth
Status: All papers are in order.
Comets - Skyskiff Class (x2)
Loadout
2 SUCKERPUNCH Light Aether Cannons (Flanged Heat Sinks)
1 Very Small Select Core Crystal
1 Very Small Select Lift Crystal
4 Select Trim Crystals
2 reams of webbing
Location: Three Captains
Status: All papers are in order.
WOSV Longlast - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadsides]
1 Dragun Cannon+ (Sapshot) [Specialized Dragun Bow Mount]
1 Medium Ikusasa Core Crystal
2 Small Basic Lift Crystal+ (Itshana Refinement)
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbing
Armored Skin
2 Unit of Armor
Location: Western Kasgyrite Spire
Status: All papers are in order.
WOSV Payoff - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadsides]
1 Dragun Cannon+ (Sapshot) [Specialized Dragun Bow Mount]
1 Medium Ikusasa Core Crystal
2 Small Basic Lift Crystal+ (Itshana Refinement)
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbing
Armored Skin
2 Unit of Armor
Location: Western Kasgyrite Spire
Status: All papers are in order.
WOSV Crystalclear - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadsides]
1 Dragun Cannon+ (Sapshot) [Specialized Dragun Bow Mount]
1 Medium Ikusasa Core Crystal
2 Small Basic Lift Crystal+ (Itshana Refinement)
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbing
Armored Skin
2 Unit of Armor [Slagged Port Armor, 2 Ore to repair]
Location: Western Kasgyrite Spire
Status: Damaged
WOSV Black Ink - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadsides]
1 Dragun Cannon+ (Sapshot) [Specialized Dragun Bow Mount]
1 Medium Ikusasa Core Crystal
2 Small Basic Lift Crystal+ (Itshana Refinement)
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbing
Armored Skin
2 Unit of Armor
Location: Three Captains
Status: All papers are in order.
WOSV Deadline - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadsides]
1 Dragun Cannon+ (Sapshot) [Specialized Dragun Bow Mount]
1 Medium Ikusasa Core Crystal
2 Small Basic Lift Crystal+ (Itshana Refinement)
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbin
Armored Skin
2 Unit of Armor
Location: Spire Wreth
Status: All papers are in order.
WOSV Fukutu - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadsides]
1 Dragun Cannon+ (Sapshot) [Specialized Dragun Bow Mount]
1 Medium Ikusasa Core Crystal
2 Small Basic Lift Crystal+ (Itshana Refinement)
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbing
Armored Skin
2 Unit of Armor
Location: Three Captains
Status: All papers are in order.
WOSV Vicious Quill - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadsides]
1 Dragun Cannon+ (Sapshot) [Specialized Dragun Bow Mount]
1 Medium Ikusasa Core Crystal
2 Small Basic Lift Crystal+ (Itshana Refinement)
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbing
Armored Skin
2 Unit of Armor
Location: Spire Wreth
Status: All papers are in order.
WOSV Marge - Transport Barge
Loadout
1 Small Core Crystal+ (Itshana Refinement)
1 Small Basic Lift Crystal+ (Itshana Refinement)
2 Trim Crystals+ (Itshana Refinement)
1 reams of webbing
Carrying: 0/6
Location: Three Captains
Status: All papers are in order.
WOSV Shibboleth - Transport Barge
Loadout
1 Small Core Crystal+ (Itshana Refinement + Ikusasa)
1 Small Basic Lift Crystal+ (Itshana Refinement)
2 Trim Crystals+ (Itshana Refinement)
1 reams of webbing
Carrying: 0/6
Location: Three Captains
Status: All papers are in order.
WOSV Ledger - Transport Barge
Loadout
1 Small Core Crystal+ (Itshana Refinement+ Ikusasa)
1 Small Basic Lift Crystal+ (Itshana Refinement)
2 Trim Crystals+ (Itshana Refinement)
1 reams of webbing
Carrying: 0/6
Location: Three Captains
Status: All papers are in order.
WOSV Imafuku - Transport Barge
Loadout
1 Small Core Crystal+ (Itshana Refinement+ Ikusasa)
1 Small Basic Lift Crystal+ (Itshana Refinement)
2 Trim Crystals+ (Itshana Refinement)
1 reams of webbing
Carrying: 3/6
---> ECD
---> Squad C: Rifles 2/4 | Pincushions 2/4 | Envenomed Bolts
Location: Three Captains
Status: All papers are in order.
1x Prototype ESP Transmitter
3x Prototype ESP Receiver