Upwind: Three Beasts
Long ago¸ when the Masters of the Wind ruled¸ what did they fear? They had armies of enslaved servants¸ amazing technology¸ and the ability to harness unlimited Potential. Nothing should have frightened them¸ but something did. An enemy so terrifying the Masters refused to even record the identity of their foe. This nameless enemy haunted the Masters¸ driving them to create new weapons to fight it. The Masters built a flying fortress to conceal and protect these weapons until they needed them. Then the Masters perished¸ never having activated their defenses. Perhaps their unnamed enemy passed on as well. Perhaps the enemy never even existed¸ save for as a delusion born from the Masters' paranoia. Countless cycles later¸ an expedition of the Children of the Dark discovered a prototype device that infected them with a memetic command that took over their minds¸ compelling them to prepare for this foe's arrival by unleashing the Masters' ultimate defenses. These Children formed a cult called the Vanguard to fight the nameless foe and awaken the weapons. The legacy of the Masters has returned to threaten the present¸ and a lone crew of Explorer Knights must fight the cult and defeat three organic weapons - three beasts - before the Kingdoms in the Light are reduced to rubble.