Evil Adjutant Quest: The Last Gasps of the Erudian Empire

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Evil Adjutant Quest: The Last Gasps of the Erudian Empire
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Turning and turning in the widening gyre
The falcon cannot hear the falconer;
Things fall apart; the centre cannot hold;
Mere anarchy is loosed upon the world,
The blood-dimmed tide is loosed, and everywhere
The ceremony of innocence is drowned;
The best lack all conviction, while the worst
Are full of passionate intensity.
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Character Creation

Jemnite

CVN-69 Fella
Location
清源书院
"Empires always have the hubris to think they are indestructible, when in fact they are always unsustainable."

The Erudian Empire bestrides the world. For three centuries it has suborned the continent through conquest and subjugation. It has crushed rebellions and revolutionaries through the power of cruel suppression and military might. But now, having reached the natural limits of its expansion with no new conquests to loot or new resources to exploit, the Empire is waning. Its corruption, once negligible compared to the vast amounts of booty that its conquests brought into the treasury, now weigh heavier and heavier upon the imperial budget every year. The proletarii, once easily coopted with nationalistic zeal against one enemy or another, now question the empire's repressive class system and agitate for more rights. The provinces, once shattered and broken from their defeats, now lick their wounds and consider independence. These ills, left untreated, shall surely destroy this iron titan.

Yet the Erudian nobility seemingly have no intention of reversing their empire's decline. The high nobles are too glutted on their own wealth and too concerned with looting imperial institutions to their own benefit. Or worse yet, they have joined the reformists and seek to tear everything down that has facilitated the Erudian Empire's rise in favor of the downtrodden. The military and bureaucracy are filled to the brim with sinecures and bought men. The heroes that crushed Erudia's enemies and massacred its foes are all past and gone. Except for one.

General Arin au Elwood. A throwback to the conquering days of the Erudian Empire. Born to the ranks of the common folk, his rise is a legend in of itself. He is a true imperial loyalist, a rare sight in the modern age, and his followers are militarists and imperialists who seek to restore the Erudian Empire to its glory days of conquest and brutal subjugation. To those who have been crushed by the Empire, their nations wrought asunder and destroyed, the general is a terrible villain. To his followers he is a shining luminary who will restore the empire to glory. In people's minds he towers above, either as a demonic figure or a noble one.

But looking at him you would never suspect such a thing. Physically the general is quite a placid figure. Unassuming. Not poorly groomed but clearly dressed down for a man of his stature, with none of the pageantry that one would expect from an imperial hero. He can only drink tea after he has let it sit to cool for a few moments. He grooms his salt and pepper hair to a close military crop and puts his reading spectacles in his breastpocket. He walks with a cane after an an injury taken during his more active days as a field officer. And he is accompanied everywhere by his right hand, a young women rumored to have been a ward of his ever since a young age.

Those rumors are true. And that young woman is you.

Choose a origin

[] A street urchin. A gutter brat. You were picked up by the general at a young age from the street and he gave you everything. A home, a heart, a house. Your education is entirely thanks to the general. Your rank is entirely thanks to the general. Your skills are entirely thanks to the general. Your life is entirely thanks to the general. You will die for him. (Loyalty ∞+, Nobility Social Standing -, Desperation +, No background +/-)

[] A distant relative. Those who come from the ranks of the pleb and prole have little to rely on except for vast extended family networks and you came from one of them. As an extra mouth that your immediate family could not afford to feed, you were given unto the care of a distant relative, aka the General. You have seen the fortunes of your bloodline rise with him. You will die before you let them fall with him. (Loyalty ∞+, Blood Ties +/-)

[] The noble scion of a fallen house. The lesser nobles rise and fall with the tides as according to the Empire's social darwinist philosophy and are but pawns in the games of the high nobles. Your house fell and you saw your whole family put to the axe. But the general recognized the hate in your eyes for an asset and offered you hope. Your life is his to spend as he wills. You will die for him. (Loyalty ∞+, Powerful Enemies ---, The Power of Vengeance ++, Vestigial Ties +)

[] The converted captive. Of your people, you are the only one left. You only survived by a chance of fate. The General was only a junior officer when he picked you out from the ashes of everything you had known. Your feelings are a complex mess. The Empire killed your people, but you have nothing left to live for except the General. Despite the fact that you hate the institutions which he seeks to revive, you will die for him. (Loyalty ∞+/-. Proven Loyalty +, Lost Arts +, TRAITOR -)

Choose a specialty skill

[] Charm. Charisma. Whatever they choose to call it, you have it. You are a leader of men. You know how to bring fire to a crowd and to coerce an individual in a dark room. You can reassure, threaten, terrorize with great effectiveness. You can convince men to spend their lives for you. And that's the greatest power of all.

[] The arts. Not the soft arts of culture, no, the Empire has no need of such things in her military. You speak of the sorcerous arts. You are talented at both the sanctioned imperial magics and the unsanctioned witchcraft and can wield them to great effectiveness. Your hand can tap the very fabric of reality and remake it.

[] Personal prowess. You are a combat savant. You understand intuitively the way individuals will react, will act, will move, and from there you understand how to break them. You are a master of both ranged and melee weaponry and can pick up and kill with anything in contact with your limbs. You kill as easily as you breath.

[] Tactics. You are made in the same mold as the General, and that is your greatest pride. You are able to gaze upon a sight to see weakness and how to exploit it. Advantages and disadvantages are second nature to you. You have a second mind constantly working at how you can turn the latter into the former. You are a second General.

Choose a reputation defining trait

[] Ruthlessness. When the Seventh Army marched over the twelve hills of Akelstadt and crushed the Third Rebellion of the Hodlers, the General set you to secure his rear and protect the supply lines as his van dispersed across the forest hills. Faced with partisan attacks from the local villages your response was thus: Burn them. Burn them all. Your men destroyed the villages in your way and corralled the inhabitants into holding camps to keep better watch over them. Those who ran or resisted were cut down as rebels and traitors. The hodlers grew to hate you, but their hate mattered little for after the rebellion was crushed half were stripped of citizenship rights and the other half sent to hard labor. Through your brutal and decisive actions, you gained a reputation for ruthlessness and a willingness to do anything for the sake of Empire and General. (Dread++, Proven Loyalty+, Hate -)

[] Tenacity. During the subjugation of the Yohrdalites, at the Battle of the River Qahl, the General sent you to lead two regiments through an upstream ford in a diversionary attack. Where most commanders would have only gone so far as to skirmish and occupy the enemy's attention you threw yourself at their defenses with ferocity. After three repulsed attacks your forces succeeded in breaking through the other bank so that you could lead two cavalry companies to sweep through the Yohrdalite army's flank and take the head of the their commander. Your accomplish earned you many accolades and a reputation for persevering against fierce opposition, but also spending troops blood like small coin. The army never forgot that the river Qahl ran red with the blood of all the lives that you spent crossing the ford, traded for accolades and medals. (Acknowledgement++, Reliability++, Butcher General --)

[] Cunning. Rather than whet your edge on the battlefield, the General chose primarily to use you as a sharp blade to sharpen the edge of his other commanders. In that role you served mostly as the leader of the enemy contingent in training exercises. You performed in that role excellently, crushing the General's relied upon commanders in training exercises to sharpen their own skills at command. Yet, at the same time you earned a reputation for being arrogant yet untested. The victories you earned in training exercises sometimes relied more upon the rules of the exercises and you did not shy away from exploiting cheap trips and technicalities to score wins. Without any any real combat accolades to counter this, these incidents have tainted your reputation as someone who is only skillful in rules-constrained exercises. Otherwise known as someone who abides by the letter rather than the spirit. (Out of the box thinking++, Friendly Adversary+, Ally Familiarity+, Unblooded--)

[] Thrift. You managed the pursestrings and logistics of the General's armies. While this of course made you a critical figure that everyone had to earn favor with, it also earned you a reputation as a hardass. In order to be a good supplies officer there was no way that you could accede to everyone's requests and so invariably some people got the short end of the stick. The grudges stuck around as long as the fear did and somehow you have developed a reputation as a figure to be hated yet also must be pleased at the same time. Your accomplishments in the role of a logistics officer were many, yet not many were acknowledged for the work of the person managing supply lines is largely invisible to the officers at the front leading glorious charges of one kind or another. (A Figure to Be Feared +/-, The Account Books++, Underappreciated-, Equipment Expert+)
 
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The History of the Erudian Empire
The History of the Erudian Empire

The origins of the Erudian Empire lie upon a small set of colonies in the Bay of Cantus 300 years ago. Foreigners in a foreign land, the colonists were not from the Erudian continent. Rather they were by and large refugees from the various nations of the Mirian continent, who had struggled amongst themselves for hegemony from hundreds of years. Seeking refuge from the turmoil of the wars that dominated that land, the forefathers of the Erudian Empire fled across the small sea and settled in the Bay of Cantus to live their lives. At first, they possessed no pretense to empire. Shielded as they were from the rest of the continent by the Discar mountains the refugees were primarily concerned with trade with the people they had left behind. But as the second generation passed and the third grew into being, some began to look beyond the Discar mountains and at the fertile lands that surely ranged beyond. The colonists split into two factions, the ones that still possessed the refugee spirit of their forefathers and wanted no piece in that violent struggle and the ones that forgotten why their ancestors fled to Erudia in the first place and wished to exploit that wilderness. They fought a civil war. The latter won.

And that was the beginning of the Empire.

At first the Empire was not called an Empire. A republic, they called themselves, and the Emperor was only but an Archon, not appointed by a bloodline consecrated to rule, but personal leadership capability. The armies that marched over the Discus mountains alternately consorted and subjugated the native populations, allying and destroying as the tactical situation changed. But as the strength of the Erudians grew, so did the balance of power between them and their allies. Valuable allies went from equal partners to junior partners to vassal-states. Some of the native allies, seeing their once valuable 'allies' worsen their treatment, turned against the Erudians and were destroyed and enslaved like what had happened to their once enemies. Some, without the power to resist, could only be integrated and watch their members be turned into second and third class citizens in the Empire.

The wealth seized through these conquests were funneled into the pockets of leading Erudian military officers who soon became Erudian aristocrats. In order to justify how much of their ill-earned wealth was flowing into their pockets, they promogulated a philosophy of 'freedom' that quickly became the new rising Empire's national ethos. 'Freedom' was the right of each and every Erudian to rise to power on the merit of themselves and their bloodline. All success was built upon the principle of merit and merit inherited from one's ancestors. The right of the state, it was argued, to have a hand in the wealth of these newly risen Erudian aristocrats was verboten. To redistribute wealth more equitably would be nothing but to sabotage the selection of the meritorious to elevate failure.

In other words it was laissez-faire capitalism built on the bones of Lamarckian Social Darwinism.

The leading Archon at first, fought back against this philosophy. He was selected by the people to represent the will of the Erudians, imperialistic colonists that they might be, and such he felt he had a duty to represent the wellbeing of the majority of the Erudians. But even the position of Archon was not immune to the eroding influence of hereditary power and capital. By the time the seventh archon rolled around, he had channeled this zeitgeist to transform the Archonship to an permanent imperial institution. He crowned himself emperor by right of blood and merit and set in stone the Erudian Empire.

By the year thirty-two Imperial Ascension, the Erudian Empire stretched from sea to shining sea. And the Empire turned its eyes outwards to become the hegamon of the known world for the next two hundred years.
 
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On the Road to the Capitol 1
Colonel Cantus reenters the wagon with a thump. The once blue furred jacket of his uniform is stained red with battle. He salutes once to General au Elwood. "Bandits sir," he reports. "Nothing but ragged men with fowling pieces and reforged cold weapons. The dragoons whipped them up something tidy. Didn't even have to get the hussars involved."

General au Elwood smiles at the idea. "I doubt that they would have agreed to charge in against simple bandits even if you requested it of them. Such foes would be below them."

"Too true," Colonel Cantus replies. He slaps his jittering leg a few times in good humor that slowly falls away as he looks to the General's side. "Any reason why you're staring at me like I've done you a foul, Major Fritsche?"

"You," you say. "Are dripping blood all over my crisp white sheets."

"Oh." Colonel Cantus tabs his cheek with a handkerchief. "Is that better?"

Your lips purse. "Quite."

"Then, with my report done I will be leaving. General. Major." Colonel Cantus salutes again and hops out of the wagon, right into the saddle of a horse harnessed to the side like a boat moored to a dock. With a 'hiyah' and a kick of his heel he is gone, galloping away towards the front of the column. Leaving only you and the major behind in the wagon.

You sit back straight in your seat and consider the paperwork you would need to file to reduce the discretionary budget for Colonel Cantus's command staff for the next two weeks. The General taps his leg thoughtfully. "Are you upset?" He asks.

"No," you reply instantly. Why would you be mad? There is nothing to be mad about. You aren't mad in the slightest. Not even that irritant who just walked his dirty boots over your crisp white sheets could make you mad. You aren't mad.

"Is this about our orders?"

Okay. You admit it.

You are mad.

"Yes," you admit frankly. The General has never been one to be dance around words; you were taught from a young age that when you engaged with him it was better to be forthright, even with failure, than to conceal and exacerbate problems. "This is nothing but an insult to you and your personage sir. Reassignment to the capitol, now of all times when we were just about to roll into the Moli's soft undersides, is a sign of their distrust. The council is not only wasting you, they are also blatantly signifying that they don't trust you. You are more a man of the Empire than they are. They have absolutely no right to do this sir."

The General frowns. "There are no rights when it comes to military orders Major Fritsche."

"Yes sir. My mistake."

"And the rebellion is indeed a very serious issue." General au Elwood says. "They have survived in the heart of our Erudian Empire for over two years now without being rooted out. Their tenacity reflects the threat that they pose to our empire."

These are kind words but they are false. You know it and the General knows it. He only says them because he is a loyal man of the Empire. "Then why won't they allow any detachments larger than a battalion in size within a league of the outer walls? Why do they not allow the Guard to leave the Imperial Sanctum?"

General au Elwood shrugs. "I do not know. But neither you nor I are to question them. Military orders are absolute."

"Military orders are absolute," you echo hollowly. Anything sealed and signed with the Imperial Seal, no matter how ridiculous and no matter how obviously written by the Council's advisors, is just about as good as the word of the Emperor to the General and thus absolutely absolute. A true Imperial loyalist never questions orders. They only fulfill them.

Even when the orders are a pile of DOGSHIT.

Just thinking about it is making you mad. You need some fresh air. "Sir with your permission I will go check the rest of the column."

The General waves you off. "Go. I don't need a maid."

You salute and you leave the wagon posthaste.

With the return to the capitol, the seventh army under the command of General au Elwood has shed most of its bulk as the regional armies returned to their posts. Of the seventh's armies remaining troops there are only Imperial regulars, hardened trained veteran sworn into the service of the Emperor and Emperor alone. Even so, it is still massive. Arranged in the standard doctrinal marching column, cavalry (save for a detachment of heavy cavalry reserved as a flying column at the rear) at the front, infantry behind, with artillery and baggage trained squeezed in the gaps, the seventh army stretches over a full four leagues of the Imperial Road. And soon enough all of them will be sitting on their ass outside of the capitol, doing nothing except assuaging some high noble's ego.

...that last thought was not at all conducive to your growing anger. Maybe you should actually get going instead of letting yourself stew in your anger. You haul yourself onto the top of the wagon and take a looksie.

You move...

[ ] Forward. Towards the scouts. They just engaged with some bandits that were harassing some of the towns in your path and you're curious to see what happened with your own eyes. (Pros: you gain immediate tactical information about a recent combat engagement; Cons: you might see Colonel Cantus again)

[ ] Forward. Towards the commanders. You can talk with them about this whole 'return to the capitol' thing and since you're fairly sure they all share the same opinions about it as you do, commiserate with them too. (Pros: You get to converse with the General's other most trusted subordinates, Cons: Venting may be therapeutic but it also might just make you even angrier)

[ ] Rearwards. Towards the baggage train. While officially you are not the army's chief supply officer, informally it's pretty well known that you are essentially in charge. This is your home territory, your home turf. It's also where most of the impressive arsenal of mystic treasures you've collected over the years is stored. (Pros: Your turf; Cons: Turtling is a shit strat)

[ ] Rearwards. Towards the hussars. (Pros: HUSSARS; Cons: It's too early in the day to get blackout drunk)

[ ] Write in
 
On the Road to the Capitol 2
You move forward, taking a few steps across the curved shingled roof of the General's wagon and then fling yourself across the air. You swan over the gap in front of the General's wagon and then lightly skip across the wooden ribs of the wagon in front, because if you stepped on the canvas top you would surely go crashing through. And then you begin to move.

The Imperial Regular Army is a fully wheeled force. Gone are the days of the foot soldiers marching across dirt trod roads, vast columns trailing down the road, where every man carried their own kit and their own food. Instead nowadays, as has been the case for the last three fourths of a century, everyone rides. The old guard often complains that it makes men weak. That riding in hoof-drawn carriages instead of having to tough it out, marching for hours on end in the hot sun, has irreversibly degraded the quality and morality of the troops, turning them into the fine imperial guard of yesteryear into slackards and ne'er do wells, that do nothing but suck of the teat of the Imperial treasure to feed their rotten gullets.

You think that these people are stupid, and that they remove their machoistic desire to be dehydrated under a hot sun for the sake of having the troops be hot, weary, tired out and unfit for battle away because it doesn't have any place in your Imperial Army.

As you skip over the roofs of canvass hooded wagons, you spot the occasional squadron of riders, moving up and down the perimeter of the column, watching for ambushers. This too, is an old custom, but it is at least one that still makes some sense. Back in the day, when the Empire was still securing the continent against the barbarians who lived here, ambushes across the forests were common. Though Erudian terrain no longer resembles that vast untamed wildland, the green cover for a hidden army having been cut away from the main imperial highways, the habit of patrolling against ambushes still serves a purpose.

Unlike trudging through mud.

You spot a command wagon up ahead. Unlike the others, patched up out of fabric and wood, it has a proper roof, for one thing, and is a bit better armored. Also the regimental flag is waving out the side. You clatter to a halt across the roof and swing yourself down the side, making sure to scrap your boots at the entranceway because you are not the sort of barbarian who tracks mud all over the inside of someone's carpets. You knock once. Twice. Thrice.

The door swings open.

Colonel Leyarche looks you in the face. The colonel wears the dress of his regiment, the shako traded off for the mitre cap as is so common of grenadiers. He tips his cap off where it slopes over his head and you can see the hint of a horn from under its shadow. His eyes, red as ever, stare out curiously at you. "Major Fritz?"

"Colonel Leyarche," you greet him. You can see his of his subordinate officers peeking out from inside the carriage.

"Is there a reason you're here?"

Besides an excuse to rant? Not really. "Just checking up." You make a subtle signal that he is supposed to invite you in.

"Ah, if there's nothing then I'll leave you to it." He starts to close the door. You catch it. Idiot grenadiers. Did he not understand your signal?

"Hold on a second," you say. He- why is he still pulling on the door! "Aren't you going to invite me in for a drink?"

The colonel freezes. Finally you manage to yank the door open again and stare him in the face. "Well?"

He sighs. "Alright then. Come in."

You follow him into the wagon. Three, four of the colonels underlings sit there. You've seen the Colonel en Second a few times and the others one or twice, but you don't know their names. As far as you're concerned Colonel Leyarche is the only one in the grenadiers you interact with on a regular basis.

"Verdante," Colonel Leyarche says to one of his subordinates wearing the buttons and epaulettes of a major. "Pour out some tea for Major Fritz."

The now named Verdante reaches below a wooden bench to pull out a tin flash, and an accompanying cup. You take the cup of tea and take a sip. It's cold. You tell Colonel Leyarche it's cold.

"Apologies," he says tiredly. "We don't exactly have a kettle and a fire in here. Do you need anything else?"

"No, this is fine." You take another sip of the cold tea as your eyes roam around the wagon. There a lot less sheets here than there is in the General's, but a lot more random crap piled everywhere. Flasks of various liquids sit together, squeezed into empty spaces on the floor or shelf space on the benches. Your eyes roam over Leyarches subordinates and they shift uncomfortably.

Feh. Grenadiers.

"Is there something you wanted?" Colonel Leyarche says tiredly. "Just go ahead and tell me. I can give you cold tea all day or we can talk, but the tea is just going to get worse."

You frown. No fun. "Don't you have any alcohol?"

"Drinking liquor on campaign before sundown is forbidden by military regulations."

You stare at Leyarche. He gives in. One of his subordinates finds another flash- you have no idea how they can tell these apart- and pours a small bit of something into your cup of disgusting cold tea. You take a sip. It's some weak brandy. Leyarch fucking pissed out on giving you the good stuff. You'll remember that when it comes to payday.

"So, how much of that do you want to drink before you're willing to talk to me?" Leyarche asks. You take another sip. And another. Leyarche frowns. "I was joking about that, please don't get drunk in my wagon."

He actually sounds a bit annoyed. You feel like you've snookered the colonel enough. Might as well start talking. "What do you think about our new assignment?"

"In the capitol?"

You nod.

"It's military order is what it is." Leyarche says. "I can't really tell you anything else."

Leyarche is so annoying. When it comes to thinks like this, he's like a shittier, lazier version of the General. But unlike the General you don't really care about respecting his wishes. "Can't? Or won't?"

"Can't." Leyarche shrugs and then leans back into his seat. "I'm just an idiot grenadier, remember? Don't have the brains to come to any real conclusion.

You stare at Leyarche.

"Tch." He sighs. "Look, I really don't think about that stuff. I know Marko's been bitching about it the whole week but for me it's just a chance to stand down for a bit. Spend some of that pay that's been sitting heavy in my bag. Visit the whorehouse. Whatever. I really don't want to think about stuff and I really don't."

You stare at him. He stares back. He really isn't going to talk about it, huh? Forget it. You drain the last of your cup and put it aside as you get up. You'll leave him to it then. No point in taking out your anger on him.

Leyarche pulls you back for a second.

"Hang on," he says. "Are you planning to talk with Marko?"

You might. You haven't decided yet. "Maybe," you tell him. It's a mostly honest answer.

"That guy...." Leyarche says. He pauses for a second, his words awkwardly jostling around, not sure how they're supposed to fit together. "Well, Marko's just of angry about it. Really angry. Probably too angry about it. Doesn't give me a good feeling."

"Good feeling about what?"

"...just doesn't give me a good feeling."

Leyarche won't give you a better answer but he does let you go and exit his wagon. You haul yourself back on the roof again, a little bit less angry and a little bit tipsier. Leyarche's warning rings in your head.

Should you go back?
[ ] Nah, let's go see Marko.
[ ] Maybe. There's some other stuff you could go do. (Choose another option from last update)
[ ] ...yeah. You've got enough fresh air, just go back to the general's wagon.
[ ] Write in
 
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