What would readers prefer?

  • Pure narrative quest: no dice will be used, the author will have free reign to decide what happens.

    Votes: 25 59.5%
  • New dice system: the author will design a new, better dice system to add some randomness and risk.

    Votes: 17 40.5%

  • Total voters
    42
  • Poll closed .
We're not doing anything about the siege train while it's vulnerable?
The siege train is technically vulnerable, but our force would need to either go through or over the imperial camp, which is described as having too many soldiers to fight. Either we send a handful of flying units over the enemy camp and hope their archers aren't very alert, or we have Ryza zap them a few times with Bolting. The first is risky, the second feels like a token effort that spreads our forces thin without doing significant damage.

That's my take on the situation, anyways.
 
We're working with a small skirmish group, and the siege train is on the far side of a significant army detachment. Ready to fight or not, they'll stomp us into the dirt if we provoke them before the main southern army gets here.
There were several tactical options that seemed viable to me, but clearly I'm outvoted on this one.
 
Accept the results and move on. Phoebe gives the cavalry just the bump we need.

I mean, the options for going after the siege were "send the cavalry and hope the wyverns don't shout a warning before pouncing while leaving the village and the cavalry to be dealt with by our undermuscled infantry" or "send the fliers and hope the listed archers in amongst the siege don't kill them". Lot more if than I like on my plans, particularly without the benefit of resetting.

Rapid intervention took the conservative bones of the plan and provided a safe offensive.

I'm hoping to postpone the "Ryza discovers what losing a friend feels like" moment as long as I can.
 
Last edited:
First Blood
[X] Plan Rapid Intervention
-[X] Secondary Objectives: Minimize civilian and friendly casualties, clear the skies, scatter the siege equipment.
-[X] Cavalry: Charge the Imperial cavalry before they can react to our presence.
--[X] Ryza: Strike the enemy cavalry with Bolting shortly before allied cavalry reach them, to distract them and disrupt any counter-charge. (Aim for the middle of the group, obviously.)
-[X] Remaining infantry: Approach the village, both to interrupt looting operations and to take cover from aerial hostiles.
-[X] Pegasus knights and Ryza: Move to take out the Wyvern Riders after Ryza finishes casting Bolting.
--[X] This should go without saying, but Ryza is to use Arcthunder for this part, not Bolting.
--[X] Do NOT chase the wyverns into enemy archer range.


"Numbers and weapons do not win battles. With sound tactics and planning, local superiority can overcome great odds."
"So what you're saying is that we want more numbers and weapons in the right place?"
-Wyrmguard Oreius to the young Emperor Peter Wyrmblood the Third


"As much as we want to hit their siege equipment right away, we need to clear the board first," Artemis says. "The cavalry'll ride on their own horses, that'll give us access to the plains where the Northerners are. That will allow us to move more freely and clear an avenue to the castle in case things go wrong. Alejandro, take the infantry and go relieve that village, there may be civilians who weren't able to make it to the castle, and even if there aren't, disrupting enemy foraging will make things easier for everyone once we push the Imps out of Starhelm." Count Sobieski frowns at Artemis giving orders, but doesn't comment.

The younger nobleman, meanwhile, gives a swooping bow. "Of course, my dear lady leader," he says, giving Artemis a grin and a wink as he ties off his horse and stretches languidly.

Your friend rolls her eyes, but doesn't waste time commenting. "Ryza, I'll need you to stay here and provide cover with your Bolting," she says. "If those cavaliers are able to retreat in anything even resembling good order, they'll be a major pain going forwards. I need you to drop a bolt or two on them before we get there. That should disrupt them enough for us to shatter them."

"Alright," you say. "I can do that."

Artemis hesitates for a moment. "I know that Kelton and Belle are your retainers, and your friends, but they need to go with Alejandro. He and his men are good, and Elena's good too, but if those Imperial infantry start grouping up, they'll need all the help they can get."

You nod. "I know," you say. "I'll be fine."

"What about those wyverns?" Angela asks grimly. "The second they see a siege caster on the field, they'll go straight for her to try and disrupt her."

"I'm counting on that," Artemis says. "They'll have no idea that Ryza's able to fly and cast, and with you and your flight with her, I give you all good odds against those two. Clear them out, and we'll have control of everything except the Imperial camp and siege gear, and if we're fast we can clear that hill too." She smiles grimly as she swings herself onto Actaeon. "It's time the Empire learned that they don't get to do whatever they want anymore. That if they make the mistake of showing their throats, we'll rip them out."

"Oh-rah!" Kelton says, banging his lance on a stone as your dragon-self mentally roars. Belle rolls here eyes, but tosses her sword to herself before moving with him to join Alejandro and his myrmidons, who all draw their blades as Elena awkwardly shuffles to join them, hefting her large axe.

As the infantry begin circling towards the village and the horsemen-and-women canter down the hill to begin their charge on the Imperial cavaliers gathered around the bridge, you flap your wings and glide up to the top of a ruined wall. Planting your feet, you take a long, slow breath as you call up your Yellow magic. You stare out across the plain, measuring distances and calculating angles in your mind as lightning sparks and flickers around you. 'Let them burn!' your dragon snarls, her battle-lust beginning to fill you up. You coil and twirl the anger and determination together, bringing your power higher and higher.

You can see heads starting to turn as Yellow magic begins to fill the air. Both wyverns twitch in their flight patterns, and you can tell from their body language that they're nervous. The Imperial cavaliers turn to stare up the hill, the infantry pause in their looting to gape in your direction. You feel yourself smirking as dragon and heart come into alignment: let them look. Let them stare. Let them know that their precious Emperor didn't manage to kill all the manakete.

Your people still stand for truth and good, so long as you draw breath!

Throwing your head back, you shout as you unleash a bolt of lighting into the sky.


US: [Ryza: (6s Rerolling + 2a.s.)]

THEM: 38

(8, 6>7, 8, 9, 3>10, 5>8) +2a.s
8 success
(7, 8, 7, 7, 4,) (3, 10, 4, 3, 8,) (7, 4, 6, 5, 8,) (5, 1, 2, 5,) (2, 9, 5, 9,) (5, 5, 10, 8,) (6, 7, 2, 9,) (1, 3, 8, 3,) (6, 4, 3)
5 success

Win by 3-4: Kill 1 cavalier (Level 5), grant allies Advantage


As the bolt of lightning vanishes into the air, you watch it go, following the faint trail of Yellow magic as it gathers power from the atmosphere, building and rebuilding itself to cross the distance towards the cavalry. They're starting to react, their leaders shouting and waving a silver-shining lance around as they point, but despite being relatively slow, your spell still flies like lightning. After a few seconds that seem to stretch on forever in your mind, the Bolting stabs down from the sky and lands right in the middle of the crowd of armored men and horses with a massive boom of thunder.

"YES!" 'YES!' both of your halves cheer together as the lightning strikes true. One of the better-armed looking cavaliers (though sadly not the leader, who you'd kind of been aiming for) is hit dead on, all but vaporizing him and his horse in a massive rush of electricity. The nearby mounts are thrown into a panic, rearing and neighing desperately as their riders fight to keep them under control.

As your wings flare proudly, you begin a second casting, only to abort it as you realize that Artemis and the other southern riders are accelerating from a canter to a gallop. Artemis and the yeomen take the lead, spreading out into small squadrons around Artemis and the other leaders and raising their bows as they thunder forward in a charge that you can feel even from this distance. Meanwhile, Phoebe and the other cavaliers forming a tight wedge with Count Sobieski at the lead, his shining silver sword raised as he shouts for his fellows to set their lances and "run the Imps down!"

The Imperial cavalry, seeing the approaching danger, scramble to set up for a counter-charge. You're forced to admit that their leader's very brave, rallying his fellows to join his charge, his silver lance glimmering as he sets it for the counterattack. The rest of the cavaliers stumble as they follow, but they're able to form a somewhat respectable wedge of their own.


US: [Artemis + 4 Yeomen (6s +1s) (12s Rerolling)] [Phoebe + 1 Yeoman (4s Rerolling + 1s) (3s Rerolling)] [Axton + 3 Yeomen (4s Rerolling + 1 d.f) (9s Rerolling)] [Lancel + 2 Yeomen (4s Rerolling) (6s Rerolling)] [Count Sobieski + 3 Cavaliers (7 + 9 Rerolling)] = 48s Rerolling + 2s + 16 Rerolling + 1 df.

THEM: [Silver Lance (7 Rerolling)] [Steel Lances/Swords 6+ 5(5) + 4 Rerolling] = 42 Rerolling

(8, 3, 3, 3, 5, 5,) (2>10, 7, 3>4,) (10, 9, 6>1,) (8, 8, 7,) (8, 1>10, 2>10,) (9, 7, 2>3, 4>1), (2>8, 5>8, 8,) (10, 8, 8, 2>8,) (7, 3>8, 6>8,) (7, 8, 8,) (1>8, 4>5, 3>2,) (9, 1>8, 5>3, 2>5,) (9, 8, 4>1,) (7, 9, 5>3) (5, 9) (9, 7>5, 2>10, 2>4, 2>5, 4>1, 5>1,) (2,>1 1>9, 5>7,) (8>8, 6>3, 6>4,) (2>8, 4>10, 9)
37 success + 1df
9, 8>9, 10, 3>8, 6>6, 5>1, 10, 6>8, 8>9, 10, 5>7, 6>4, 3>2, 3>7, 6>9, 6>8, 6>2, 7>4, 8>3, 9, 1>5, 1>4, 2>5, 3>3, 8>4, 6>7, 1>9, 7>6, 7>2, 1>5, 4>3, 4>2, 9, 7>6, 10, 6>1, 5>10, 10, 1>9, 3>3, 9, 7>5
15>14 success

Win by more than 6: Kill multiple cavaliers, rest are routed


The Imperial cavaliers might be very brave, but it quickly becomes apparent that they're also very doomed.

Artemis lets out a shout, her and the other yeomen's bows twanging. A hail of arrows falls upon the approaching cavaliers, sending several to the ground and causing the other horses to buck and twitch, their unified charge breaking up under the force of your previous spell and this new assault. A second volley flies, stunning and stumbling more of them.

Then, just as it looked like the lightly-armored horse archers were about to carry through with their charge and slam right into the more heavily-armored cavaliers, Artemis gave a whistle and a cry, waving her bow as she pulled on Actaeon's reins. In a beautiful and surely practiced motion, the yeomen split into two groups, turning quickly towards the wings with one last volley of arrows, leaving the path clear for Count Sobieski and his men (and Phoebe, of course).

"FOR DEATH AND GLORY!" you hear the mustached man roar, even at this distance and over the thunder of hooves. A moment later, the two wedges of cavaliers slam into each other with an almighty crash that makes you flinch.

Thankfully, it seems that your lighting and Artemis's archery did their job, as the Imperials come off decidedly the worse of the clash. Their leader is unhorsed by Phoebe's lance, his own thrown off by an ill-timed jump from his panicking horse. As another of the Imperials tries to take advantage of Artemis's retainer's distraction, one of the yeomen who'd stayed close put an arrow into the man's mount, sending him toppling to the ground and rolling several meters. He doesn't get up again. Meanwhile, Count Sobieski's laying into men on either side of him, his silver sword managing to cut into even solid armor. One of his retainers takes a nasty lance hit, but manages to stay in his saddle and keep up with his count as the two wedges separate.

The horses of Imperial cavalrymen who'd been knocked off just keep going, neighing and screaming plaintively as they head for the hills. Those cavaliers that managed to survive the clash start to turn, only for Artemis, who had rallied her yeomen into a loose concave, send a fourth volley of arrows into the battered, beaten knights. The survivors of that volley seem to decide that discretion is the better part of valor (or their horses decide it for them) as they keep riding, clearly on their way out of the fight.

You let out a slow breath, trying to calm down a little. It doesn't look like any of your friends or the people riding with them have gotten hurt, but this isn't over yet.

IMPERIAL REACTIONS: Infantry: 15/20, Camp: 20/20 (Reinforce Roll: 3/6)

You can see the Imperial raiders in the village scrambling to find each other, though the buildings make it hard to tell how much they're succeeding. However, it's clear from the speed of their movements that they'll be at least somewhat successful before Alejandro and Belle and Kelton can get to them. You hesitate for a moment, wondering if you could risk sending a Bolting at the Imperials to try and break-

You're jolted out of the thought as a horn blows from the Imperial camp. A moment later, a wedge of thirteen cavaliers, similarly armed and armored as the first group and led by another silver-lance wielding warrior, canter out from the tents and begin making their way past the earthworks towards the other bridge. Their leader's head is turning, clearly taking in the battlefield and deciding where he and his men can do the most good.

Meanwhile, in the air, the two wyverns shriek in rage as they turn and flap towards you, their flaming wings jetting off puffs of fire as they accelerate at their riders' urging. You can see their eyes locked onto you… and if they're anywhere near as angry as you'd be if someone had just dropped a lightning bolt on your friends… they very much want to kill you.

'Let them come,' dragon-you growls, twisting and writhing as her emotions coil and whip in your mind. 'Let me at 'em! I'll take 'em both myself! I'll rip 'em apart! I'll show them what a real dragon can do!'

'No, we follow the plan!' you say, channeling her confident rage into determination. 'They're not worth your full effort, not while Angela and the others are with us!' As you think this, your Pegasus Knight friends rise from behind the ruins of the Library, lances raised as Angela shouts a taunting threat across the sky towards the rapidly-approaching wyvern riders.

STARHELM REACTION: 20/20 (Reinforce roll, 5/6)

Then, your eyes are drawn towards Castle Starhelm as another horn, a high, clear clarion, blows from the castle as the gates swing open. A moment later, five riders gallop out, riding towards the rapidly-gathering twelve men already scattered around the plain in front of the castle.

Three of the new riders are dressed much the same as the others, light-colored clothes, leather armor, and wielding bows like ones Artemis and her yeomen wield. The other two, however, ride slightly behind the others. You peer at them; they're both women, and they wear long, flowing white robes that blow in the breeze of their ride. Atop their heads are fancy-looking hats, and each carries a staff that they raise to the sky, blue-white light shining out to engulf their fellows.

You can't sense the White magic from this far, but you recognize a Mend when you see it. If the yeomen riding with those healers take any injuries, you can tell that they'll be instantly patched up, the stress and strain of battle washed off under the magic of the Mother's chosen ones. As the Northern riders gather, they start turning towards the siege camp, their bows raised against that threat to their home.

Before you can focus any more, the wyverns' shrieks draw your attention back to your own problems. You still have to deal with them.


US: [Ryza (8s Rerolling + 1s (Triangle Advantage) + 2 a.s.)] [Angela + 2 Pegasus Knights (6s Rerolling + 1 a.s.) + (7s Rerolling)] = 21s+1s + 3 a.s.

THEM: [20+2d.f.]

(5>3, 4>7, 8, 5>5, 6>1, 2>10, 6>10, 10,) (9, 4>4, 2>4, 2>6, 9, 4>5,) (3>4, 5>9, 4>6, 4>5,) (8, 4>2, 4>6) (1)
9>7+3a.s = 10 success
(5, 6, 3, 10, 5, 3, 4, 5, 4, 7,) (3, 9, 2, 1, 9, 8, 2, 4, 9, 4)
4 success

Win by more than 6: Defeat both Wyverns, 1 gets a death save (5/6: escape to be healed at camp)


As you bounce from foot to foot, you watch as the wyverns start circling over your head, still shrieking angrily. They're out of range of your normal spells, and if you were to try to prepare a Bolting, they'd be on you before you got halfway through the casting, probably accepting some pokes and jabs from your protective screen of Whitewings in order to get at you, and with your mind focused on the spell… well, that wouldn't be good.

Thankfully, you have another way of bringing your lighting to bear.

Flapping your wings from where they stick through the slits Artemis had helped you put in your Marble Hall cloak, you lift off and shoot up into the air. "You're not welcome here!" you shout as Angela, Bucephila and Alexandra form a triangle in front of you, their lances raised.

The riders of the wyverns jerk, clearly not expecting you to be able to come up and fight them on their level! In the moment of confusion, the wyverns take the lead, diving towards you with vicious hunting shrieks, flame boiling in their maws.

You and the Whitewings split up, each drawing one of the wyverns. Angela and her friends are a well-carved rune-structure, spreading out to surround the wyvern, darting in and out to poke at her haunches, tail, wings, and any other vulnerable point they can find. The wyvern and her rider, meanwhile, twist and thrash, lashing out with lance, claw and fire-breath. A single solid blow to any of the Pegasus Knights would surely cripple or kill them, and the pegasi nicker nervously and swing wide, keeping the battle at a tense, deadly stalemate.

Meanwhile, the other wyvern rider shoots towards you. You see the man's eyes behind his helmet, wide and confused even as he aims his sharp, heavy lance at your heart. The wyvern has no such compunctions, spitting a wave of fire at you from his maw as he roars again.

However, you are not deterred. You are Ryza. You are Yellow and lighting and magic. You are heart and dragon intertwined. You are Sky-blessed. You won't lose to some wannabe flyer and his ill-tempered brute of a mount!

Letting your draconic half dip into your wings to take some of the pressure off your mind, you jerk yourself to the side before cutting your flight magic for an instant, dropping like a stone and easily getting out of the way of the charge. As the rider and wyvern try to reorient, magic flashes around you as you build your first feedback loop, Yellow magic blazing and making the wyvern flinch away instinctively, it's Red magic drained of some of its power by the howling maw of your might. The rider smoothly takes the lead, pulling his mount into a spiral to get back onto target, lashing out at you with a wide swing of the lance, the glinting steel points bracketing the long, razor-sharp blade aiming to cut you open.

However, dragon-you just laughs, contempt starting to overtake her as she flares power into your shared wings, spreading them again so that you shoot up until you're above him. By a combination of not needing to accommodate for someone riding you, someone who'll fall if you move in the wrong way, and simply having better flight magic, you easily outmaneuver the wyvern and his rider, feeding your Elthunder into Thunder's Cry to build an Arcthunder.

Recognizing what you're doing, the rider throws his mount into a spiraling, evasive dive, clearly trying to build speed so that he can turn back up and get above you again for another pass. The wyvern, meanwhile, shoots billowing smoke from his maw too provide cover as you start taking aim. It's an effective tactic; most human mages would likely have been utterly blind, forced to guess where the wyvern was to try and hit them or risk over-charging their spell and losing it as they wait for the smoke to clear.

You, however, are not limited to mortal sight. Your eyes find the core of Red magic that makes up the wyvern's heart, your ears catch the beating of his wings, you smell the mix of oil and steel and scale and sweat and fear. Pausing only for an instant, you unleash the massive wave of lightning, stabbing into the heart of the distracting cloud and striking the wyvern at the middle.

As the dragon-kin shrieks in pain, you muse about how, the last time you fought a wyvern, even with Robin and Sir Ector's help, you were only able to wound Deathbringer. However, you've grown since that battle. You've learned so much about yourself, about your magic, about the world. You've awoken your dragon, bonding with her and allowing her to take some of your burdens. You've also… you're forced to admit, grown more cold. You don't like fighting, and you hope you never will… but this world has called upon you to be more than just a scholar, to be more than a mage. This man came here to conquer. To take a people who just wanted to be left alone and force them to kneel or die.

You will not allow it.

The wyvern's scream cuts out as your lightning ravages rider and mount both, the scent of cooked flesh, melted metal, and burned scale filling the air as the wyvern rider spirals into a partially-standing tower, smashing through the stone. A moment later, the rest of the ruined tower collapses, surely crushing the wyvern rider. If they hadn't been dead to your spell, they certainly were now. Turning in the air, you look back to see how Angela and the others are doing.

Thank the Mother, it seems that you were able to distract the remaining wyvern and rider, allowing the Whitewings to gain the upper hand. Blood runs from multiple punctures in the wyvern's scaly hide, and her wingbeats are slightly unsteady. Angela and her friends haven't had things completely their own way: Alexandra looks a little singed, and Angela's holding her side slightly. However, the trio continue their attack relentlessly, wearing down their larger, stronger foe with a combination of speed, skill, and teamwork.

The female wyvern shrieks in rage, swinging her tail fast enough to catch a glancing blow on Bucephila, forcing her to bank away. "Zap 'em, Ryza!" Angela screams, diving in again to strike a blow to the rider, though the man's armor protects him.

Hearing this, and clearly deciding that if he couldn't beat three Whitewings, he wasn't going to beat three Whitewings and a manakete mage, the wounded rider drops into a dive. Your lightning builds again as the wyvern circles the tower, building speed while keeping herself somewhat safe. Angela and Bucephila follow after her, while Alexandra moves to cut the wyvern rider off. You follow the youngest Whitewing, still charging your magic.

As the wyvern shoots from around the tower, going remarkably fast, the beast sends out a blast of fire at Alexandra. The Whitewing dodges away, leaving the shot open for you. Your second Arcthunder flares out, but this time a combination of having to avoid hitting your friend and your target flying even faster and more erratically than the last one means you don't get a full, solid hit. The wyvern and her rider still scream in pain as Yellow magic slashes into them, but they manage to keep flying even as Angela chucks a javelin at their retreating backs, managing to score another hit.

However, as the wounded pair retreat towards the safety of the camp, you have time for one more spell. Re-building your feedback loop, you pump energy into it, hovering in place as you carefully aim, feeding the energy into Thunder's Cry…

Then, just as you're about to unleash your magic, the wyvern rolls over, flying upside-down for a moment as she spits out a wave of fire into the air between you. As you try to look through it with your magical senses, you blink as you realize that the flame is so charged with Red magic that, at this distance, you can't actually see through it! "Clever girl…" you mutter to yourself as you take a guess and unleash your spell, trying to spread it over the entire area: no reason to hold it or let the energy go to waste.

The wyvern cries out, so you know you hit her, but as the fire fades you see her flipping back to fly upright, her rider petting her neck soothingly as they tiredly flap back towards camp. You might be able to catch them (your dragon starts flapping you forwards before your heart gently retakes control of the wings), and you can tell that Angela's considering it. However, it's just too risky: there's no way three Whitewings and a manakete can fight an entire camp of hundreds of Imperials. The wyvern's out of the fight for now, and will be until she can be healed.

As you look around, you see Artemis and the other cavalry finishing their reorganization (Phoebe having grabbed the Imperial leader's silver lance before Count Sobieski could get it), the Northerner cavalry finishing grouping up and starting towards the siege camp, shadowed by the Imperial reinforcements. You peer towards the village; Kelton and Belle and the others have reached it, but you can't get a good look at what's going on.

You hope they're okay…


US: [Belle: (7s + 1 df.)] [Kelton (6s Rerolling)] [Elena (5s + 1s (Triangle), 1 force reroll)] [Alejandro + 4 Myrmidons (5s Critting + 1 a.s.) + (12s)] = 6s Rerolling + 5s Critting + 25s + 1df. + 1 a.s.

THEM: [4 Soldiers (18 rerolling)] [4 Fighters (17, 4 force rerolls)]

(9>3, 5>3, 6>8, 6>9, 5>10, 9) (5, 2, 8>5, 3, 2) (7>3, 4, 5, 9, 10, 2, 1,) (6, 6, 6, 2, 7>10,) (7,) (8, 9, 10,) (10, 6, 6,) (10, 4, 6,) (2, 7, 10)
16+1 a.s + 1 df = 17 success
(2>3, 2>4, 5>4, 5>8, 8>4, 6>4, 6>5, 9, 5>4, 6>9, 1>9, 1>8, 8>3, 3>4, 9, 2>2, 2>2, 7>2) (5>5, 8>2, 1>7, 2>4, 8>9, 8>8, 8>2, 7>5, 7>8, 5>9, 5>1, 9>1, 9, 5>2, 7,>8 8>9, 3>4)
8>7 success

Win by more than 6: Defeat and scatter them, find 2 treasures



Belle POV

You dance back as the big, axe-wielding brute takes a swing at you, growling angrily as blood runs from the wound you'd just slashed into his side. Smirking, you dance to the side, allowing your cloak and skirt to twirl up to reveal your legs. The man hesitates for an instant, his eyes locked onto the smooth flesh of your upper thigh.

Sucker.

You punish his moment of inattention by darting to his other side, jabbing your blade into his flesh. As he doubles over in pain, you take the opening to roll over his back as he swings wildly at you. As your feet hit the ground, you immediately jam your blade up through his neck, causing him to drop with a gurgle.

Men. They're all the same.

"Excellent form, Belle!" Lord Alejandro says cheerfully, his Killing Edge slicing through the air as he cuts into another axeman. This one doesn't drop, able to stay upright just long enough for one of his fellows to finish the Imp off.

When the lot of you had arrived in the village, finding it partially in ruins, you'd unfortunately been met by two-thirds of the Imps in relatively solid order. However, by a combination of your speed, Lord Alejandro's swashbuckling bravado and his men's solid skill, Elena's dogged determination, and Kelton's seemingly pathological need to get hit by every single enemy fighter as he stabbed them and gave other people openings to finish them off, you're winning pretty well.

As the battle moves on a little, you take a moment to look around. You haven't seen very many corpses other than the ones you and the others have made, but there are a few: villagers who either couldn't or wouldn't run when the "foragers" came knocking. You sneer angrily; for a group that claims to be all about protecting all of humanity, these Imperials seem particularly hurty-killy.

You start to move forward to join the others, only to pause. Cocking your head, your turn slowly, looking for the source of the sound that had tickled the edge of your senses. You're pretty sure you'd accounted for all of the Imperial bandits, except the four further in, so what…

There! Tucked in between a house and a tipped-over pile of firewood, shivering fearfully, is a little boy. Probably only about ten or eleven, he's covered in dirt save for the thin trails where tears had cleaned his face. He's clutching something that you can't quite see.

Sighing, you come over and crouch down. "Hey there, buddy, it's okay," you say as softly as you can, wiping the blood off your sword before putting it away. "You're safe, they can't hurt you anymore. Come on out, you should be at the castle where it's safe."

"I know…" the boy whimpers. "But Grandpap wouldn't go… said that this was his home and he d-die in it… I tried to get 'im goin', but…" You sigh, memories of an old woman flashing before your eyes. You know exactly how stubborn old people can get. "Told me that… that I should take the heir- the airl… the thingy that's been in our family so the bad men couldn't get it. Said his grandpap got it fighin' for Starhelm, and that no Imp would touch it as long as any of us were alive."

You gently hold out a hand, helping the boy out of his shelter. "You did a good job holding onto it," you say, forcing down the instinct to get a look and see how valuable whatever he's holding is.

Rule one, don't fuck with kids.

The boy shivers, looking down at his hands. "I- I guess…" he says before looking up at you. "Are… are you gonna keep fighting them? There's a whole bunch more over the river…"

You nod, giving him a savage grin. "Yep," you say. "I come from down south, and we're here to kick all those no-good Imp's asses for coming here and making trouble." Swearing around a country boy who's probably heard way worse is very different from swearing around a sheltered little light spirit like Ryza.

A look of determined anger crosses the boy's face. "Then you should have this," he says, holding out his treasure.

You flinch. "Kid, I can't-" you say, trying so desperately hard not to be tempted…

"It won't do me no good," he says. "But if it'll help you make those bastards pay for what they did to Grandpap and everyone, then take it! Take it and send 'em to the abyss where they belong!"

In addition to the boy's family heirloom that he physically shoves into your hands and refuses to take back, what other interesting treasure do you find that might help, or at least be interesting?


[] Village Items (pick 2, top two will be chosen and the specific form of the item will be rolled for EDIT: A short mini-vote will choose the exact form of the Seal or magic weapon.)
-[] A Seal (Knight's Seal or Mercenary Seal)
-[] A magical weapon (Killer or Brave, sword, lance or bow)
-[] A damaged dragonstone (Useless, but Ryza'll want it)
-[] A big chunk of runestone that has dragon markings on it.
-[] An Elixir (Shadow, Fire or Light)
-[] A letter you find on one of the Imperials


Meanwhile, while the infantry finish cleaning up the village, what do the cavalry and fliers do? (Vote by plan)

[] The Cavalry…
-[] Link up with the Northerners and try to attack the siege weapons before they can fully prepare.
-[] Posture towards the camp. They can't fight it, but they can draw off any reinforcements.
-[] Circle around to cut off the Imperial's retreat. They can't stop them, but they can make them jumpy enough to maybe retreat without any more fighting.
-[] Fall back. You've given the Empire a bloody nose, no need to risk yourselves further.
-[] Write-in

[] The Flyers…
-[] Link up with the Northerners and try to attack the siege weapons before they can fully prepare.
-[] Posture towards the camp. They can't fight it, but they can draw off any reinforcements.
-[] Stay at the Library and bombard either the camp or the siege engines with Bolting.
--[] Camp
--[] Siege
-[] Write-in


AN: And once again, I am reminded that I'm terrible at balancing fights…

I want wyverns to be tougher, so I'm going to be putting out a "patch" where they now get 1 + 1/5 their level in Defense (and promoted wyverns get even more.) However, as this ability is connected to their being related to dragons, that means your Tenfold Shields will also be 1 + 1/2 their level in Defense.
 
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Right, we have temporary air and magical supremacy, the time has come to fuck shit up.

I'm thinking our cavalry runs interference while we link up with the Northerners and we proceed to do a smash and grab. Is the lack of bridges an issue here though for withdrawing in good order?

As for the treasures we want... Well, a chance at a Seal is a big fucking deal, the question is "Does this work on Traditional Fire Emblem Rules where you can't use a Seal at all until level 10--and using it before Level 20 is just wasting potential?" I'm inclined to go with the Imperial Letter as one of our rewards though, because Information is the God Stat. Then either the damaged dragonstone or the Rune Writing.
 
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[X] Village Items (pick 2, top two will be chosen and the specific form of the item will be rolled for)
-[X] A big chunk of runestone that has dragon markings on it.
-[X] A letter you find on one of the Imperials

[X] Plan Ultimate Maximum Destruction
-[X] The Cavalry…
--[X] Link up with the Northerners and try to attack the siege weapons before they can fully prepare.
-[X] The Flyers…
--[X] Stay at the Library and bombard either the camp or the siege engines with Bolting.
---[X] Camp

Unsure if this is properly formatted. The top priority is the siege engines, but I'm hoping the reinforcements and cavalry should be enough there. Casting a few boltings randomly into the camp should cause a ton of chaos, maybe start some fires if we're lucky.
 
[X] Village Items (pick 2, top two will be chosen and the specific form of the item will be rolled for)
-[X] A big chunk of runestone that has dragon markings on it.
-[X] A letter you find on one of the Imperials
 
How Promotions Work
"Does this work on Traditional Fire Emblem Rules where you can't use a Seal at all until level 10--and using it before Level 20 is just wasting potential?"

The way promotion works is that, after you promote, you start replacing your Strong Dice with Dragon Dice. If you promote before max level (which I'm considering having be 10, though right now it's still 20), then once you "run out" of Strong Dice, you will gain a new one, then turn it into a Dragon Dice on your next level.

So if you promoted Kelton (lvl 4) his first four promoted levels would leave him with 4 Dragon Dice, then he'd gain a Strong Dice, and so on.

So you don't lose out on anything, it just slows your growth a little.

EDIT:
Unsure if this is properly formatted.
Yep, that looks good.

EDIT2: Was going back through my notes looking for something, figured I'd thread mark this since it's kind of important and could come up later.
 
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[X] Village Items (pick 2, top two will be chosen and the specific form of the item will be rolled for)
-[X] A big chunk of runestone that has dragon markings on it.
-[X] A letter you find on one of the Imperials

[X] Plan Ultimate Maximum Destruction

Pretty solid, Ryza goes full bombardment stance to fuck with the Camp and buy time for the cavalry to do a slashing strike on the , and she can still redeploy in Dragon Form as a panic button, as with two presumably high level White casters in their formation, they'd be able to hold up against a decent amount of pressure. The Pegasus Knights will serve as a deterrent in case the surviving Wyvern Rider loads down with a Wyrmbane weapon and comes back for Round Two, and this all buys our infantry time to mop up and make their way to the castle with any survivors.

God, Flying Casters are nightmare fuel in Mass Combat, aren't they?

EDIT: Oh yeah, question real quick @SoaringHawk218 , I guess there's enough downtime before Ryza starts blasting to get a few heals off on our escort? Or do we not need to micro that?
 
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[X] Village Items (pick 2, top two will be chosen and the specific form of the item will be rolled for)
-[X] A Seal (Knight's Seal or Mercenary Seal)
-[X] A letter you find on one of the Imperials

Knowing what we do about Seals now it's absolutely my top pick, secondary pick would be the information.
 
Oh yeah, question real quick @SoaringHawk218 , I guess there's enough downtime before Ryza starts blasting to get a few heals off on our escort? Or do we not need to micro that?
No need to micro that. So long as you don't lose rounds of combat and rack up Minor/Major injuries, I assume Ryza can throw a quick heal (or people can push through the pain a little).
 
"It won't do me no good," he says. "But if it'll help you make those bastards pay for what they did to Grandpap and everyone, then take it! Take it and send 'em to the abyss where they belong!"
Well, shit kid. Respect.

[X] Village Items (pick 2, top two will be chosen and the specific form of the item will be rolled for)
-[X] A big chunk of runestone that has dragon markings on it.
-[X] A letter you find on one of the Imperials
 
No need to micro that. So long as you don't lose rounds of combat and rack up Minor/Major injuries, I assume Ryza can throw a quick heal (or people can push through the pain a little).

I imagine Ryza will get a chance to re-orient if the enemy Cavalry decides to break off from threatening the Northern force to attack one of our detachments (Us our our Infantry block) instead of just stand there while they charge in? You know, just generally abusing the fact we're the only Flying formation on the battlefield right now and nobody with any bows are in a position to challenge us on that fact?
 
I imagine Ryza will get a chance to re-orient if the enemy Cavalry decides to break off from threatening the Northern force to attack one of our detachments (Us our our Infantry block) instead of just stand there while they charge in? You know, just generally abusing the fact we're the only Flying formation on the battlefield right now and nobody with any bows are in a position to challenge us on that fact?
Yep, I'm not going to gotcha like that. At the moment, the enemy cavalry seem to be going to cover the siege camp, if they suddenly pull some reversal I'll let you react.
 
[X] Village Items (pick 2, top two will be chosen and the specific form of the item will be rolled for)
-[X] A Seal (Knight's Seal or Mercenary Seal)
-[X] A letter you find on one of the Imperials

[X] Plan Ultimate Maximum Destruction

The seal seems narratively fitting for the heirloom
 
So...two rounds in.

Roughly as predicted, the cavalry broke, the enemy air cover broke, and we're hitting the village hostiles hard. We brought max-stacked units under strong leadership and they did their appointed task perfectly.

Unlike predicted, hostile reinforcements and allied reinforcements have both been very quick on the ball. This is good, because it means we can benefit from our max-stacked leadership units getting reinforcements...and bad, because they're going to need those reinforcements.

[X] Village Items (pick 2, top two will be chosen and the specific form of the item will be rolled for)
-[X] A Seal (Knight's Seal or Mercenary Seal)
-[X] A letter you find on one of the Imperials

[X] Plan Ultimate Maximum Destruction

Style-wise, the Seal feels like the sort of "Heirloom" thing that we'd get in this sort of game; the letter gets intel and intel wins wars.

For tactics? Link up with our reinforcements and hit, while taking the opportunity to bombard the enemy and spook them, giving them a second target.
 
[X] Village Items (pick 2, top two will be chosen and the specific form of the item will be rolled for)
-[X] A Seal (Knight's Seal or Mercenary Seal)
-[X] A letter you find on one of the Imperials

Since nobody seems willing to go for the Dragonstone, I feel these are our best picks. We can get all the weapons and elixirs we need later, but seals are a very limited resource, which says to me that any opportunities to obtain them should be pursued (within reason, of course). If we're lucky, the letter will give us a bonus that will last us for a few more chapters and perhaps a bit of lore, though I suppose it's likely that we'll only gain info relevant to this battle. Either way, it'll be useful.
 
[X] Village Items (pick 2, top two will be chosen and the specific form of the item will be rolled for)
-[X] A big chunk of runestone that has dragon markings on it.
-[X] A letter you find on one of the Imperials

[X] Plan Ultimate Maximum Destruction

You know what I've changed my mind, I'm voting for what I actually want. Give me that runestone and dragon words.
 
[X] Village Items (pick 2, top two will be chosen and the specific form of the item will be rolled for)
-[X] A big chunk of runestone that has dragon markings on it.
-[X] A letter you find on one of the Imperials

[X] Plan Ultimate Maximum Destruction
 
Alejandro, take the infantry and go relieve that village: there may be civilians who weren't able to make it to the castle,
That colon should be a comma.

and even if there aren't disrupting enemy foraging
There should be a comma after "aren't"

He and his men are good, and Elana's good too
"Elena"

a charge that you can feel even from distance.
"from this distance"?
You're forced to admit that their leader's very brave, charging rallying his fellows to join his charge,
I'm pretty sure that "charging" shouldn't be there.

The rest of the cavaliers stumbled as they follow, but they're able to form a somewhat respectable wedge of their own.
"stumble"?

The wyvern, meanwhile, shoots billowing smoke from his maw too and provide cover as you start taking aim.
"to provide cover"? "and provides cover"?

[X] Village Items (pick 2, top two will be chosen and the specific form of the item will be rolled for)
-[X] A Seal (Knight's Seal or Mercenary Seal)
-[X] A letter you find on one of the Imperials

Eesh, tough choice between the runestone and the Seal, but I think the Seal is more valuable.

[X] Plan Ultimate Maximum Destruction
 
[X] Village Items (pick 2, top two will be chosen and the specific form of the item will be rolled for)
-[X] A Seal (Knight's Seal or Mercenary Seal)
-[X] A letter you find on one of the Imperials

Even if we don't opt to use it right away, promotion items are too good to pass up.
 
[X] Village Items (pick 2, top two will be chosen and the specific form of the item will be rolled for)
-[X] A Seal (Knight's Seal or Mercenary Seal)
-[X] A letter you find on one of the Imperials

[X] Plan Ultimate Maximum Destruction
 
[X] Village Items (pick 2, top two will be chosen and the specific form of the item will be rolled for)
-[X] A big chunk of runestone that has dragon markings on it.
-[X] A letter you find on one of the Imperials

[X] Plan Ultimate Maximum Destruction
 
[X] Village Items (pick 2, top two will be chosen and the specific form of the item will be rolled for)
-[X] A big chunk of runestone that has dragon markings on it.
-[X] A letter you find on one of the Imperials
 
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