Guns 4.12
[X] I volunteer to lead the Forlorn Hope, for the reward, of course.

You have no illusions regarding the matter. To lead a Forlorn Hope is a dangerous, perhaps even suicidal thing, but you cannot ignore the reward that would come with it. With little more than two years of seniority as a captain, leading a successful Forlorn Hope would see you promoted to major a year early without paying 800 crown for the privilege.

Having weighed the costs and benefits, you put on your dress uniform, belt on your sabre, and head for the Duke of Havenport's pavilion. No reward without risk, after all.

-​

You step into the Duke of Havenport's command tent to find yourself before the sight of an argument between two nearly identical men. Both wear the burnt-orange coats of the Line Infantry, have the particoloured cloaks of the Kentauri Highlanders draped over their shoulders, and both have officers' swords hanging from their belts.

Recognition comes quickly: it is the Duke of Havenport and his younger brother, Lord Marcus, though there seems to be little brotherly love betwixt them at the moment.

"Do you doubt my ability, sir?" growls the younger man, his eyes glowering like coals beneath a mop of auburn hair. "Or is it my bravery that you question? I'm just as good a swordsman and shot as any man here. You'd know that better than any, brother."

"Damn your eagerness, sir," the Duke replies, his Kentauri burr sharpened to icy steel. "I have already turned away three eager lieutenants who had no idea what they were getting into, and I expected more prudence from a lieutenant colonel. I'll not have such a senior officer throw away his life to prove his courage."

"Then how am I to do it, brother?" Lord Marcus replies, his voice rising in anger. "I have not heard a single shot fired in anger in the five months I have been at war. You should know well enough that is no fact worthy of boast for a man of Clan Havenport."

"The Highlanders will lead the main assault," the Duke replies, his tone soothing but his patience quite clearly wearing thin. "There shall be plenty of opportunity to show your mettle then - at the head of our ancestral regiment. They shall require your leadership and example to inspire them, and it would be easier for you to provide those things alive than with your guts strewn across the bloody walls."

Havenport's voice hardens once more. "Your request to lead the Forlorn Hope is denied, Lieutenant-colonel," he declares, emphasising his brother's rank, both too high and too low for the task at hand. "I shall accept no further objection."

Lord Marcus makes a disgusted grunt. "I'll not fight you then, brother," he replies, veins bulging from the effort of keeping his frustration in check. "Might I go, sir?"

The younger Kentauri turns and leaves, almost before his elder brother can dismiss him. He all but pushes you aside as he makes his way out of the tent, defeated.

Silence fills the tent. The Duke is clearly lost in his own thoughts now. It would hardly be politic for you to interrupt.

"That rather simplifies the predicament," says a cold, even voice to your side, "wouldn't you say, Castleton?"

You turn to find yourself face-to-face with Sir Caius d'al Cazarosta. So enthralled had you been with the drama taking place before you that it seems you did not notice the deathborn officer standing by your side. "It is good to see you, Sir Caius."

Cazarosta's expression does not change. "I wish I could say the same, Castleton," he answers, as detached as ever.

"How do you mean, sir?" You reply, perhaps more forcefully than you had meant. "Have I given some offence?"

You can think of no reason why Cazarosta might be so cold towards you all of a sudden. After all, your relationship has been nothing but cordial at the very least, for years now. Yet Cazarosta shakes his head. "You have not, sir. It is merely that you appear before me currently as something of an obstacle."

The implication of the deathborn's words becomes obvious in your mind. "You seek to lead the Forlorn Hope."

The other Dragoon nods. Well, that makes some sense, doesn't it? After all, the Forlorn Hope can only have one commander, which means one of you must leave Havenport's headquarters disappointed.

"I am afraid I must ask you for a personal favour, Castleton," Cazarosta finally says. "I need you to withdraw your request to lead the Forlorn Hope."

"Why do you want command of the Forlorn Hope so badly?"

"I have no other chance of advancement," Cazarosta replies. "Colonel Keane will not sell me his major's commission. He has stated so. Thus, I must obtain a promotion in a manner that bypasses him immediately."

You nod at Cazarosta's description of his sorry situation, one which you will never have to face; when you get your three years' seniority, you have no doubt that Lieutenant-colonel Keane would be nothing less than pleased to sell you his old major's rank, so long as you have the funds to purchase it. After all, you are a man of proven valour, tested ability, and above all, you are a proper baneblood of good family, something which allows you privilege and consideration which Cazarosta, for all of his prodigies of soldiering, shall never achieve.

[] "Yes, I suppose I shall."
[] "I am afraid I cannot do that, sir."
[] "Could I not convince Havenport to allow us both to take part?"
 
Guns 4.13
[X] "Could I not convince Havenport to allow us both to take part?"

Cazarosta's eyebrow rises questioningly at your words. "Could you?" He asks in the suspicious tone of a man trying to humour an inept charlatan.

You nod back with as much earnestness as you can muster. "I could put you forward as second-in-command, and we have certainly worked well together in the past."

For a moment, the deathborn officer's eyes flicker, first to you, then to the back of the huge tent where the Duke sits behind his desk. Finally, he nods. "I suppose it must be worth an attempt."

-​

"An interesting concept, I suppose, to have two officers of the same rank working as commander and deputy," the Duke of Havenport muses when you present the idea of allowing the Forlorn Hope to be led by joint command. "If one officer is killed, the remainder of the party is not left without experienced and ready leadership."

You nod. It is not how you would have interpreted the advantages of the arrangement, but a captain would profit little in quibbling over such details with the likes of a general officer.

"However…" Havenport's eyes affix themselves to Cazarosta's slim form, still waiting at the entrance to the pavilion. "The man you have in mind to join you in command, most would consider him unsuitable for the task."

The Duke does not state specifically whether 'most' includes him as well, but you doubt it would be safe to assume otherwise. Still, having committed yourself, you must press your point. "I may vouch for Sir Caius's courage and competence, as might many of the officers and men who have the honour to serve as the King's Dragoons. The very strongest terms would not be enough to stress how vital a man of his unique skills may be to the success of this enterprise."

For a moment, the redheaded General purses his lips, expression contorted, sucking on his thoughts as if they were a wedge of lemon.

"Very well," he says at long last. "We shall only have one chance to take the city before the rains come, and I shall need every possible advantage. If the deathborn will serve as one, then I will allow it."

"And the rewards that you have promised if we are to be successful…they will go to both of us in equal measure?" you ask.

Havenport nods. "Aye. There will be promotions to major awaiting you, should either of you survive." The Kentauri nobleman shakes his head and breathes a deep sigh. "I would not be so satisfied in thinking that you have done your friend a favour, Captain. 'Tis more likely that you have just signed his death warrant alongside your own." Havenport shakes his head again. "I hope you know what the two of you are getting into, lad."

You suppose you shall see soon enough.

-​

The next few days are spent in the long, tense process of preparation. The entire army makes itself ready for the immense task before it. Bayonets and sabres are sharpened, and muskets and pistols are cleaned, oiled, and cleaned again. Throughout it all, the dull thunder of the siege guns continues, blasting open the breach in Kharangia's walls ever wider and serving as a constant reminder that very soon, all the waiting and preparation will be put to the test in a single, cataclysmic crush of steel and flesh and fire within the confines of that all-important breach.

Your own squadron is no different. Your men are readied for the task before them. Every one of them, from your lieutenants to the lowliest common dragoon, is honed to an edge for the bloody, messy work which must be done to take Kharangia for His Tierran Majesty.

You, however, are not among them. Instead, you spend those days assembling volunteers from the ablest and trusted of your dragoons, the chosen few whom you will take with you into the Forlorn Hope.

Finally, the morning of the assault arrives. It begins the same way every other morning has during your three months within the fieldworks of the siege camp. There is Marion with a cup of hot water and your razor. Here comes breakfast: bacon and coffee, and for once, the very pleasant delicacy of a fresh egg fried with black pepper and a little salt.

Then, you must diverge from the routine which you have almost become accustomed to, for the assault is to begin at ten o'clock, to be led by you and your small party of volunteers.

So, you finish your breakfast and say your goodbyes to the men who will not be coming with you: to Sandoral, who will lead the squadron in your absence, and to Lanzerel, who remains behind as a veteran hand to help steady the squadron's untested interim commander. Your farewells have the subtle note of finality to them, not because many of your men might die as part of the main force in the upcoming assault, though that is always a likelihood. No, it is because when you return, it shall be as a hero to receive his promotion or a corpse on his way to the pyre; in triumph, or in ashes…

In glory or in death.
 
Guns 5.01
Chapter V
In which KHARANGIA FALLS.

You gathered your volunteers together at eight-thirty. More than a few had come forward in response to your call for volunteers, certainly enough to form a sizeable group of fighting men.

Cazarosta had appeared five minutes later. With him were his own contingent of Dragoons, men from his own command and almost mirrors of their commander; gaunt of face and hungry of expression, their lean figures coiled tight as steel springs, their eyes burning like hot coals, lit by thoughts of blood and fire: fighting men…

No: killing men.

At eight-fifty, you and your small party moved into position at the head of the assault trenches. Parties of sappers and scouting officers stepped aside as your determined little band made their way forward. Most gave you grim looks laden with equal parts approval of your bravery and pity for the ordeal before you. Other men, the more foolish ones, gave cheers of encouragement, thinking only of the glory you are likely to win on this day, not the suffering you must endure to achieve it.

At nine-fifty, the bombardment finally stopped. For the first time in a month and a half, the army's siege guns lay silent in broad daylight. Slowly, the shroud of pulverised rock and dust began to blow away in the limp early autumn breeze, revealing the gaping wound in Kharangia's walls, the solid stone face shattered, the rubble core which filled up the bulk of the wall spilling out like guts from an open wound, over the lip of the stone and into the ditch dug between the wall itself and the edge of the glacis.

Your men waited as the echoes of the mighty guns faded away, and the dust clouds unravelled and thinned until they were indistinguishable from the overcast sky. The assault was to begin at ten o'clock, close enough behind the heels of the bombardment to give the enemy scant time to assemble their defences.

At ten o'clock, a bugle was supposed to sound ordering your men forward as the spearhead of Havenport's grand assault.

It is now eleven-thirty.

[] Am I to wait forever for my moment of triumph?
[] So my moment of glory shall be delayed a few hours, what of it?
[] If this delay means a few more hours of life, I take it gladly.
[] A delay? Now? This army's incompetence will be the death of us all!
 
Last edited:
Guns 5.02
[X] So my moment of glory shall be delayed a few hours, what of it?

You are not overly worried. After all, it is not as if the assault can be called off. Not unless Havenport wishes to throw the King's entire grand strategy into disorder.

You look down at yourself, checking your sabre and pistols for the hundredth time. You look over your other equipment as well, hoping that…

[] …my decision to wear my armour and bane-runed sword was the right one.
[] …my decision not to wear my armour and knightly sword was the right one.
 
Guns 5.03
[X] …my decision to wear my armour and bane-runed sword was the right one.

Well, of course, you did. You were, after all, going into an extremely dangerous situation where you would be shot at by who knows how many determined defenders. In fact, you cannot see how wearing armour impervious to musket fire from all but the closest ranges could do anything but help your chances of survival.

So there you stand, at the head of your men, clad from head to toe in shining steel plate, feeling all but invincible.

Still, the bugle does not sound. It is almost a quarter to noon now. Behind you, the trenches bubble with men in the burnt orange and particoloured cloaks of the Kentauri Highlanders, waiting for the signal to follow your small party into the breach. They have been waiting almost as long as you, and still, the signal does not come.

At least you have not spent this time idle. You have made yourself busy.

[] I kept the men in high spirits.
[] I reordered my men to make the best use of their personal skills.
[] I found the safest approach to the breach.
[] What can I do but wait?
 
Guns 5.04
[X] I reordered my men to make the best use of their personal skills.

In the end, it might not have made much of a difference. What use is a man's skill with his hands if he is cut in half by grapeshot before he can even crest the glacis? Still, you tried your best to ensure that every man could do his utmost. It might not make much of a difference, but the difference it could make may be just enough.

"Campos!" You called out, spying a familiar face: Lieutenant Blaylock's troop Sergeant, the senior NCO in the party, and one of the few who had served with you since your very first command.

"Sir?" The Sergeant replied as he stepped forward, his expression expectant. "Need something?"

"Get their attention," you said. "There are some things I'd like to sort out."

Campos had the other Dragoons ready in moments. You picked out other familiar faces and called up their records in your mind. Their entries in the books had included each man's previous occupation, and you had put that carefully memorised knowledge to fine use. You picked out two of your men, a sullen young redhead and a stout-chested Callindrian. "Barrell, Leggero; you were poachers, were you not?"

You pointed at the carbines slung on their backs. "Any good with those?"

The redheaded boy stammered nervously at the mention of poaching, leaving the other to answer.

"We was hunters, sir," Leggero replied, his tone insistent, "and I could take the head off a coney from six hundred paces."

"Excellent, then the two of you shall cover the rest of us as we cross the ditch and assault the breach."

There were others that had applicable skills too. You assigned ex-quarrymen to climb up the steep side of the ditch first and former thugs and toughs to be the first to engage the enemy up close. After a few minutes, you were sure you would get the most out of your men.

Now, it rests upon you to make sure that proves enough.

A distant sound shakes you out of your thoughts: two long, drawn-out peals of brassy music, then those same two notes, repeated in rapid succession, once, twice, three times.

There it is, the call to battle.

You draw your sword and wave it over your head, letting the bright steel catch in the cloud-shrouded sun before the runes upon its blade flare to life and the blade bursts into flame. "Forlorn Hope! Forward!"

With anxious haste, you and your small group of men clamber over the tops of the assault trenches. Within seconds, the distant parapets of Kharangia's walls blossom in a sheet of white smoke. The belated crack of distant musketry fills your ears, joined by the shining of lead bullets flying through the air around you and the hollow smack of those same bullets kicking up craters in the open ground. Not one Antari ball strikes home, and you thank the Saints for the foolishness of your enemies; at three hundred paces, a man firing a smoothbore musket would have almost no chance of hitting another man. At such a range, the Antari would be better off hurling live chickens at your grey-green-clad vanguard.

The next volley, though…

The next volley will come when you are much closer, for unless your foe is entirely unschooled in the process of reloading, you will not have the time to reach Kharangia's walls before the Antari are ready to fire again.

Indeed, the enemy manages to fire again when you are just fifty paces short of the ditch. Their second volley is more ragged than the first, but at a little more than a third of the range, it is far more effective.

Four of your men fall, but not all of them are dead. One man thrashes as he hits the ground, crumpling slowly, holding himself up with the fleeting strength in his arms. They scream as they fall, and some do not stop screaming even after they hit the ground.

Some of your men turn to you, their expressions questioning, uncertain, fearful. If you leave your wounded out in the open, they will very likely die, but can you really spare the men to carry them back to safety?

[] We must leave the wounded and press onwards.
[] I order some of my men to carry the wounded back.
[] There must be some other way!
 
Guns 5.05
[X] There must be some other way!

You cannot order your men to leave their fellows behind, but perhaps you could find a way to minimise the number of men you would need to spare to carry the wounded back. You quickly spot a pair of men falling to the rear, gathering around one of their fallen comrades. One of them looks up at you.

"He's still alive, sir! We can carry him back!" The man blurts out. The stricken man moans in pain as his fellows begin to pick him up. Even with the two of them lifting together, they have a hard time of it, loaded down as they are with weapons and pack.

"That is no way to carry a wounded man!" You snap. The edge in your voice quickly brings your Dragoons to attention. "You must improvise a stretcher for him like this."

You grab their carbines and then arrange them as if they were the poles of a stretcher, their straps woven together to form the bed. "Now, he may be carried by two men."

Working quickly, the two now-disarmed Dragoons lift their wounded comrade onto the makeshift stretcher.

"I must continue the advance," you say as the two men lift the third in your makeshift stretcher. "Will you stay behind to carry back the other wounded?"

The two able men turn to you, their faces lit with gratitude. "Yes sir, that we will, sir."

"Good, carry on," you reply as you turn to catch up to the rest of the party, now almost at the edge of the glacis.

The glacis looks deceptively benign as you and your men approach it: a shallow, gently sloped surface of stone rising to the edge of the fortification ditch. The angle of its slope, designed more for deflecting cannon balls than repulsing infantry, is certainly no real obstacle. Still, you have a premonition of great danger in the back of your head as you lead your men forward.

You are perhaps fifteen paces away from the foot of the slope when your premonition solidifies into a gentle but insistent tugging on the edges of your mind. You focus on the stone surface in front of you.

Then you see it. The faint traces of blue, the rippling tinges of colour in the corner of your mind's eye, the seals of red wax set into cleverly concealed recesses in the stone surface.

The entire glacis is riddled with banefire traps. The second your men set foot on the stone surface, they will be incinerated by a triggered burst of eldritch flame.

You must call your men to a halt; only banebloods can see the flickering lines of pale fire that trace across the stone. To the baneless like your enlisted men or deathborn like Cazarosta, the glacis before you must appear perfectly safe.

You suppose you must lead them through the thin lanes of safety between the bane patterns, being the only one capable of seeing the peril. Yet such a course of action would almost certainly single you out as the greatest target as you picked your way across the exposed glacis.

Perhaps you could think of some other way…

[] I lead the rest of the party through the safe lanes.
[] I discreetly hang back and let one of my men run ahead and trigger the trap.
[] I try to disarm the trap by dislodging the baneseals.
[] Why risk my own skin? Order Cazarosta forward and have him trigger the trap.
 
Guns 5.06
[X] I try to disarm the trap by dislodging the baneseals.

"Dragoons! Hold your positions!"

You take a deep breath to steel yourself as your men come to a stop behind you. If merely guiding your men through the trapped glacis were considered an act of courage, then trying to disarm the trap alone whilst exposed to fire from all sides would be better described as insanity. Still, such a course of action would not only clear the way for your men but also for the rest of the army behind you. It is the best way forward.

You scramble forward onto the smooth stone, your sword in one hand. You rush to the nearest baneseal, a disk of red wax stamped with runes and no bigger than a tea saucer.

The seal is set deep into the stone, so its surface is almost flush with the glacis. You begin to probe at the gap between the stone and wax with clumsy armoured fingers, trying to lever the damned thing free. You hear the crack of musketry in the distance before you and are thrown backwards as the soft lead balls shatter against the bane-hardened steel of your armour: a dozen metal strikers against a plate steel gong. Thankfully, none get through the gaps in your armour; such lucky shots are rare, though not unheard of.

More musketry answers from behind you, your men covering you as you finally manage to wedge a finger of your gauntlet into the crack. More long seconds pass as you begin to wedge your fingers deeper into the unyielding crevice until finally, you grab hold!

The Antari fire again. Only one or two shots ring off against your armour this time. Your men bear the brunt of this volley. You hear one or two sharp, mortal screams and the lower, longer cries of the 'merely' wounded.

You pull the seal free. The lights tracing themselves across the glacis fade. The tugging at the edges of your mind unravels. You raise the extracted seal high so that all might see, then discard it as if it were a piece of rubbish.

With a mighty cheer, your rather diminished party of men rush forward, and you once again advance at their head, over the cleared glacis and into the ditch beyond.

The ditch itself is quite shallow, perhaps only one and a half times the height of a man. Still, as unused as you are to balancing in plate armour, you land more heavily than you had hoped.

Thankfully, you do not land on the stone that would have originally made up the bottom of the dry moat but instead on a soft bed made up of who knows how many years' worth of rubbish and sewage. You'll have bruises, you get the distinct impression that one of your ribs has been broken, and the foul-smelling ooze is now splashed all over your armour is most unpleasant. Still, you suppose it could have been much worse.


The dull crack of a musket shot rings out from the wall just moments after you land. Two more soon follow in rapid succession. It seems that the Antari are abandoning any attempt at volley fire now.

Your dragoons do not hesitate to respond. A carbine fires from the lip of the glacis. There is a sharp shriek from the top of the wall as one of the distant enemies slumps over the parapet. Another shot comes a moment later, and a second enemy pitches backwards.

The enemy continues to shoot back, but now their fire is furtive and even more inaccurate. Only one or two of your men do not make it over the top of the glacis and into the ditch.

As soon as the last of your men make it down, you begin to move forward, wading through the marshy, knee-deep muck, carbines, and pistols held high to avoid the viscous, inky material that pools around your high boots with every step.

Enemy fire comes from all sides. From the massive bastions to your left and right, the Antari assail your small party with an unceasing hail of musketry. From ahead, yet more defenders unload their muskets directly into the face of your men.

All around you, the black sludge is churned into frenzied sprays by the impacts of lead balls. With every passing moment, more of your men fall. Some are killed instantly by lucky shots to the head or heart. Others expire slowly, painfully, screaming as they crumple into the muck to be devoured by the dark sludge. You must keep moving forward, you have no choice. You cannot exactly climb back up to the glacis now. So you forge onwards at the head of your rapidly diminishing force, into the storm of enemy fire.

It takes the barest glance around you to realise just what fearful losses the Antari have inflicted upon your men. Out of the party you had begun with, only a dozen or so remain. Perhaps it shall be enough to take the breach if you are lucky.

Your men, and the breach. Nothing else matters now. As far as your immediate concerns go, nothing else exists. The main body of Havenport's army is far behind you, the city which they are marching to take far beyond. As far as you are concerned, they might as well be in Takara or Kian.

There is only the dull shape of the breach rising out of the powder smoke before you, the small group of men with which you must take that breach, and the enemy fire which rains down from every direction. It is a pocket miniature of darkness and death, and the only way out is forward.

"Dragoons! Into the breach!"

The first of your men scramble up out of the ditch and onto the piles of rubble and broken stone. In a previous life, they were quarrymen, lumberjacks, scouts; men used to climbing uneven ground, the men you have chosen specifically for the task.

A shout of alarm rings out from the top of the walls. The Antari respond quickly. Dark figures scramble out of the shadows of the wall, some with swords and the clubbed ends of their muskets, others with bayonets, but they are too late. Your best climbers have already regained their footing in the pit of the breach, and they meet the defenders with sabres at the ready.

You haul yourself up with the rest of your men. By the time you catch up to the first wave, two of your advance guard are dead, their bodies strewn among the sabred corpses of the Antari.

Yet despite your losses, the men are cheering, and why would they not? The Antari have been beaten back! The breach is taken! Now all that remains is to—

Suddenly, one of your men points dead ahead. "Sir! What's that?"

You look past the man's finger to see an object resolving itself in the powder smoke; the outline is hazy, and its exact measure is obscured by the clouds of smoke, but there is no mistaking that basic shape.

A cannon, not ten paces ahead, and just about to fire.

"Down!"

You make a colossal racket as you dive for the ground; greaves, sabatons, faulds, tassets, all clattering together with all the noise of an exploding pewter shop, but it is nothing compared to what comes next.

The world around you explodes in a cataclysmic eruption of flame and thunder. A storm of lead tears through your men, for the Antari are not firing round shot but canister: a battalion's worth of musket balls fired out in a narrow cone, perfect for butchering men at close range.

Your armour rattles and rings as the musket balls strike it. Most bounce off, but a bare few strikes at just the right angle to punch through, for at this close range, even bane-hardened plate is not impervious to such weaponry. Pain explodes through your body as it is pierced by three musket balls at once and bruised by half a dozen more.


It is when you pick yourself off the ground, your ears still ringing, that you realise how fortunate you were to be wearing your armour, for your men have no such protection, and those who were caught standing in the path of the Antari killing gun are dead to a man. Some are all but vaporised, ripped apart by a dozen or more musket balls. Others leave more recognisable corpses, if only by the shreds of grey-green still covering their tortured carcasses. Those of your men still alive quickly take cover, their faces grim. The enemy gun has shocked them, but they are not broken, for they cry out, not in fear but defiance, as they go to ground. Cazarosta and the survivors of his contingent clear out of the cannon's line of fire as well, though the scarred officer's angular features are far more composed than those of your men and the men around him.

In the smoke-filled beyond, you see the Antari begin the process of sponging out and reloading the gun. Before long, it shall be ready to fire again, to meet any renewed attack with yet more flame and death. Before anything else, the gun must be taken out of action.

How will you do it?

[] I'll rally the men and rush the gun before they reload.
[] I'll go forward and personally vanquish the enemy gun crew in close fighting.
[] I'll try to kill the enemy gunners with my pistols from a distance.
[] Cazarosta and his men can take care of that cannon.
 
Forlorn Hope
Since Sir Alaric will perish if we continue on the current path, here's how he can survive leading the Forlorn Hope.

Chapter V
In which KHARANGIA FALLS.

You gathered your volunteers together at eight-thirty. More than a few had come forward in response to your call for volunteers, certainly enough to form a sizeable group of fighting men.

Cazarosta had appeared five minutes later. With him were his own contingent of Dragoons, men from his own command and almost mirrors of their commander; gaunt of face and hungry of expression, their lean figures coiled tight as steel springs, their eyes burning like hot coals, lit by thoughts of blood and fire: fighting men…

No: killing men.

At eight-fifty, you and your small party moved into position at the head of the assault trenches. Parties of sappers and scouting officers stepped aside as your determined little band made their way forward. Most gave you grim looks laden with equal parts approval of your bravery and pity for the ordeal before you. Other men, the more foolish ones, gave cheers of encouragement, thinking only of the glory you are likely to win on this day, not the suffering you must endure to achieve it.

At nine-fifty, the bombardment finally stopped. For the first time in a month and a half, the army's siege guns lay silent in broad daylight. Slowly, the shroud of pulverised rock and dust began to blow away in the limp early autumn breeze, revealing the gaping wound in Kharangia's walls, the solid stone face shattered, the rubble core which filled up the bulk of the wall spilling out like guts from an open wound, over the lip of the stone and into the ditch dug between the wall itself and the edge of the glacis.

Your men waited as the echoes of the mighty guns faded away, and the dust clouds unravelled and thinned until they were indistinguishable from the overcast sky. The assault was to begin at ten o'clock, close enough behind the heels of the bombardment to give the enemy scant time to assemble their defences.

At ten o'clock, a bugle was supposed to sound ordering your men forward as the spearhead of Havenport's grand assault.

It is now eleven-thirty.

[X] So my moment of glory shall be delayed a few hours, what of it?

You are not overly worried. After all, it is not as if the assault can be called off. Not unless Havenport wishes to throw the King's entire grand strategy into disorder.

You look down at yourself, checking your sabre and pistols for the hundredth time. You look over your other equipment as well, hoping that…

[X] …my decision to wear my armour and bane-runed sword was the right one.

Well, of course, you did. You were, after all, going into an extremely dangerous situation where you would be shot at by who knows how many determined defenders. In fact, you cannot see how wearing armour impervious to musket fire from all but the closest ranges could do anything but help your chances of survival.

So there you stand, at the head of your men, clad from head to toe in shining steel plate, feeling all but invincible.

Still, the bugle does not sound. It is almost a quarter to noon now. Behind you, the trenches bubble with men in the burnt orange and particoloured cloaks of the Kentauri Highlanders, waiting for the signal to follow your small party into the breach. They have been waiting almost as long as you, and still, the signal does not come.

At least you have not spent this time idle. You have made yourself busy.

[X] I reordered my men to make the best use of their personal skills.

In the end, it might not have made much of a difference. What use is a man's skill with his hands if he is cut in half by grapeshot before he can even crest the glacis? Still, you tried your best to ensure that every man could do his utmost. It might not make much of a difference, but the difference it could make may be just enough.

"Campos!" You called out, spying a familiar face: Lieutenant Blaylock's troop Sergeant, the senior NCO in the party, and one of the few who had served with you since your very first command.

"Sir?" The Sergeant replied as he stepped forward, his expression expectant. "Need something?"

"Get their attention," you said. "There are some things I'd like to sort out."

Campos had the other Dragoons ready in moments. You picked out other familiar faces and called up their records in your mind. Their entries in the books had included each man's previous occupation, and you had put that carefully memorised knowledge to fine use. You picked out two of your men, a sullen young redhead and a stout-chested Callindrian. "Barrell, Leggero; you were poachers, were you not?"

You pointed at the carbines slung on their backs. "Any good with those?"

The redheaded boy stammered nervously at the mention of poaching, leaving the other to answer.

"We was hunters, sir," Leggero replied, his tone insistent, "and I could take the head off a coney from six hundred paces."

"Excellent, then the two of you shall cover the rest of us as we cross the ditch and assault the breach."

There were others that had applicable skills too. You assigned ex-quarrymen to climb up the steep side of the ditch first and former thugs and toughs to be the first to engage the enemy up close. After a few minutes, you were sure you would get the most out of your men.

Now, it rests upon you to make sure that proves enough.

A distant sound shakes you out of your thoughts: two long, drawn-out peals of brassy music, then those same two notes, repeated in rapid succession, once, twice, three times.

There it is, the call to battle.

You draw your sword and wave it over your head, letting the bright steel catch in the cloud-shrouded sun before the runes upon its blade flare to life and the blade bursts into flame. "Forlorn Hope! Forward!"

With anxious haste, you and your small group of men clamber over the tops of the assault trenches. Within seconds, the distant parapets of Kharangia's walls blossom in a sheet of white smoke. The belated crack of distant musketry fills your ears, joined by the shining of lead bullets flying through the air around you and the hollow smack of those same bullets kicking up craters in the open ground. Not one Antari ball strikes home, and you thank the Saints for the foolishness of your enemies; at three hundred paces, a man firing a smoothbore musket would have almost no chance of hitting another man. At such a range, the Antari would be better off hurling live chickens at your grey-green-clad vanguard.

The next volley, though…

The next volley will come when you are much closer, for unless your foe is entirely unschooled in the process of reloading, you will not have the time to reach Kharangia's walls before the Antari are ready to fire again.

Indeed, the enemy manages to fire again when you are just fifty paces short of the ditch. Their second volley is more ragged than the first, but at a little more than a third of the range, it is far more effective.

Four of your men fall, but not all of them are dead. One man thrashes as he hits the ground, crumpling slowly, holding himself up with the fleeting strength in his arms. They scream as they fall, and some do not stop screaming even after they hit the ground.

Some of your men turn to you, their expressions questioning, uncertain, fearful. If you leave your wounded out in the open, they will very likely die, but can you really spare the men to carry them back to safety?

[X] We must leave the wounded and press onwards.

"Dragoons! Advance!" You shout, even as some of your men begin to falter and gravitate towards the fallen forms of their comrades.

"I said advance!" You repeat, this time directing your voice entirely at the handful of men now preparing to haul one of the wounded dragoons back.

One of them looks up at you, his features a mask of anguish. "He's still alive, sir! Please!" The stricken man moans in pain as his fellows begin to pick him up.

"I cannot spare any of you, not even to carry the wounded back," you answer, trying to keep your voice as even as possible. "We must leave him."

The others now look up as well, their expressions ranging from shock to anger. "But sir! We can—"

"You will leave him, sir!" You shout, your frustration getting the better of you. "You will leave him, and you will advance this instant, for I shall not stand here waiting for you to remember your duty whilst the enemy makes ready to fire again!"

One of the men says something under his breath that you were clearly not meant to hear. The others take one look behind them and then stand back up, their eyes full of hate not for the enemy who had struck their fellow down but for you who had ordered them to leave him behind.

The other wounded are being left, as well. Cazarosta is making sure of it, his cold glare stopping any man who might think otherwise. From twenty paces away, he looks up and meets your eyes. Perhaps he has recognised that you have made the same decision as him, for he nods to you, a subtle admission of approval, before putting his eyes forward and continuing the advance.

The glacis looks deceptively benign as you and your men approach it: a shallow, gently sloped surface of stone rising to the edge of the fortification ditch. The angle of its slope, designed more for deflecting cannon balls than repulsing infantry, is certainly no real obstacle. Still, you have a premonition of great danger in the back of your head as you lead your men forward.

You are perhaps fifteen paces away from the foot of the slope when your premonition solidifies into a gentle but insistent tugging on the edges of your mind. You focus on the stone surface in front of you.

Then you see it. The faint traces of blue, the rippling tinges of colour in the corner of your mind's eye, the seals of red wax set into cleverly concealed recesses in the stone surface.

The entire glacis is riddled with banefire traps. The second your men set foot on the stone surface, they will be incinerated by a triggered burst of eldritch flame.

You must call your men to a halt; only banebloods can see the flickering lines of pale fire that trace across the stone. To the baneless like your enlisted men or deathborn like Cazarosta, the glacis before you must appear perfectly safe.

You suppose you must lead them through the thin lanes of safety between the bane patterns, being the only one capable of seeing the peril. Yet such a course of action would almost certainly single you out as the greatest target as you picked your way across the exposed glacis.

Perhaps you could think of some other way…

[X] I lead the rest of the party through the safe lanes.

"Dragoons! Form up behind me and follow my steps exactly; all our lives may depend upon it."

It only takes a few moments for your men to shuffle into a rough file behind you. As soon as you find them ready, you begin to move forward, carefully skirting the patterns of banefire which trace their way across the face of the glacis. Step by step, you slowly work closer to the far edge of the sloped surface. The gaps between the tangle of wards and magickal snares are narrow, a pace from one edge to the other at their widest. You keep towards the centre as much as possible and hope that your men do not misstep or slip on the smooth stone.

You are almost at the edge now. The faint glow of banefire is all around you, filling the edges of your mind's eye with a green tint and tugging your thoughts in every direction. The men behind you will have to work their way through the nightmarish maze as well, guided by their own baneblooded officers, but that, at least, is not your problem.

You are only a few steps from the lip of the glacis when the Antari open fire. Musket balls slam into the stone around you, leaving the smooth blocks pockmarked. You feel some great force send you reeling backwards. Your ears are assailed by a sharp metallic ringing, and your entire body vibrates like a tin drum. You stagger down the shallow slope half a step before catching yourself and regaining your balance.

Only a moment later do you realise that you had been hit by almost half a dozen Antari musket balls and that your marvellous bane-hardened armour stopped them cold. With a renewed feeling of security, you urge your men onwards with a wave of your blazing sword, leading them over the glacis and into the ditch beyond.

The ditch itself is quite shallow, perhaps only one and a half times the height of a man. Still, as unused as you are to balancing in plate armour, you land more heavily than you had hoped.

Thankfully, you do not land on the stone that would have originally made up the bottom of the dry moat but instead on a soft bed of who knows how many years' worth of rubbish and sewage. You'll have bruises, you get the distinct impression that one of your ribs has been broken, and the foul-smelling ooze splashed all over your armour is most unpleasant. Still, you suppose it could have been much worse.

The dull crack of a musket shot rings out from the wall just moments after you land. Two more soon follow in rapid succession. It seems that the Antari are abandoning any attempt at volley fire now.

Your dragoons do not hesitate to respond. A carbine fires from the lip of the glacis. There is a sharp shriek from the top of the wall as one of the distant enemies slumps over the parapet. Another shot comes a moment later, and a second enemy pitches backwards.

The enemy continues to shoot back, but now their fire is furtive and even more inaccurate. Only one or two of your men do not make it over the top of the glacis and into the ditch.

As soon as the last of your men make it down, you begin to move forward, wading through the marshy, knee-deep muck, carbines, and pistols held high to avoid the viscous, inky material that pools around your high boots with every step.

Enemy fire comes from all sides. From the massive bastions to your left and right, the Antari assail your small party with an unceasing hail of musketry. From ahead, yet more defenders unload their muskets directly into the face of your men.

All around you, the black sludge is churned into frenzied sprays by the impacts of lead balls. With every passing moment, more of your men fall. Some are killed instantly by lucky shots to the head or heart. Others expire slowly, painfully, screaming as they crumple into the muck to be devoured by the dark sludge. You must keep moving forward - you have no choice. You cannot exactly climb back up to the glacis now. So you forge onwards at the head of your rapidly diminishing force into the storm of enemy fire.

It takes the barest glance around you to realise just what fearful losses the Antari have inflicted upon your men. Still, you have at least two dozen dragoons on their feet and ready for action, and only the breach itself lies before you now.

Your men, and the breach. Nothing else matters now. As far as your immediate concerns go, nothing else exists. The main body of Havenport's army is far behind you, the city which they are marching to take far beyond. As far as you are concerned, they might as well be in Takara or Kian.

There is only the dull shape of the breach rising out of the powder smoke before you, the small group of men with which you must take that breach, and the enemy fire which rains down from every direction. It is a pocket miniature of darkness and death, and the only way out is forward.

"Dragoons! Into the breach!"

The first of your men scramble up out of the ditch and onto the piles of rubble and broken stone. In a previous life, they were quarrymen, lumberjacks, scouts; men used to climbing uneven ground, the men you have chosen specifically for the task.

A shout of alarm rings out from the top of the walls. The Antari respond quickly. Dark figures scramble out of the shadows of the wall, some with swords and the clubbed ends of their muskets, others with bayonets, but they are too late. Your best climbers have already regained their footing in the pit of the breach, and they meet the defenders with sabres at the ready.

You haul yourself up with the rest of your men. By the time you catch up to the first wave, two of your advance guard are dead, their bodies strewn among the sabred corpses of the Antari.

Yet despite your losses, the men are cheering, and why would they not? The Antari have been beaten back! The breach is taken! Now all that remains is to—

Suddenly, one of your men points dead ahead. "Sir! What's that?"

You look past the man's finger to see an object resolving itself in the powder-smoke; the outline is hazy, and its exact measure is obscured by the clouds of smoke, but there is no mistaking that basic shape.

A cannon, not ten paces ahead, and just about to fire.

"Down!"

You make a colossal racket as you dive for the ground; greaves, sabatons, faulds, tassets, all clattering together with all the noise of an exploding pewter shop, but it is nothing compared to what comes next.

The world around you explodes in a cataclysmic eruption of flame and thunder. A storm of lead tears through your men, for the Antari are not firing round shot but canister: a battalion's worth of musket balls fired out in a narrow cone, perfect for butchering men at close range.

Your armour rattles and rings as the musket balls strike it. Most bounce off, but a bare few strike at just the right angle to punch through, for at this close range, even bane-hardened plate is not impervious to such weaponry. Pain explodes through your body as it is pierced by three musket balls at once and bruised by half a dozen more.

It is when you pick yourself off the ground, your ears still ringing, that you realise how fortunate you were to be wearing your armour, for your men have no such protection, and those who were caught standing in the path of the Antari killing gun are dead to a man. Some are all but vaporised, ripped apart by a dozen or more musket balls. Others leave more recognisable corpses, if only by the shreds of grey-green still covering their tortured carcasses. Those of your men still alive quickly take cover, their faces filled with terror. Victory had seemed so close, only to be snatched away by that butcher's gun. Now all of their anxiety, all of their fear has returned to them at treble strength. There is little fight left in them. Cazarosta and the survivors of his contingent clear out of the cannon's line of fire as well, though the scarred officer's angular features are far more composed than those of your men and the men around him.

In the smoke-filled beyond, you see the Antari begin the process of sponging out and reloading the gun. Before long, it shall be ready to fire again, to meet any renewed attack with yet more flame and death. Before anything else, the gun must be taken out of action.

How will you do it?

[X] I'll go forward and personally vanquish the enemy gun crew in close fighting.

If it is to be done, then it is best you do it yourself.

You advance alone upon the Antari cannon. It will be long moments before it can be made to fire upon you and your men again, and you have no intention of letting that happen.

One of the shadowy outlines of an enemy gunner points at you as you close on them. The figures shift in the powder smoke. It is clear that they fully mean to defend themselves.

Perhaps they would have been able to stop a lone Dragoon officer. Even untrained and nervous as they were, their numbers alone would have made them more than a match for one armed only with pistol and sabre…

…but against a fully armoured Knight of the Red, they stood little chance at all.

The fight, if you could even call it that, did not last longer than a few seconds. One of the gunners brandished a rammer at you, holding it like a polearm. With one sweep of your blazing longsword, you cut it in half. With your next, you did the same to the man holding it, the bane-hardened blade slicing through skin, flesh, and bone as if it were a block of warm butter.

After that display, the other Antari did not linger. Within moments, their fleeing shapes were fading into the powder smoke as your men rushed forward to secure the abandoned gun.

The breach is yours. Now you must hold it.

-​

You barely get a moment's peace before the counter-attack comes: a wave of new figures emerging from the smoke. These men carry muskets and swords; no half-trained gun crews, these, but proper soldiers. Even from this distance, it is clear that they outnumber you. At least five or six dozen of them are coming out of the smoke, shouting their battle cries as they charge the breach you have but just taken.

At least you shall not have to hold them for long, for behind you comes a more welcome sound: the pipes of the Kentauri Highlanders. They must be at the glacis by now, and in a few minutes at most, they shall be at your back, fresh and bloodthirsty, in numbers that the Antari could not stand against.

Until then, you must hold the breach with your dozen or so dragoons, and you've precious little time to figure out how to do it, for the first of the enemy are naught but a few dozen paces away.

What are your orders?

[X] We'll have to pull back to more defensible positions immediately!
[] We must stand and fight where we are.

[] We counter-charge; it's the last thing they'll expect!

"Dragoons!" You shout. "Fall back and take cover!"

There is no other way. Your current positions leave your men over-extended and scattered, so they must fall back to better positions if any of you are to survive.

You have not retreated more than three steps when a distinctive shape catches your eye. The cannon! The damned thing has already cost your men dear. You cannot allow the Antari to reclaim it and inflict yet more losses; the gun must be disabled.

Thankfully, your knightly arms make it a simple enough task. You raise the blazing blade of your longsword over the cannon like a headsman with his axe. A single downward swing is enough to chop halfway through the iron barrel.

Your job done, you make an expeditious retreat, for the Antari are at your heels. The enemy quickly retakes the gun, but you know they will find it of little use now.

It is a small blessing, but you will need every one you can get, for the Antari counter-attack is at hand, and you have run out of places to retreat to. Now you must stand and fight.

You know there cannot be more than seventy or eighty of them, but to your eyes, the mass of armed men piling into your beleaguered Dragoons seems beyond number. Though your Dragoons fight on with the ferocity of desperate and cornered beasts, though your arms grow weary unto numbness as you parry and thrust and slash, there are always two more rushing to replace a fallen foe.

One by one, your men begin to fall, brought low by sheer numbers. Your thin grey-green line becomes a contracting knot. Your breathing grows ragged, your vision begins to blur, and the enemy blends into a shapeless mass of snarling faces and whirling blades. You must rest, you must recover, but there is nowhere to go, nowhere to run.

You are not even given a minute of peace before the enemy rushes you again. Carbines fire from your left and right as the resurgent tide of Antari charges out of the choking, bitter smoke; only a few, for many of your Dragoons have lost their guns in the fighting, while others have been too exhausted to reload them. The impulsive volley has little effect.

The Antari, on the other hand, have plenty of muskets to spare. At twenty paces, they bring their weapons to bear and thunder forth their own ragged volley at your battered, bleeding men.

You hear a high shriek as one of your Dragoons falls; another is on the ground, his lifeblood gurgling out of his gasping mouth.

Then the Antari are upon you, and you know you cannot win. There are so many, you are so few, and one by one, your men fall.

To your left, even Cazarosta seems hard-pressed as he fights off three attackers at once, the last of his contingent dead at his feet. You look to the other side in time to see the man on your right die screaming as an Antari blade buries itself up to the hilt in his gut.

You parry the bayonet thrust of one foe only to be sent reeling backwards by the clubbed musket butt of another. You tumble onto the uneven stone, not half a step away from a long drop down the front of the wall. You feel blood well up in your mouth as one foe presses close and kicks open your visor with a poleaxe raised for the killing stroke….

Then the Antari staggers backwards, weapon falling out of his nerveless hands as the straight blade of a basket-hilted broadsword buries itself into his chest.

All around you, the foe is being put to flight, for clambering over the lip of the breach are tall, fresh men in their dozens wearing the burnt-orange jackets of the Tierran line infantry and the particoloured cloaks of the Kentauri Highlanders.

The man who saved your life grabs you by the shoulder. "Major Neille, Highlanders, at yae service," he says as he one-handedly hauls you onto your feet.

"Captain Castleton, Dragoons, at yours," you reply wearily.

"I must congratulate you on an action well-fought, Captain," Neille says, extending his hand. "'Tis our turn for it now if you've nae objection."

You shake your head. Today, you have more than fought your fill. "By all means, Major. It's your field now."

Pleasantries dealt with, the Kentauri officer quickly turns back to his own men. He twirls his basket-hilted broadsword over his head with an energy you can only envy. "Highlanders! At mae heels! 'Tis time fer murder!"

In any other regiment, such an exhortation would have been considered barbaric. However, the Highlanders have no trouble echoing their officer's shout with the greatest enthusiasm. "Murder!" They cry, bright swords a-glancing as they charge off into the smoke.

You strain to stay on your feet. The day's exertions have left you with precious little strength left, yet you and the survivors of your force must keep the breach secure. Ahead, you hear the shrieks of battle and the crackle of musketry, the ringing of steel upon steel, and the bright, clear skirl of the pipes as the Highlanders press their attack, driving beyond the breach in the walls and deep into the city itself.

Not ten paces in front of you, Cazarosta leans against the stone on the opposite side of the breach. He presents a fearful sight, exhausted as you are, his tunic torn, his left arm slashed open, his entire form coated with a filthy grime made of blood, sweat, and powder, the residue of hard battle.

He is a major now, just as you are, or will be, for not even the stigma of deathborn-bastardry can rob an officer of a promotion won from leading a Forlorn Hope. The deathborn officer meets your gaze and favours you with a slight nod. Is it a gesture of gratitude? Perhaps it is merely an acknowledgement of the simple fact that the two of you have somehow both managed to survive.

The afternoon seems to run by you in fits and starts as the hours pass; your exhausted body stands automaton-like, your eyes too tired to offer you anything but hazy tableaux set to the thunder of guns and the last moans of dying men. At some point, you realise it is no longer cloaked Highlanders pouring through the breach but men in grey-green, your own Dragoons. For a brief, hazy moment, you think you see Sandoral with Lanzerel by his side, leading your squadron into the fray, but your eyes refuse to focus, and you cannot know for sure if it is fact or mere delusion.

Then, behind them, more men in the burnt orange of the line infantry, an unending stream of them, press into the fight until finally, in the distance, the sound of fighting stops, and the sounds of cheering, of looting, of a furious army despoiling a supine city begin.

Finally, you have no more strength left, not even to stand. You slump to the ground as the smoke of powder is joined by the smoke of burning houses, as the moans of the nearby dying are joined by the screams of distant human suffering.

The sky rumbles with a sound far too loud to be cannon. Cold, wet pinpricks land upon your face; the first drops of the long-awaited autumn rains, here at last.

It matters little. The rains have come too late.

Kharangia is fallen.

And with that thought in your mind, you fall into a deep, exhausted sleep.
 
Guns 6.01
Chapter VI
In which the CAVALRY OFFICER winters in the city of KHARANGIA.

It is still raining six days later as you stand on the roof of the great bastion of Kharangia's citadel.

What had been a drizzle on the night the city fell quickly grew in weight over the next few days. Now it is an unceasing downpour, a constant torrent soaking through your thick greatcoat and plastering the red-and-white plumes of your helmet flat against the polished black leather.

You hardly stand alone in your misery. The other officers of the Duke of Havenport's army stand with you, arrayed by regiment atop the massive triangular fortification. The rain falls upon them as well, and they too must bear the burden of soaked overcoats and hats made cold and twice their dry weight by the rain.

At least you do not have to worry about new wounds compounding your misery. As the man who commanded the Forlorn Hope, you were made the bane-healers' first priority. The Knight of Saint Octavia assigned to your care had mended much but not all; your body is no longer as young as it once was, and not even banecasting can reverse the flow of time.


All around you, the roll of drums rises, a sodden rattle. From the assembled mass of the Tierran officers, the Duke of Havenport steps forward, carrying himself as if he were before the Imperial Court of the Kian'Zi and not soaked to the skin standing on the cannon-scarred fortification of a burnt-out foreign city.

Your army's commander has every reason to be proud, for another man is carried slowly forward to meet the Kentauri General, Havenport's opposite in every aspect: paunchy, white-bearded, and stooped. His eyes droop, and his head lolls listlessly in the fugue of the irreparably senile. While Havenport strides forth with his chin held high, his counterpart is hauled forward on a covered, sagging palanquin, head resting precariously on a set of silken cushions.

He is Prince Boleslaw of Kharangia, a lord of the Antari League Congress, and he has come to formally surrender his city.

Havenport stops before the defeated Antari lord. He bows. The two men, one still young and vigorous, the other elderly and ailing, exchange a handful of words, all drowned out by the quiet hiss of the autumn rain.

Prince Boleslaw makes a motion to his side. An attendant rushes forward with a box of dark wood chased in silver, its flanks glowing with the faint light of the Bane. Within sits the great seal, a confection of silver and ruby. To hold it is to hold the city. To relinquish it is the most definitive act of surrender. More words, then with a wave of his hand, Prince Boleslaw orders his servant to hand the box to the Duke of Havenport.

The Duke takes the box with both hands. The runes upon the dark wood flicker out as Havenport opens the lid and glances inside. After a moment, he nods, his expression no more awed than that of a farmer taking possession of a cow.

He closes the box, and the runes flare back to life. The Antari servant steps back and kneels in customary obeisance, officially acknowledging the Kentauri General as master of Kharangia.

It is done.

The three customary cheers sound as the Duke returns to his assembled officers, but the voices come out weary and sodden. The oppressive grey downpour dulls even the lustre of victory.

Some of your fellow officers standing in the square bear more than the weight of the cold and wet in their expressions. The fight for the city was a brutal thing, and your Dragoons had been in the thick of it. From what you heard, it had been a fiasco; Lieutenant-colonel Keane had suffered some sort of breakdown before the assault. Your men had gone in without command from either the squadron or the regimental level. It was only due to Lieutenant Sandoral's leadership that your squadron escaped with relatively light losses.

The other parts of the Duke of Havenport's army were less lucky. Kharangia had cost nearly six hundred Tierran lives.

Once inside, a berserk fury had overtaken the men of Havenport's army. Driven by greed, bloodlust, and a desire to avenge their fallen comrades, they had descended upon the city's inhabitants with the greatest savagery. As it would have been for your men, had it not been for the initiative of your lieutenants and sergeants. Working together, they managed to do the impossible: keep a body of soldiery under their discipline in the middle of a sack. While the rest of the army debased themselves with their brutality, your men held firm as an example to all.

However, you have none of that air of shame around you. While the rest of Havenport's army were revelling in the full measure of wartime atrocity, you and your hand-picked few had been covering yourselves with glory. The papers confirming your promotion to major were waiting when you woke up the next day, and there is already talk of Grenadier Square adding a bar to your Gryphon of Rendower.

Cazarosta wears a major's insignia now, too. His promotion had been dated a mere day after yours, but it is enough to make you his senior officer.

With Lieutenant-colonel Keane having been declared unfit for duty and on his way back to Noringia, the two of you are now the senior Dragoon officers in Kharangia - hardly a disagreeable arrangement.

Only one part of the surrender ceremony remains.

As the sound of the taut, joyless cheers subside, three more men emerge from the Tierran ranks. One carries an immense triangle of folded cloth, resplendent in orange and blue. To the sound of a single drum's beat, they walk to the centre of the bastion, where a wooden flagpole rises. The drums rattle again.

With practised movements, two of the three officers step forward to pull down the powder-stained, tattered, and sodden rag which had served as a symbol of defiance for the city. In its place rises a splendid new flag: the gryphons and towers of Tierra worked in bright silk.

The sight fills you with a sense of…

[] Emptiness; one city will not win us this war.
[] Guarded optimism; we've won a battle but not the war.
[] Pride; this is a great victory, and ultimate victory is within reach.
 
Back
Top