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That's one of the reasons we should probably save down on spells right now. We're going to need them later for healing our men and if need be to cover our retreat once we've beaten the Beastmen back.
A few disposable ghur elementals to run in and blunt a charge could be useful to prevent the need for some of that healing.

Edit: but thinking on it further, I agree with the above post. In this instance I think we should leave what to cast/if we should cast at all to our vharchter
 
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I'm more inclined to run- the real danger here seems to be less this immediate ones chasing us and more the risk of getting stuck here as increasingly large numbers move around us. I think the elves are good to kill the gors while moving as a screen for the ogres, but I don't think we can punch through if we get surrounded.
 
From a basic perspective, we don't have enough time, so the sensible thing to do seems
[] Take up full defensive formation, give the Beastman a bloody nose and then retreat in good order.

As we cannot get the column enough organized to march back.
Also, we should not go heavy on the magic casting because we are already tired and need a bit of reserve for emergencies. So I'd say leave it to the Main Character, Fanriel will cast spells if there is immediate need.

I'm more inclined to run- the real danger here seems to be less this immediate ones chasing us and more the risk of getting stuck here as increasingly large numbers move around us. I think the elves are good to kill the gors while moving as a screen for the ogres, but I don't think we can punch through if we get surrounded.
An interesting alternative viewpoint... However, how would these large numbers move around us? We have the forest only on one side, if they try to go through the plain/hill nearby they would be visible already, and that is not the case.
In order to have that, it should have been a critical failure for Fanriel where instead of the Beastmen reaching her they run around and beyond her, not just "does not manage to shake them off".
 
Sorry, what rune is this exactly? Thought that this was an effect of the Silverine Plate - from what I understand the closest we have to a Lightfang rune that does this is Ghyran, which let's us sap health from enemies and not stamina.

Upon the blade are carved three great runes, though no elf alive fully understands their function or meaning. The first and the most intricate of them glows fiercely in the presence of the corrupt energies of Chaos, weakening and purifying them, and allowing the blade to bite deeply into the servants of the Dark Gods. The second rune glows bright when the wielder channels magic through the hilt, amplifying it and conducting the energy through the blade, allowing for a wide variety of effects, such as causing it to burst to flames with Aqshy or glow with blinding light using Hysh. The third rune glows dull but steady, bestowing great stamina upon the wielder and granting him fresh vigour during battle, allowing him to carry on fighting without tiring.

Says so right here, the third Rune on our Sword.
 
Sorry, what rune is this exactly? Thought that this was an effect of the Silverine Plate - from what I understand the closest we have to a Lightfang rune that does this is Ghyran, which let's us sap health from enemies and not stamina.
Lightfang has three runes, the first of which grants bonuses against Chaos, the second gives a different bonus depending on what Wind is channelled through the blade, and the third makes it so that the user never gets physically tired in battle, in effect meaning that they never take penalties to Prowess from tiredness.

I figure Fanriel should choose what spells to cast, including elemental types. Ghyran elementals don't actually seem that useful here. A Ghyran's elemental only noteworthy property is that they can take a lot of damage before being destroyed thanks to their regeneration. This makes them useful when we want to stop someone from advancing through a tight narrow space which the Ghyran elementals can block with their bodies, but I don't see what good they'll be doing in a clearing like this where they can just be sidestepped.
It is Chamon elementals that are only useful for occupying space with their bodies. While not exceptional in combat, Ghyran Elementals can at least threaten the enemy to occupy their attention.

They would make for poor meat shields otherwise.
 
Magical stamina seems a long term constraint and area for improvement via gear.

In general while our gear does a ton for our ability in melee, it actually does nothing at all for our ability as a caster. We're kind of a magic wet noodle in that regard as well.

Mind, if we learn how to implement our elementals inside gear one of them might have an effect that could help our spell casting, If nothing else I imagine that we could create an arcane item wand to boost our ability with the wind of the same elemental.
 
It is Chamon elementals that are only useful for occupying space with their bodies. While not exceptional in combat, Ghyran Elementals can at least threaten the enemy to occupy their attention.

They would make for poor meat shields otherwise.

Good, because a distraction is exactly what i wanted them to be used for.

Okay, new version of my plan.

[ ] Take up full defensive formation, give the Beastman a bloody nose and then retreat in good order. Summon as many Ghyran Eelementals as you safely can and use them as meat shields to support the frontline, then lead the Swordmasters were the fighting is fiercest and blunt the charge of the Beastemen.

So no need for any complicated spellcasting, Fanriel summons a number of Ghyran Elementals by her own judgement, then we use our elite heavy infantry (the Swordmasters) for the reason they exist.

Utterly destroying inferior troops in melee and stopping their charges in their tracks.
 
Also we'll still have to fight those very same Beastmen when we get back with the count's forces even in the off chance that we do manage to evade them.

At least this way when we fight them they'll be down their elite Bestigors, since we killed them, and are tired from chasing us throughout the forest. After all, unlike us, they don't get Lightfang's Ghur aspect to recharge their stamina.
Who said the Bestigors were their elite?
 
Saleria the Starved

Long before the rise of humankind, when civil war literally tore Ulthuan asunder- Malekith's loyalists fled to frozen Naggaroth. Even for his zealous Nagarythean core, it was- and is- a wretched land- frozen near year round, bloodied by beastmen, monsters and Norscans, wracked by powerful weather and bereft of the blessings of Isha and millenia of careful stewardship. Modern Druuchi have broadly settled within fortified cities or floating Arks, sheltered by high walls, dark blessings and paranoid vigilance from the world beyond- ever jealous of the paradise their ancestors abandoned.

Only broadly, however.

The Autarii are descended from a wild stock, one undaunted by the bitter elements. Defiant clans of survivalists settled in the windy peaks and shaded forests, abandoning the safety of the walls to cut their teeth on this chaos twisted ecosystem. To their peers, they were considered savage, suicidal- and, most disturbingly, successful.

Modern Autarii are not Druuchi, although they share ancestry, allegiance and, perhaps, sheer savagery. A distinct tribal culture, lead by their Urhans and reverent of ancient customs, their Druuchi counterparts disdain and fear their traditions as much as they crave their services. Indeed, their warrior Shades are a more than able answer to Rangers and Shadow Walkers- cunning snipers and savage berserkers as the situation requires.

Saleria was born disfigured, a rarity amongst elves, and an intolerable failing amongst such a vicious peoples. Although their mother hid them well, ultimately, their defective jaw was discovered, and the child was left behind by their nomadic kin- left only the tools to fend for themselves, in a sense of strange mercy. Normally, that would be the end of it.

Saleria did not die. Decades later, in fact, they would find a lonely niche as a professional assassin, for despite their malnourished frame, their subtly, cunning, bestial instincts and astounding cruelty made them awfully suited for an unfair fight. Poison, crossbow bolt, strangulation, once all three simultaneously- if one desired an elf or man or monster slain, this unassuming Shade proved constantly capable. Despite their prowess, their loneliness never abated, even as it slowly curdled into something manic. Even the reaver Shades in Nagarythe, no matter how embattled, would never accept a walking totem of famine, while their Druuchi employers tolerated a disfigured elf only as long as they were needed. Their life was endless nomadism interspersed with the thrill of artisanal cruelty, sustained as much by pure spite as the food they laboriously swallowed.

Then, came the campaign in Araby.

As so often, Asur and Druuchi clashed upon that desert coast, the latter seeking to punish the former's brutal slave taking and maintain their affluent trade. Saleria, as ever, was tasked with culling man and elf alike as the opportunity arose- and found themself locked in a bloody dance with their Asur counterpart, a Nagarythe Shadow Weaver named Lothiar. Frustrated, then enraptured, haunting the sorcerer took priority over even the completion of their contracts- for what coin could compare to being treated, not with disdain nor fear nor hate, but with devotion?

It has been a year since Saleria traveled north, a final test of devotion for their 'partner'. When Lothiar followed, equally obsessed with bringing them to justice, they were nearly overcome with delight. Ever since then, the pair have matched wits all across the Old World, the Autarii sustaining themself off occasional contract, expert hunts and the occasional spontaneous spree killing. Their travels, they devote to Ladrielle; their prey, to Anath Raema; their victims to Khaine, and their prayers to Atharti- that this deranged bond may last forever.

Occasionally, in fits of ennui, sadism or paranoid, terrified jealousy, Saleria contemplates sacrificing Lothiar- shattering them, body and mind, over multiple days of religious cannibalism. In the end, the mood passes, and they rapidly banish such thoughts- the fear of being alone again is overwhelming. Nonetheless, if ever they were to end this savage hunt, they would first slit their devotee's clever eyes, so they never realise their obsession had been a malnourished and unwanted cripple all along.
————

Lothiar, Nagarythe Shadow Weaver

Long before the rise of humankind, when civil war literally tore Ulthuan asunder- Ulthuan's loyalists, even in victory over Malekith, lost a kingdom, never again to be complete in more ways than one. Since then, sheer hatred has consumed both the heart and hearth of Nagarythe, its embittered natives wishing nothing more than to exterminate the Druuchi once and for all.

Lothiar was born amongst desolate Nagarythe's inland edge, which is at least somewhat insulated from endless war. Here is settled the kingdom's few urban centers, and it is here Lothiar was born, raised and indoctrinated- serving a partial tour as militia against the hated foe, before their for the Lore of Shadows spontaneously manifested. So grateful was the noble they saved from assassination, he sponsored their education in the arcane arts.

Perhaps he could have gone far in the White Tower, but a life in idyllic Saphery ill suited them. They returned soon enough, ready to serve as a warlike Shadow Weaver, intent to shield their brethren against the predations of Druuchi assassins.

In Araby, however, they met their better.

Horrified at how they were bypassed and overcome, humiliated at how the killer left them a sole survivor- they swore a bitter oath to hunt down this 'Salariel'. Ever since, they've hunted each other across true Old World, yet no matter what trickery or enchantment Lothiar attempts, their counterpart is ever ahead, behind, at their side, or wherever else that seems to please them- twistedly, taunting them with a trail of blood and atrocities.

Lothiar is aware that to lose their calm is to give this butcher an underserved victory, yet they've already lost that battle long ago. The knowledge that their counterpart has not only spared their life, but saved them twice more when whatever mercenary contract they take on went poorly, that they've somehow once infiltrated their own quarters not to slit their throat, but simply pilfer trinkets, keepsakes, mementos and trophies, that even now they string them along in some deranged game- it enrages, obsesses them like nothing else, especially when in turn they've only ever caught a fleeting glimpse of their elusive form. Even as they lower themselves to human paymasters for sustenance, they're ever hyper vigilant for some kind of advantage or lead, their mind never straying far from their 'partner'.

Some days, in weakness, they allow themselves to fantasise about eventual victory, that delirious high when, at last, the monstrous assassin is shackled and shattered at their feet. They are, obviously, far far too dangerous to return to their peers with, the responsibility of their enhanced interrogating falling by necessity upon themself. They can only envision their vengeful tortures so long, however, before inevitably reality asserts itself- and they renew their hunt with wild zeal, each time with a touch more desperation.
 
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I'm also fairly confident in our ability to win a defensive action. We're fighting Chaos mooks, which is where we're at our strongest due to all of our bonuses, and we're doing so with our ten swordmasters and twenty seaguards, and this time the Beastmen won't be getting bonuses from outnumbering and surrounding us due to the westerlanders. On the contrary, this time it's the Beastmen that are at the disadvantage due to already experiencing fatigue and casualties, while our own forces are currently fresh including Fanriel herself thanks to Lightfang.
 
I'm also fairly confident in our ability to win a defensive action. We're fighting Chaos mooks, which is where we're at our strongest due to all of our bonuses, and we're doing so with our ten swordmasters and twenty seaguards, and this time the Beastmen won't be getting bonuses from outnumbering and surrounding us due to the westerlanders. On the contrary, this time it's the Beastmen that are at the disadvantage due to already experiencing fatigue and casualties, while our own forces are currently fresh including Fanriel herself thanks to Lightfang.
And just because we defend doesn't mean we can't retreat in good order the moment this attack is blunted.

Basically we are being chased by whatever gores happened to be in the area when we revealed ourselves and they are chasing what they think (correctly) is an enemy scout. They are not ready to slam into a ready line of troops.

When they do we break their morale and send them scattering. This will give us a moment to actually retreat in good order while the beastmen try to gather a big enough band to actually threaten us.
 
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Also some considerations given our new ability.

Missions that the Lightfangs can take on alone without needing to work with other troops just became a lot more viable, as when working with just the Lightfangs we can afford to use Beast Shape or even go full Kurnous, something we can't do when working with human forces.

Another is that recruiting humans instead of just elves has a certain issue to it. While elves are likely to accept our transformation, if not because they recognize it as a blessing from Kurnous then at least because they might recognize it as the Ghur spell Beastshape, humans will lose their shit if they see us using Beastshape, which means needing to hide our blessing from some of our own troops as well if we recruit humans.

Either way though, I'm looking forward to searching for a familiar in the wilds next downtime. Might be interesting to see what a trip to the wilds where we can let down our hair down and put our antlers on will yield now that we've been blessed by the God of the Wilds, especially if we manage to successfully learn Beast Tongue from the Middenheimers beforehand as well.
 
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If the beastmen are strung out in a chase formation and aren't expecting us to be ready with a bunch of soldiers in defensive positions, then standing and fighting them here and now should go fairly well for us. The main danger is if they have indeed somehow managed to form into a cohesive group to strike as one body.

However, while a cohesive group would make a defensive action somewhat harder, it would make a quick retreat significantly harder. If these beastmen have the discipline to form up into a full attack formation on such short notice, they'll almost certainly have the discipline to pursue our force effectively, in a similarly effective attack posture.

Best to stand and fight I think.
 
If the beastmen are strung out in a chase formation and aren't expecting us to be ready with a bunch of soldiers in defensive positions, then standing and fighting them here and now should go fairly well for us. The main danger is if they have indeed somehow managed to form into a cohesive group to strike as one body.

However, while a cohesive group would make a defensive action somewhat harder, it would make a quick retreat significantly harder. If these beastmen have the discipline to form up into a full attack formation on such short notice, they'll almost certainly have the discipline to pursue our force effectively, in a similarly effective attack posture.

Best to stand and fight I think.
Yeah, we can't outrun them. Beastmen are almost universally faster than humans.
 
Considering how many actions we are spending on them, i hope we learn them automaticaly.
We've already been told that's not how it works. What happens is that we roll for learning to learn one of the spells. If we roll well then Fanriel learns the spell immediately, if we roll less well then she learns the spell later, and if she rolls particularly poorly then we have to spend an action to learn the spell, which is still vastly easier then trying to learn the spell by ourselves
 
That's an unfortunate roll... Thank you for the update regardless, Blackout!

Agree with everyone else's reasoning that standing and fighting is likely to go far better than trying to leave. The Beastmen have no reason to stay in the forest now that they know their cover is blown - indeed, they have every reason to try to slaughter the expedition so word doesn't get back - and they're faster than we are.

One thing I haven't seen yet: we now have a whole bunch of logs sitting around. I wonder if we can use them to break up the impetus of the Beastmen's charge. No time for a palisade or anything like that, of course, but laying down the log bundles and perhaps the foliage stripped from them in such a way as to channel the Beastmen into killing zones for our archers and crossbowmen might be a help, if the Ogres can manage it. This would, of course, make it more difficult to pack up and disengage.
 
That's an unfortunate roll... Thank you for the update regardless, Blackout!

Agree with everyone else's reasoning that standing and fighting is likely to go far better than trying to leave. The Beastmen have no reason to stay in the forest now that they know their cover is blown - indeed, they have every reason to try to slaughter the expedition so word doesn't get back - and they're faster than we are.

One thing I haven't seen yet: we now have a whole bunch of logs sitting around. I wonder if we can use them to break up the impetus of the Beastmen's charge. No time for a palisade or anything like that, of course, but laying down the log bundles and perhaps the foliage stripped from them in such a way as to channel the Beastmen into killing zones for our archers and crossbowmen might be a help, if the Ogres can manage it. This would, of course, make it more difficult to pack up and disengage.
We also kind of need those logs to complete our mission. We'd have to dig them back up afterwards and if any get damaged we'd need to stick around until the ogres cut new ones in their stead. We might not even have the time for it given Fanriel said the Beastmen are minutes away.
 
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