As you walk around the armory, you find yourself drawn to the armor present instead of any particular arms. Although far from perfect, your own weapons have proven more than capable of winning the day so far. Instead, it may be better to improve personal survival chances. The natural carapace the Barnin-Yun possess is more than capable of providing environmental protection, but has always been lacking against actual human weapons. A sacrifice made for high levels of speed, but it is time to see if human gear can alleviate this issue.
Naturally, most of the gear used by men is not entirely suitable for your use. You have it better than most, being equipped with an effectively human upper body, but even so most of the equipment would be sub-optimal.
You browse for a while, flicking between options, before you strike gold. A very regal looking seemingly steel 'crown' of sorts, and a collection of intricately carved white gemstones along with a pendant with the image of a star engraved upon it. The ensemble looks purely aesthetic, but you know better than that, being a soldier. The steel wire that is attached to the glowing gems: not comfortable, but tough. The crown, again steel. A reliable material. The back of the pendant is what convinces you, filled with magical runes. You haven't seen many rituals, but you've seen enough in your time to know the difference between them and ordinary varieties. Overall, the purpose is clear. And besides, what would some random royal finery be doing in a functional armory?
Your suspicion is rewarded when you put everything on. As the crown is firmly placed over your head, a weak magical barrier springs to life around you. You're not entirely sure, but if you had to guess the gems gather and store magical power, the amulet projects it and the crown regulates it. A rather nice find, you think.
New Equipment:
Magical Barrier Generation Array
-Weak compared to other, more dedicated armor or shields (physical and magical) but can regenerate over time, even in battle.
-'Smart' device only triggers when a blow would actually connect.
-As a rule, counters one enemy attack that would hit during an encounter. Can generally be used during every separate battle, but charges cannot be stored.
-Makes you even more of a target, because it's fairly obvious and makes you actually visibly different from your soldiers.
Having acquired what you came for, you turn around and move to leave with your ill-gotten gains. Around 20 or so of the troopers under your command have also acquired new and improved equipment. An eclectic collection of relatively minor improvements, the advantage this gives you should still not be underestimated.
As you emerge, the sounds of battle are gone. In fact, the Castle is now eerily silent with the exception of the clear sound of marching, heading your way. You suspect it is your own forces, but order your men to take up positions anyway, just in case.
There is thankfully no need. The first two individuals to round the corner are a pair of Barnin-Akk, and from the sound of things the column moving behind them is large indeed. Your troops clear the hall you are in for them to walk through, moving any bodies or dropped items out of the way of the grand procession, before joining the march. The marching beat of chitinous legs surrounds you, almost deafening. You wait in a side passage, watching what must be a not insignificant portion of the Regiment survivors go by. At around the point where you wager half the forces have gone by, you see the first signs of something special.
Various sorcerers of different species. Barnin magic users are rarer per individual than humans, and weak too, but there is still enough of them. And this many in the same place can mean only one of a few things.
Kothkor comes forward next. It is a tight fit, and he is forced to move on all fours. His arm mounted weapon, a collection of gears connected to a heavy piston and spike is digging a gaping hole in the wall, but he looks pleased indeed. He is followed by a short gap, a prisoner, and then even more magic users. A magical field surrounds her, draining her of any potential power and stopping any spells from getting through. She is strapped in numerous enchanted chains, heavily restricting her movements. Her visage is downcast, her features sullen.
She is Amethyst Reton, crowned ruler of Retania, princess, opponent, prisoner. Her escape attempt has been nullified. She wears a tailored general's uniform instead of a more traditional mode of dress, and her hair is tied back. Also by your chains. Kothkor really took no chances when he captured her.
You give a small, smug laugh as you move to stand beside her. The magicians, after seeing your new equipment, wave you in. Looks like they're still worried about her trying something, but not that much.
Moving up to her right, keeping your sword ready in your left hand, you turn to look at her. She momentarily glances in your direction.
"This isn't over." She is quiet, murmuring. As if she speaks more to herself than to you.
"Not yet," You reply regardless of her intentions. "but I assure you soon enough the southern cities will surrender to us." You firmly tap her a few times on the back with your blade, and she stumbles. "Get moving. You haven't seen Imperial 'bureaucracy' yet, but trust me. You will have to march around in front of a Molsar delegate of some kind at least, oh, four times." You weren't sure if it was possible for the young woman's features to get any lower, but it turns out it is.
_____
The Siege of Castle Ethos ends with a triumphant march of the Carnifex Regiment out of the shattered main gates. The operation is a resounding success, as due to the tactical acumen of Elder Tyrant Kothkor and lower than expected human resistance the capital of Retania was taken with around 35-40% Barnin casualties. Human losses, those dead or taken prisoner, are about 75-90%. Of course, there were far more bugs than people, but this is still a great success since the Royal Guardians seem to have take total losses, and they contributed to a great deal of the casualties.
You have been ordered to hold the palace while a group of Molesin diplomats and engineers move up to the front to talk to the Princess about surrender and study the palace respectively.
New forces are being moved in to replace the Regiment's losses.
You were noted for your martial capabilities, both in coordinating your forces and your personal skill, in the report your commanding Juvenile Tyrant compiled. You were noted to be a good enough choice for Carnifex. The primary report did not see fit to include your efforts beyond mentioning the overall looting of the armory and the actions taken to secure the Box that contained items of social import to the humans.
You now have downtime to spend as you see fit.
Downtime Actions
Select Two:
[] Recruitment Drive: Your losses will be at least mostly replaced by reinforcements, but you can push for more. By rounding up at least some of the Yun who lost their Captain in the Siege, you can bolster your own company and thus improve battlefield strength and longevity for your personal unit.
[] Put in Personal Equipment Request: Although the loot from the human armory is enormously appreciated, more weapons is never a good thing. Either by putting in a formal request for new equipment or making a deal to get some of the still leftover loot (there's still a decent amount of the stuff) you may be able to acquire a new weapon to supplement your current sword.
-[] New Melee Weapon
-[] Ranged Weapon
[] Socialize: The ancient art of talking to people can be quite useful to a captain such as yourself. Make contact with someone, and see what mutual benefits can be gained from the exchange.
-[] Prisoners: With negotiations potentially in the future, understanding the human mindset may prove helpful in the coming days. Talk to them, try to see their point of view. You'd talk to the Princess herself if you could, but Kothkor has her on lock-down, both for security reasons and because he want to do that himself. The Royal Guardswoman you captured should suffice, maybe one of the others you brought in.
-[] Barnin-Tra Captain: The Elite Captain you fought with during the opening stages of the battle survived his own clean up operations, and you could find him and speak with him again. Simply be with another of your people, and get in a duel to sharpen your skills and test out your new item.
-[] A Tyrant: The other leader in your beginning force is also available to speak to. Him, or any other surviving Tyrant could fill you in on events all over the front. As it stands, you know relatively little about what's going on elsewhere. It might be good to be aware of other operations, and if the human resistance remains steady as news filters out of the Fall of Ethos.
-[] A Molesar: A member of the incoming party should be open to talks. You could get a contact into the bureaucracy and improve the chance of your formal requests going through, and you could maybe hear when the rumored "revolutionary weapon" will come through. Depending on how things go from here, maybe not before the war ends.
[] Patrols: Going out and securing the area from any human survivors or infiltrators is indeed a thankless job. But it is also a job that higher-ups note and approve of, and a job that is needed to actually keep Ethos secure and safe. It would be best if you didn't falter at what is effectively the last hurdle.
[] Apply for Company Name: Names for individuals is rare, but names for Elite Companies is relatively common. Getting a name is an important thing: it increases notability, and this can be a good thing for getting requests through, and signifies you as a serious individual. As part of Carnifex, you are automatically applicable for this honor.