Link to the last time I did this.

Archival purposes: "The Maretonian Campaign, Part 3" (posted by QM on Saturday, July 24, 2021)

OR

The Front Page as it appeared to me on Saturday, July 24, 2021.

Character Sheet (last edited by QM on Sunday, May 23, 2021)
(Been my experience that spoilers inside quotes, don't work well, so I'm removing those spoilers)
- Not Changed
-- I am prejudiced against spoilers.
Name: Garrick Golden-Feather



Age: 56

Titles: Emperor of Gryphus, King of Griffonia, Inheritor of the Imperial House of Gryphus, The Unifier, Great Winged Alpha, The Lightbringer, The Liberator, the King of the North.

Description: Before your wife got her talons on you, you were a fairly typical example of the Griffon species. An unmistakably masculine build, a strong, prominent beak, feathers and fur that seem to be perpetually well-groomed, and a pair of piercing amber eyes hiding a fierce intelligence. Not anymore though. Oh, you still have all those qualities, they're just overshadowed by the massive amount of muscle you've put on since you started your wife's "enhanced training regimen". Your wings can lift dumbbells, and your legs are like tree-trunks supporting a barrel chest rippling with abdominal muscles. In short, you have the build of a person who has been lifting heavy objects his entire life.


Martial: 9+2+1+2=14

Diplomacy: 14+2+2=18

Stewardship: 13+2=15

Learning: 16+2=18

Intrigue: 11+2=13


  • Trait-Attractive: You are a very handsome fellow. +2 Diplomacy, better spousal relationship
  • Trait-Genius: Smart doesn't even begin to describe you. +2 all skills
  • Trait-Strong: Working out with your wife has done great things for your body. +2 Martial

Inventory:

  • Blade of the King: an ornate and deadly sword you had forged for yourself after being crowned King of Griffonia. +1 Martial
  • Runic Royal Armor: Serving to protect you as well as display your royal status to onlookers, this armor is both durable and aesthetically pleasing. With Merlin's assistance, it has been enhanced with runic magic, making it even more durable.

  • Orichalcum Sword: A blade made of an extremely durable, magic resistant metal

  • Sendak Manuscript: Recovered from the Archives of the Shadow King Sombra, this strange book is bound in the treated flesh of monsters and is written in numerous unknown tongues. It contains diagrams that seem to reference everything from the movements of stellar bodies to the biology of plants and animals to the complex physics of magical phenomenon. It's origins remain a mystery.


Wife: Gabriella Golden-Feather


Opinion of You: 10/10

Age: 55

Martial: 15+1+2=18
Diplomacy: 11+1=12
Stewardship: 8+1=9
Learning: 13+1=14
Intrigue: 10+1=11

Trait: Strong - Born stronger than most. (+2 Martial)
Trait: Experienced - Has been a mercenary for several years, ranging across the lands of the former Empire. Knows much about the world. (+1 All Stats)

Son: Gawain Golden-Feather


Age: 25

Martial: 14+2+2+1=19
Diplomacy: 13+2+2+2=19
Stewardship: 14+2=16
Learning: 10+2=12
Intrigue: 11+2=13

Status: Designated Heir. Will become player character in event of Parent's Deaths.
Trait: Strong-Born stronger than most. (+2 Martial)
Trait: Attractive-A handsome fellow. (+2 Diplomacy, better spousal relationship)
Trait: Genius-Smart doesn't begin to describe him. (+2 All Stats)
Trait: Game Master-Years of playing games of strategy and wits with members of the Imperial Court has honed his sense of strategy and taught him how to read others. (+1 Martial, +2 Diplomacy)

(Adopted) Daughter: Gwyndlyn Golden-Feather

Age: 21

Martial: 15+4-5=14
Diplomacy: 9-5=4
Stewardship: 6+2-5=3
Learning: 8+1-5=4
Intrigue: 9+1-5=5

Status: Adolescent-Malus to all stats
Status-Designated Regent: In the event that no heir is capable of taking the throne, or in the event the rightful ruler is otherwise unavailable, she will take control of the kingdom until the situation can be resolved.
Trait: Dragon-A fire breathing reptile. (+4 Martial)
Trait: Gardener-Years of studying and caring for plants has taught her much in the realm of botany, and has instilled in her an understanding of how hard work and patience can yield great dividends. (+2 Stewardship, +1 Learning, +1 Intrigue)

Daughter: Gilda Golden-Feather

Age: 18

Martial: 8+4-5=7
Diplomacy: 11+2-5=8
Stewardship: 11-5=6
Learning: 7-5=2
Intrigue: 6-5=1

Trait: Beautiful- A stellar example of feminine grace. (+2 Diplomacy)
Duelist: An experienced master of one-on-one combat who spars against others as a hobby. (+4 Martial)
Status: Teenager-Malus to all stats

Daughter: Gleaming Pearl Golden-Feather

Age: 19

Martial: 7+2-5=4
Diplomacy: 10+2-5=7
Stewardship: 12-5=7
Learning: 5+2-5=2
Intrigue: 8-5=3

Status: Teenager-Malus to all stats
Trait: Beautiful-A stellar example of feminine grace. (+2 Diplomacy)
Trait: Studious-Knows her way around the written word. (+2 Learning)
Adopted: Permanently last in the line of Royal Succession.
Crystalmancer: A prodigy in the arcane art of Crystal Manipulation, able to turn a few pebbles into a forest of glittering spires. (+2 Martial)



Informational: State of the Nation (last edited by QM on Thursday, June 17, 2021)
- Not Changed
Economy

Treasury Reserves
: 5,959

Net Income: 12,815

Yearly Income: 15,175

-Tax Revenue: 6625
-Farming Income: 3900
-Mining Income: 1400
-Logging Income: 200
-Trade Income: 3050

Yearly Expenditures: 2,360

-Army Upkeep: 540
-Navy Upkeep: 180
-Office of Disease Control: 10
-Ministry of Foreign Affairs: 10
-Ministry of Information: 10
-Crystal University: 10
-Peregrine Line: 100
-Hardbeak Line: 300
-YakYakistan Orichalcum Imports: 500
-Naval Shipyards: 600
-Maretonian Refugees: 100


Military

Imperial Army
: Professional soldiers, paid and supplied by you. 500 soldier battalions cost 100 gold each to raise or replace. Additionally, Imperial Army soldiers have an upkeep cost of 100 gold per every ten thousand soldiers.

Imperial Army Morale: 80/100 (Strong)

Imperial Army Numbers: 53,848

-25,000 Warriors: Armed with a sword or hand-axe and shield, these Griffons make up the bulk of your army.

-12,500 Polearms: For keeping your enemy at arms length or taking down opponents larger than a Griffon.

-12,500 Arbalists: Griffons armed with crossbows, capable of punching through armor from quite a distance away.

-3000 Diamond Dogs: Armed with a variety of swords, maces, war axes, and other weapons suitable for close-quarters, Diamond Dogs are masters of subterranean combat, and are well suited to ambush tactics.

-856 Artillerists: Responsible for the transport, maintenance and operation of heavy weaponry, these Gryphons and Dogs are highly trained in their chosen field of ranged combat.

-28 Mobile Ballistae: Massively oversized mechanical bows that fire bolts big enough to pierce through tree trunks from vast distances.

-59 Cannons: Firing iron balls through the power of explosive black powder, these metal siege engines are one of the most powerful weapons in your arsenal.

-20 Flame Projectors: A product of Archimedes's "liquid fire", these static contraptions can shoot jets of flaming liquid vast distances, burning all in their path.



Knightly Orders (Self Maintained): In the old Empire, Knightly Orders were typically made up of Griffons of noble birth who joined a fraternal militant organization dedicated to martial excellence, honor, and a number of various edicts of moral strength. These great warriors dedicated themselves to the Emperor and the protection of the common Gryph. Tragically, few of these brave souls survived the reign of Discord. But a new breed of Knights now seeks to serve as your sword and shield, and will rally to your banner whenever you may need them.


The Black Watch
1 Watch Commander Konrad Hardbeak
24 Black Knights (Black Steel Armor and Weapons)


The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer" (Orichalcum Katana, Runic Armor)
33 Knights of the Inner Circle (Black Steel Weapons)
250 Imperial Knights
300 Squires
600 Griffons-at-Arms
200 Diamond Knights
Citadel: The Lion's Den, Griffonia

The Knights Talon
1 Grandmaster Colombroni Pigeonio (Orichalcum Blade, Runic Armor)
23 Knights of the Inner Circle (Black Steel Weapons)
300 Imperial Knights
250 Squires
500 Griffons-at-Arms
200 Diamond Knights
Citadel: The Crow's Nest, Wingbardy

The Knights Panther
1 Grandmaster Adrian Dawnquill (Orichalcum Blade, Runic Armor)
28 Knights of the Inner Circle (Black Steel Weapons)
250 Imperial Knights
300 Squires
600 Griffons-at-Arms
200 Diamond Knights
Citadel: The Black Fortress, Aquileia

The Crystal Guardians
1 Grandmaster Glimmer Shine (Black Steel Blade, Runic Armor)
9 Knights of the Inner Circle (Black Steel Weapons)
100 Crystal Knights
120 Crystal Squires
200 Ponies-at-Arms
Citadel: The Ivory Keep, Crystal City



Imperial Navy: The vessels that guard your coastlines and patrol the oceans. Crewed by career sailors, they have an upkeep of three gold per ship, per year.

20 Cogs (Bolt-Throwers)
34 Carracks (Cannons)



Auxiliaries: Auxiliary units are forces not part of a Knightly Order or the Imperial Army and Navy that can be brought into battle alongside both of the former groups. They can be made up of allied nation units suborned to you, units drawn up from the militia, and mercenary outfits.



Politics

Nobility Opinion: 10/10 (All Hail the Glorious Emperor!).

General Public Opinion: 9.5/10 (Hail to the Emperor!).

Protectorate Opinion: 9.5/10 (Hail Golden-Feather the Brave and Glorious!)



Religion

Ancient Imperial Pantheism: Followers of the Polytheistic religion once practiced by the Griffons of the Old Empire, these citizens worship a Pantheon of gods and goddesses emphasizing honor, duty, and order. Though its popularity reached a record low during the reign of Discord, it has never truly died out, and has in fact seen a recent resurgence in several Imperial Cities.
Influence Level: 1.6 (No Benefits)

Disciples of the Crystal Heart: The dominant belief system of the Crystal Ponies with a growing number of Griffon and Diamond Dog adherents, the Disciples of the Crystal Heart believe that the eponymous artifact was crafted by the divine as a gift to mortals, a belief that your own scientific observations have only served to reinforce. While the Disciples were once pacifistic, the rise of Sombra and the revelation of Maretonia's slave culture has led to a reversal of this old policy, and the followers of the Crystal Heart are now as militant as those of any other major religion.
Influence Level: 3.0 (Strengthened Crystal Heart, Minor Runic Literacy)

Neighponese Spiritualism: Also known as Kami-no-Michi, the indigenous religion of Neighpon revolves around the veneration of countless nature spirits which inhabit and embody various facets of the landscape. The Qilin believe that these spirits can have a benevolent or destructive influence upon the material world, and must be appeased with worship and sacrifice. Neighponese spiritualism is unusual in that not only does it lack a specific moral code or organized religious hierarchy, but is considered compatible with other religious beliefs, with many of its adherents also subscribing to another faith.
Influence Level: .4 (No Benefits)

YakYakistani Shamanism: The animist beliefs of the Yaks stress the veneration of nature and ancestor worship. Sharing many similarities with both Imperial Pantheism and Neighponese Spiritualism, Shamans serve as both the leaders of the faith as well as intercessors between the physical and spiritual world. While it has found few adherents amongst Griffons and Diamond Dogs, almost all Yaks subscribe to its beliefs, regardless of their nationality or geographic location.
Influence Level: 1.7 (Small Boost to YakYakistani Relations)

Church of the Lady of the Lakes: The third religion introduced from a foreign people, and the only one to have an organized hierarchy with a foreign head of state serving as the leader of the faith. Worship of the Lady can be traced to the earliest days of the modern Kingdom of Canterbury, where it is claimed that she appeared to the first King of Canterbury, blessing him with the strength to unite the disparate peoples of the realm and fight back against the countless beasts that infested it. To this day, she is venerated across the Kingdom of Canterbury, and even in a select few areas outside it, including communities within your Empire. Recently, it has been revealed to you that the religion is a front for the machinations of the Changeling Queen Phalanx, who has taken upon the guise of a Goddess to rule Canterbury from the shadows.
Influence Level: .5 (No Benefits)

The Imperial Cult: Perhaps the most unusual of the faiths to have taken root in the Empire, the followers of the Imperial Cult embrace the radical belief that the Emperor and the Imperial family are divine beings made flesh, destined to lead the people of the world to greatness. While you personally are a bit uncomfortable with being worshipped as a divine figure, you can't deny it has its benefits.
Influence Level: .3 (No Benefits)



Roll Bonuses
Scatter-Shot: Bonus to Certain Cannon Rolls
Blasting Jelly: +5 to Certain Explosive Rolls
Camouflage 101: +5 to Certain Intrigue/Army Rolls
Specialized Anti-Magic Training: Bonuses to Certain Combat Rolls
Imperial War Memorial: Army Morale may not fall below 20, Militia count as Regulars when defending Core Territory


Informational: Diplomatic Relations/Persons of Interest (last edited by QM on Friday, May 21, 2021)
- Not Changed
Diplomatic Relations

Kingdom of Neighpon: 8.0/10 (Steadfast Ally)
Kingdom of Canterbury: 7.5/10 (Respected Allies)
Libertalia: 6.5 (Business Partners)
YakYakistan: 8.5/10 (Good Neighbors)
Minotaur Republics: 6.0/10 (Trading Partner)
Emerald Isles: 7.0/10 (Dog-Friend)
Kingdom of Equestria: 7/10 (Grateful Friends)


Persons of Interest
Garibaldi Talonuelli: Formerly the Duke of Wingbardy, now the Grand Duke of Wingbardy, Talonuelli is a beloved public figure in his home province and an experienced administrator. After saving his city and people from Brochard's attempted invasion and negotiating his province's vassalage over a few drinks, you'd like to think you can count him among your friends.

Federico Montefeathertro: Duke of the (former) City-State of Urbirdo, and your Father-in Law. He might just be the friendliest of the former Feathersians, having agreed to back you and your kingdom without question or condition during the Brochard Crisis, and hiring a mercenary outfit as a belated wedding gift. You're reasonably certain he likes you, as much as In-Laws can like each other anyway.

Koryū Ryuō: The draconic Emperor of the Island Kingdom of Neighpon. Having agreed to assist you in the war against the Shadow King and making fast friends with your adoptive daughter, you consider him a decent fellow who you can trust to keep his word, and a valuable ally against any destructive forces the world can throw at you.

Minamoto Tadakatsu: Shogun of Neighpon. Born to peasant farmers, he's more than earned his place as the most powerful Samurai amongst the Qilin. After he lead the Neighponese contingent during the Invasion of the Crystal Empire and kindly instructed you in the myriad varieties and intricacies of tea on the campaign trail, you've come to respect the more-than-century-old warrior.

Konrad Hardbeak, "The Kingslayer": Grandmaster of the Knights Lion and Hero of the Empire. Beheaded Brochard the pretender, crippled Sombra the shadow king twice over, and received the very first Imperial Medal of Honor. Despite it all, he is surprisingly humble, insisting in vain that he was, and is, merely doing his duty to the Empire, and to you. He is the very model of an Imperial Knight.

Ivory Rook: Consul of the Crystal Protectorate and head of the Crystal Assembly. One of the first of the Crystal Ponies to be freed from Sombra's mind control, Rook has taken to his position of authority reluctantly, more out of a desire to help his people than any desire for power. Nevertheless, he's proven a charismatic leader and an able administrator, dedicated to doing right by his people, no matter what the cost.

Isabelle Brissette: Relatives of the infamous Brochard dynasty, Isabelle and the Brissette family have been ostracized by the Imperial Nobility, reduced to a shadow of their former influence and prosperity, though by some miracle they still cling to some of their lands. Isabelle herself is a painfully shy little thing, unused to having friends willing to look past her lineage. Gawain hopes to show her that her ancestry does not define her, and that she is more than her uncle's legacy.

Ki Seong: Daughter of the Neighponese ambassador to the Empire of Gryphus, Ki Seong has spent the past several years living in a nation far from the land of her birth, and, much like her father, is committed to being a shining example of Neighpon and conducting herself in an honorable manner at all times. That being said, Gawain suspects she enjoys the opportunity to "let her hair down" amongst others of similarly elevated status, where she will not have to worry as much about what others think of her.

Sebastian Rainfeather: A quiet and somewhat socially awkward young Gryph, Sebastian is an avowed scholar and the heir to the noble house of Rainfeather. Due to his somewhat sheltered upbringing, he, like Gawain, has struggled to make friends, something that Gawain seeks to remedy. For his part, the young Rainfeather is simply glad to have a chess partner his own age who can keep up with him.

Hoofbeard: A former slave turned Pirate Captain, now a respected and influential figure amongst the inhabitants of the island nation of Libertalia. He has agreed to help you and your people, seeing in you a chance to improve Libertalia and stick it to Maretonia's slaveholding class.

King Rutherford: The charismatic Yak responsible for the unification of the numerous Yak clans into a singular, unified Kingdom. From what you've heard, he is exactly what you'd expect a Yak King to be like.

Rose: A Changeling, member of a race of shapeshifting emotivores. Defected to you when your agents nearly stumbled upon the Hive of Queen Phalanx and the conspiracy at the heart of Canterbury and the Church of the Lady of the Lake.
 
Wait what? Author said something? I didn't see it. Link please?
It was in response to make the army invisible.

Also I think, considering most bears prefer easy meals, the Ursa would go for the dead laying on the battlefield first rather than any living soldiers. Not saying it wouldn't if it got too close but I think it will go for the easy meat it DOESNT have to catch firsy
 
I think Equestria gets a minor event called "Ursa Major Modern solutions" but I always ignore it because it doesn't do anything.
Yeah, that's the Equestrian event I was referencing in the last sentence.
Can I just say I don't actually want to kill this bear? They seem to practically be an endangered species. I'd rather we didn't go straight to 'kill it!' whenever we see a threat. If we could scare it off, or heck, even lullaby it like in canon, I'd prefer that.
Unfortunately, we're the wrong culture for that. It was explicitly mentioned in the Equestrian vs. Gryphonian Culture post Questor did that one of the main differences between the two cultures is that Equestria sees nature as something to live in harmony with while Gryphonians see it as something to be fought and to survive against. I believe it even mentioned that Gryphonians would see the extinction of a dangerous animal as a triumph.

I mean, meta-wise we can try to make a strategy that will avoid killing it, but that's not going to be the mindset people approach it IC so it's gonna need a different narrative justification.

...so, short story, canon has no solution for us. Fluttershy might have been able to talk to it, but we don't have her. Elements of Harmony are the usual deus ex machina, but they're kind of in Equestria right now. Same for the Crystal Heart, back in the Crystal Protectorate (if it would even help).
Unfortunate.
An ursa minor is woken up by a couple VERY stupid foals that wanted to get a major one to attack Ponyville so that the Great and Powerfull TRIXIE (a stage magician) could prove her (fake) story about vanquishing an Ursa Major in the past.
Huh. Trixie seemed prideful but still pretty intelligent in the episodes I watched. Same thing in her EaW depiction. Must've been character development.

Also, I just realized that Questor comparing Ursa Majors'/Minors' intelligence to that of a mundane bear implies we're not gonna be getting a country of British Polar Bears like in EaW. A shame. They seemed funny.
 
So I had an idea on how to fight the bear

Ground troops:
Pull. Back.
the thing is a murder blender and sending ground troops after the thing is bound only to end in massive casualties

Diamond Dogs:
Also pull back but then start to dig a collapsable hole between the Ursa Major and our artillery
Basically dig a pit trap that will hold if nothing stands on it but is week enough that if the Ursa were to step on it, it's weight would cause the bear to fall into the pit

Aerial Units:
Engage the Ursa Major but stick to the maximum range of their weapons.
Their job here isn't to kill it but to distract it long enough for the dogs to finish the pit trap so stick to max range to try and keep out of it's attack range

Artillery:
Prep all guns and point them at the Ursa Major and hold fire until the Diamond dogs finish the pit trap... or in the case that the Aerial units cannot distract the Ursa Major long enough for the pit trap to be finished.
Basically get all the guns ready to fire off in a volley both to try and hit the damn thing as hard as we can to hopefully hurt it and to act as a lure to get the bear to go towards the pit trap. Though if it ignores our aerial units and just rushes our ground forces or artillery they'll be ready to fire and hopefully slow the beast down enough for the knights to intercept it.

Knights:
Hold until either the bear falls into the pit trap in which case all units will converge on the trapped beast to finish it off before it can free itself, or if plan A fails, they are to rush in and try to subdue the beast before it can tear the army apart.
So they will either act as the final blow to finish the beast off once it's trapped or act as our Oh Shit button to try and keep the operation from going full FUBAR. Don't want to send them in right away as they are our elites and Storm still has his entire army to throw at us and I would like to have them around for some of the later fights and not have them bleed out in our first few battles.

Thoughts? thinking merlin might be able to help distract the Ursa Major with his illusion spells or perhaps make the Ursa Major sees our artillery is on top of the pit trap instead of further back to try and make sure it actually lands on the pit trap and doesn't just go around or jump over it but not really sure if he could pull it off or not.
 
Kinda relevant to the discussion!


But anyway, here is a plan I thought up. Because we don't need to necessarily win a fight with the Ursa Major, just survive. Let's not waste resources and manpower if we can.

[ ] Plan Go The Buck To Sleep
-[ ] Have Merlin work in tandem with mages from the Abolitionists and the Royal Guard to cast a spell to put the Ursa Major to sleep.
--[ ] If this is not feasible, then a spell to pacify it for the time being.
---[ ] If THAT is not feasible, then have them cast a powerful illusion spell to distract the Ursa Major long enough to pull the army out. Either way, we just need the Ursa Major occupied in some manner long enough for every to get out of dodge.
-[ ] While the mages are busy crafting a spell to deal with the giant bear, the airborne Arbalists will fly around the Ursa Major while peppering it with bolts, while a select few mages not involved with the spell are using illusions to distract the bear. The goal is not to defeat the monster, just keep it occupied long enough for the spell to be completed.
-[ ] In the meantime, the remaining forces are to quickly vacate the area, hopefully with the Ursa Major too distracted by the Arbalists and illusions to effectively notice or, at the very least, too preoccupied to care.
-[ ] Once the spell has been casted, get out of dodge.
 
honestly i'm with lockingbane. making a giant illusion to have the Ursa major either back down or just go into intimidation mode seems like the best idea
 
A bestial roar that you can feel in your bones splits the air, a gargantuan beast of legend striding forwards with a look of bloodlust upon its face.



The cry goes up all along the line, your army reorienting to face this new threat.

"Ursa Major!"




Plan? Plan!?

[ ] Write-In, Quickly!
Alright, clearly we need to keep it out of our artillery and hit it with anti-magic munitions & - blades.
 
Huh. Trixie seemed prideful but still pretty intelligent in the episodes I watched. Same thing in her EaW depiction. Must've been character development.

Eh, Trixie is very arrogant, but she's NOT stupid. She was just bragging a bit for the sake of her show. It was Snip and Snails that took her too seriously.

Because they're idiots.

Also, I just realized that Questor comparing Ursa Majors'/Minors' intelligence to that of a mundane bear implies we're not gonna be getting a country of British Polar Bears like in EaW. A shame. They seemed funny.

eh, there's dogs AND diamond Dogs. Nothing stops Equestria from having Ursa Majors, normal bears, and sapient bear-people.
 
the idea for that illusion in the quote was to have it chase after it or ignore us using it which is very different from the idea of making a illusionary great Ursa in front of it
Yeah but it still applies to how likely it is to focus on the illusion over our army

Plus as others have pointed out we don't know nearly enough about Ursa Major's to accurately recreate one nor to predict how it'll react to that
 
Odd idea I thought up but could we Lure the major with a illusion of a minor being attacked by say enemies forces or something else to get it to focus its attention on something that is not us as it might focus on that instead.
 
Odd idea I thought up but could we Lure the major with a illusion of a minor being attacked by say enemies forces or something else to get it to focus its attention on something that is not us as it might focus on that instead.
Not sure that would work unless it thought the thing was its kid, and even in that case animals usually tell their kids by sense of smell which probably wouldn't be applicable for the type of illusion we'd be going for.
 
Blinding it? Absolutely. Tricking it into leaving? Theoretically possible, but difficult. You'd need to essentially hide your army from it's senses, and then convince it to go elsewhere somehow.
If we retreat a bit it would simply eat the corpses, wouldn't it? It might be a bit work to go around, but if we keep our distance it would be feasible?
Problem is the logistics train though.

[ ] Plan Go The Buck To Sleep
 
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Odd idea I thought up but could we Lure the major with a illusion of a minor being attacked by say enemies forces or something else to get it to focus its attention on something that is not us as it might focus on that instead.
Sadly unless this bear is heavily pregnant and close to having her own cubs she is more likely to ignore or kill such a thing. If it is a male then it is all but ensured
 
@Questor would you be able to give us some details about Merlin's Illusion capabilities?

What he can do immediately, what he can do with 10 minutes of preparation, what he needs hour+ long Rituals for, etc.

Would he be able to create a moving image of the army going one direction while we all retreat a different way?

Of the illusion army suddenly catching fire and fleeing, while the fire builds and builds until it rages towards the Major, while we retreat?

@Player Base, our win condition here is Minimum Losses.

The Ursa Major broke out of a Mountain.

Its size is comparable to Mountains.

Unless we send a dedicated kill team to fly into its ear and burrow into its brain, we aren't actually going to be able to do much of anything to it from the outside, and only suffer many many deaths.

If I'm incorrect about the size then I ask @Questor to correct me.

Our goal should either be to retreat altogether or to swiftly create an Adventuring Party to plant some Explosives into its ear canal to kill it/significantly wound it, while everyone else runs away.

In that case, I'd go for a mixed Griffon/Pony/Diamond Dog squad, for transportation to the ear, identification of the best spot to plant the booms, and transportation within the ear respectively, while Merlin provides the army with a distraction for the retreat and possibly a portal exfiltration on what would otherwise be a suicide mission.

@Questor do we have the components for such a slapdash plan to be vaguely feasible?
 
Guys, are there any plans posted that focus on the possible battle, instead of hoping some kind of mind trick working on a giant, enraged bear that is hard to harm with magic?
 
Guys, are there any plans posted that focus on the possible battle, instead of hoping some kind of mind trick working on a giant, enraged bear that is hard to harm with magic?
I mean, I made this?

[ ] Plan Hit It Till It Dies: Order the main forces to pull back, employ mages using fire and Flame Projectors to keep the Ursa Major at bay and direct it's movements if possible. Send in the Black Watch, the Grandmasters and the Inner Circle Knights to slay the beast. Focus all artillery on the Ursa to fire when they have a clean shot so as not to hit our own. Have the remaining Knights focus on protecting the artillery. See if the Canterburians can use their magic to restrain or impair the Ursa in any way they can, even if only momentarily to create openings for others.
 
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