The Land of Shadows
The Peregrines expedition left with almost a hundred Griffons and Diamond Dogs. Only five return alive.

The survivors are nearly mad with fear. They speak of a frozen wasteland, desecrated by foul magicks, the land itself seeming to be actively hostile as the members of the expedition died one by one, swallowed by crevasses, stabbed by crystalline growths, struck down by sudden lightning or flayed alive by unnatural blizzards.

Then they mention how they came upon a dark city, somehow shielded from the ice and snow, great spires of hallowed out crystal tinged black by some malevolent force, a bizarre feeling of mental oppression emanating from it and driving all who beheld it to fear and madness.

As the scouts finally decided to turn back and leave this cursed land behind them, they were set upon by what could only have been the ruler of this realm of nightmares. A quadrupedal horned Equine seemingly made of living shadow, his mere gaze sending grizzled warriors into fits of primal terror.

He personally slew all but a handful of the expedition, and the survivors believe they escaped only because he allowed them to, that he wished for them to tell all they met of what fate awaited them.

You were tempted to merely dismiss their reports as the ravings of half-starved lunatics. But the unseasonable frost slowly creeping over the mountains into your southern provinces tells you otherwise, as does the massive, unnatural blizzard originating from the South, slowly but inexorably making its way north towards the Empire. Almost as if it was...walking towards you.

Discovered "Crystal Empire".
Invasion Imminent.


You rolled a 1. To all those people who were talking about going to war: wish granted. You're fighting Unicorn Sauron now.
 
Turn 11: The Coming Darkness
A great blanket of snow falls heavily upon the Empire. News of the disastrous Southern expedition, and the...thing it brought back with it, has already spread amongst the populace. The reaction has been...mixed.

Some express disbelief, but after a weeks-long blizzard drops several feet of snow in the middle of Spring, they're in the minority. The reaction for most has been to band together in preparation for the worst. Most of your people still remember Discord; the idea of a monster wielding powerful magic as a weapon against them is not a foreign concept. Still, the very fact of such a being's existence, so close to your territory and not so long after Discord's disappearance, has shaken more than a few. -5 Army Morale

Still, your people channel their fear and uncertainty productively. Food is stockpiled in preparation for rationing, should the inclement weather continue and sabotage agriculture, as has already begun to happen in the southernmost reaches of the Empire. -500 Farming Income

Town and village militias engage in frequent drills and training exercises to reassure the public, as well as themselves. The great stores of coal hidden within your mountains prove to be worth their weight in gold as the demand for firewood rapidly outpaces supply, miners working overtime to keep the homes of their fellow citizens warm.

The Diamond Dogs, used to dealing with inclement weather, are a godsend, inviting their neighbors into their subterranean homes once surface roofs begin to collapse under the weight of the ice. The tunnels and warrens may be dark and cramped, but they are preferable to freezing in the open air. Communities band together to support each other, neighbor helping neighbor as Griffons and Dogs across the Empire put aside their petty differences before an existential threat.

And as all this occurs, your palace is a frenzy of activity, advisors, officers and bureaucrats scrambling to respond to the developing crisis. And in the increasingly brief and infrequent moments of respite and relative calm, you drag yourself back to your personal chambers and hold your wife and children close, cherishing what might very well be your last few months together as a family, or alive.

These are dark times for you and your Empire. There is much work to be done if your people are to stand a chance of surviving the coming storm.



Martial: Gustav is frantically gathering together as many troops as he can, coordinating supply buildups and attempting to rally the militias and Knightly Orders in preparation for the war that everyone knows is coming. Gabriella assists him as much as she can, calling on old mercenary contacts and putting her considerable logistical experience to use, but things are still frenzied and disorganized. (Three Actions per Turn-One Additional Martial Action per Turn until Sombra no longer an imminent threat)

[ ] Rally the Militia: You'd integrated the informal village and town militias into the national defense infrastructure several years ago, promising only to call upon them when the heartland was threatened with invasion. Well, here you are. If there was ever a time to rally every able-bodied defender to the defense of the Empire, this would definitely be it. Cost: 500. Time: One Year. Reward: Militia Units rallied to supplement the Imperial Army

[ ] Emergency Impressment: You'd thought your army large enough to take on any foe. But the arrival of an enemy powerful enough to use the weather as a weapon against you has shed doubt upon that belief. The militia may supplement your numbers, but they are not real soldiers. They have no knowledge of drill, and most do not possess armor.

But recruiting new, professional troops in the traditional fashion isn't practical at this point. You simply don't have the time to go through the process of recruiting volunteers and sorting out payroll before putting them through weeks of training. Gustav has proposed a desperate solution: forcibly conscript able-bodied Griffons off the streets and press them into service as quickly as they can be kitted out and given the most basic military instruction. They might not be as well-trained as the more "veteran" soldiers, but they'll be better equipped than the militia.

This will probably upset some people, especially the peasants forced to fight, but desperate times call for desperate measures, and you can always compensate them once you're no longer facing imminent death. Cost: 2000. Time: One Year. Reward: Additional Soldiers forcibly recruited, army expanded, reduced peasant opinion.

[ ] Emergency Fortifications: It would take years to construct even the most basic fortifications along the Southern Border. You have weeks, if not mere days. Still, you can take steps to prepare the settlements most at risk of a siege. Stockpile supplies, shore up existing defenses, dig pit traps and tunnels, and do what you can to ensure the towns and cities most likely to be attacked are prepared to endure whatever the enemy can throw at them. Cost: 1000. Time: One Year. Reward: Reinforced defenses at Southern Settlements

[ ] The March South: Intelligence reports are spotty, infrequent, and often contradictory, but you don't need them to know that any Invasion is almost certainly going to come over the Peregrines before carving its way into your heartland. Whether you intend to wage a purely defensive war or launch an assault into enemy territory, you'll need to gather your forces along the Southern Border before you can consider actually engaging your foe. Rally the troops once again and march off to war. Cost: 0. Time: One Year. Reward: War turns begin

[ ] Big Sticks: The mobile Ballistae proved instrumental in your victory at the Battle of Wingbardy. Clearly they are a valuable battlefield asset. Build a few more. Cost: 400. Time: One Year. Reward: +10 mobile Ballistae added to army.



Diplomacy: Elva Von Cleef retains her air of haughty indifference, but you can tell she's as concerned and stressed as the rest of you, a situation not helped by her seeming inability to really contribute to the defense of the Empire in any meaningful way without relying upon the kindness of strangers. (One Action per Turn)

[ ] Yak Attack: You've only recently come to know their language and have only just begun to grasp their culture, but all you really need to know is that the Yaks have among them some of the strongest warriors in the north, warriors that you desperately need to fight back against oncoming storm. Go before the leaders of the clans, explain the situation and the threat this pony of shadows poses to all of you, and plead with your neighbors for assistance. You can discuss reimbursement and diplomatic relations once you're not at risk of freezing to death or being enslaved by a mad sorcerer. Cost: 200. Time: One Year. Reward: Gain assistance from Yak Clans. Chance of Success: 50%

[ ] The Kindness of Strangers: You don't really know anything about them, but they haven't done anything to harm your people, which already places them a league ahead of your Southern Neighbor. Send a ship and some volunteer diplomats to make contact, explain your situation, and maybe get some help. At the very least, it would be nice to know that you don't have to worry about a war on two fronts. Cost: 300. Time: One Year. Reward: Contact made with Eastern Neighbors. Gain Assistance? Chance of Success: ???



Stewardship: You feel bad for Frida. Her first year on the job and already thrown into handling a crisis. Still, despite everything she manages to keep up her positive outlook, upholding office morale with her optimistic statements and encouraging her colleagues with her seemingly inexhaustible reserves of energy. (Two Actions per Turn)

[ ] Hothouses: This unnatural, unseasonable cold has caused extensive damage to your agricultural sector. Not only is this biting into tax revenues, if it keeps up you might have to worry about food shortages! A few creative farmers have come up with a solution. By constructing large, insulated grow houses and ensuring they are well-heated, it becomes possible to grow crops even in the midst of this blizzard. Set some funds aside for the construction of more of these hothouses and see if you can't build enough to offset the damage already done. Cost: 500. Time: One Year. Reward: Hothouses constructed. Alleviates some risk of food shortages, repairs some of the agricultural damage wrought by the storm.

[ ] I'm a Lumberjack and I'm OK: Were it not for the fact that they were infested with monsters, the forests of your kingdom would provide a nearly inexhaustible supply of lumber. That's not to say that your people don't cut down trees, it's just that they've never really done it on a large scale for fear of angering the things living in the woods. If your kingdom is going to grow and prosper, you'll need that timber, especially for firewood in this blizzard. Construct some sawmills and woodcutting camps. Cost: 150. Time: One Year. Reward: Logging income. Chance of Success: 70%

[ ] Blast Mining: Archimedes' fire powder, while little more than a noise maker in small amounts, is a potent explosive in large doses. A few miners have expressed interest in using it to blast their way through solid rock that can't be easily excavated. It's risky, but the rewards make it worth consideration. Cost: 200. Time: One Year. Reward: Increased Mining income. Chance of Success: 70%

[ ] Imperial Brew: This is something that could be...controversial. Archimedes' shroomshine has been exceedingly popular with the Imperial Citizenry. However, given it's relatively recent invention, all the people brewing it are doing so on a small scale. Someone raised the idea that, instead of having a bunch of independent brewers making a bunch of wildly disparate concoctions in their basements, the government could contract them and arrange the sale and distribution of the alcohol itself, ensuring consistent quality and netting a tidy profit in the process. Of course, some people might not approve of the government selling alcohol, or taking control of the market in such a fashion. Cost: 400. Time: 1 Year. Reward: Government Controlled Breweries. Gain Alcohol Sales Income. May raise Peasant Opinion. May lower Peasant Opinion. 50% chance of either outcome.

[ ] Steam Pumped Land Drainage: Due to the mountainous and heavily forested nature of the Griffonlands, arable land is often at a premium. If one wishes to establish a farm, one must clear the land of trees (and the beasts that live among them), or risk trying to farm on rocks. There are a handful of places in the Empire that would be prime farmland were they not flooded or otherwise too wet to plant crops on. Ordinarily these lands would be impossible to drain or simply not worth the effort, but Archimedes' new Steam Pump offers a new potential option for land reclamation. It'll be expensive and time consuming, but the extra agricultural output just might be worth it. Cost: 500. Time: Two Years. Reward: Water-logged areas cleared, additional farming income.



Learning: Archimedes increasingly involves himself with weapons development and research projects that might assist the war effort. Genevieve assists, albeit reluctantly. Coming up with new ways to kill people wasn't what either of them signed up for, but they are well aware that any innovations they can devise in the limited time available just might tip the balance of the war. (Choose Two)

[ ] Explosive Siege Weapons: The success of his ballistae and his access to supplies of fire powder has given Archimedes some ideas. The concept is simple, if unorthodox: a metal tube, sealed off at one end, filled with an amount of fire powder that, when ignited, propels a metal or stone ball out the opening at great speed. It…honestly sounds kind of dangerous, but Archimedes is the expert on this sort of thing. He tells you that, with additional funding, he might be able to have these new weapons ready for the first true battle of the war, assuming they don't blow up on the testing range. Cost: 4̶0̶0̶ 800. Time: T̶w̶o̶ One Year. Reward: New Siege Weapon. Chance of Success: 60%

[ ] Burning Shrooms: While working on turning mushrooms into alcohol, Archimedes realized that, if distilled a certain way, rather than an intoxicating beverage, the mushrooms produced a highly flammable liquid that caused health complications and death if ingested. At the time, he considered it a failed batch. Now, he thinks it might form the basis of a family of new weapons. Naturally, he'll need funding to run tests and establish a distillery dedicated to the production of this new substance. Cost: 200. Time: One Year. Reward: Flame Weapons? Chance of Success: 60%

[ ] Coke-Fired Blast Furnaces: Iron and Steel are the lifeblood of your economy, constituting everything from tools to building materials to weapons. However, they are difficult to produce in vast amounts. The only reason your people have been able to do so thus far is because of the sheer amount of ore available to you in your mountains, and the number of mining and smelting operations currently underway as a result. Genevieve has come up with a potential solution to allow for greater production of these metals. Using coal that has been treated in much the same way wood is treated to produce charcoal, a new form of dense, cleaner-burning fuel can be used to heat a new kind of massive, vertical smelting furnace the size of a building with a much greater output of metals. Naturally, this will be expensive, but Genevieve states that the increased metal production will be necessary to allow for greater innovation and widespread implementation of new devices. Cost: 600. Time: Two Years. Reward: Increased Iron/Steel Production, new Learning Actions Unlocked

[ ] Caltrops: You've never faced an all out invasion by ground-bound enemies before. As such, Archimedes' rather simple suggestion of scattering sharp-pointed objects about potential battlegrounds is as obvious as it is novel. The small bundles of metal spikes won't kill anyone (unless they're unlucky enough to trip and get stabbed in the temple or eye), but they'll slow them down and get those who step on them to stumble and even fall over if they hit the things at a run. Useful when on the defensive, if not very deadly. Cost: 200. Time: One Year. Reward: Caltrops added to Army Arsenal.



Intrigue: Ravenburg is a rock of calm in an ocean of confusion and uncertainty. You're not sure if that's because or in spite of the fact that you know almost nothing about your enemy. Regardless, he intends to do what he can to keep you informed of whats happening both within and without your borders. (Choose One)

[ ] Forecast: All the information you possess regarding your new enemy comes from five half-mad explorers who barely escaped the southlands with their lives, and they didn't say much beyond "doom is coming." It's risky, especially after the last group to do so was ripped to pieces, but you need to send some spies over the Peregrines to get a clearer picture of whatever it is you're up against. Cost: 400. Time: One Year. Reward: Information on Sombra/Crystal Empire, better idea of what to expect. Chance of Success: 40%

[ ] Mysteries of the East: The strange vessels off your coast are concerning, especially as they've shown up right as you and your Empire are in the midst of a crisis. You'd really like it if you knew some more about these strangers you're dealing with. It might not be the most diplomatic solution, but Ravenburg can arrange for some of his more observant agents to go out on the water and see if they can find one of the red-sail ships. From there, they can either attempt to infiltrate the vessel from the air, or simply try to learn what little they can from a distance. Cost: 300. Time: One Year. Reward: Information on mysterious Red-Sail ships, risk of International Incident/Bad First Impressions. Chance of Success: 55%



Personal: You refuse to let your duties as Emperor take up every moment of your day. (Choose One-One less Personal Action per Turn until Sombra no longer an imminent threat)

[ ] Getting Swole: One of the numerous reasons you refused to fight Brochard was that he was so much stronger than you. A blade and a suit of armor mitigated that advantage a great deal, but it didn't remove it completely. You trained with your wife not long ago, and that training showed results, but the results weren't quite as big an improvement as you'd hoped. If you're going to be an Emperor worthy of the title, you need to be strong. Have Gabriella put you through an even more grueling fitness regimen and see if you can't improve your physique a bit more. Cost: 0. Time: One Year. Reward: Increased martial stat, chance to upgrade Toned Trait, chance to improve Gabriella's opinion of you. Chance of Success: 55%

[ ] Small Blades: The world is a dangerous place, especially for Griffons in positions of power. Your son is one such individual. In this world, one of the greatest gifts you can bestow upon someone is something they can defend themselves with. Your son is young, but you could commission him a blade for when he is a bit older. Not just any hunk of steel, but a dagger worthy of a Prince. Hell, while you're at it, make one for Gwyndlyn. She'll definitely outgrow it at some point, but it's probably a good idea to give her one too, just in case. Cost: 50. Time: One Year. Reward: Master-Crafted Daggers for Gawain and Gwyndlyn.

[ ] Gabriella's Greatswords, Part 2: Prior to the battle of Wingbardy, you asked your wife to dig up some of her old mercenary contacts and see if any of them would be willing to fight alongside you. Their numbers and skills were but one of several factors that allowed you to claim victory. After the unification, most of the mercenaries hung up their swords and made to pursue other lines of work. But now the Empire is threatened, and you need every able-bodied Warrior you can get your talons on. See if Gabriella can't convince her old friends to come out of retirement and help you kill an evil sorcerer. Cost: Varies, depending on Choices. Time: One Year. Reward: Mercenaries Hired
 
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Turn 11 Results
Martial: Gustav is frantically gathering together as many troops as he can, coordinating supply buildups and attempting to rally the militias and Knightly Orders in preparation for the war that everyone knows is coming. Gabriella assists him as much as she can, calling on old mercenary contacts and putting her considerable logistical experience to use, but things are still frenzied and disorganized.

[ ] Rally the Militia: You'd integrated the informal village and town militias into the national defense infrastructure several years ago, promising only to call upon them when the heartland was threatened with invasion. Well, here you are. If there was ever a time to rally every able-bodied defender to the defense of the Empire, this would definitely be it. Cost: 500. Time: One Year. Reward: Militia Units rallied to supplement the Imperial Army

The orders are sent out, and the "Irregulars" are mobilized. While the militias in the communities along the Southern Border are already fully prepared and ready, units elsewhere need to be seen to and supervised in their march South. Some local unit commanders complain or show hesitation at the thought of leaving their homes undefended to fight for the protection of someone else's, but they are quickly reminded that the professional soldiers of the Imperial Army do the same on a regular basis on their behalf, which shuts them up pretty quickly.

Besides, this is what they'd agreed to do, to rally when the Empire was threatened, no matter which part of the Empire was in danger. And if they didn't beat back the invaders at the border, the whole of the Empire would be under threat, and it would be much more difficult to defend anything anywhere! This silences any complaints, and the thousands of warriors of the Imperial Levy set out to reinforce the defenders of the towns and villages in the South.

Though they are not nearly as well equipped or well-trained as the regulars of the professional army, their numbers and tenacity could make the difference in the impending conflict.
Militia Rallied and gathered along the Southern Border, ready to defend the homeland. +15,000 Militia added to Auxiliary


[ ] Emergency Fortifications: It would take years to construct even the most basic fortifications along the Southern Border. You have weeks, if not mere days. Still, you can take steps to prepare the settlements most at risk of a siege. Stockpile supplies, shore up existing defenses, dig pit traps and tunnels, and do what you can to ensure the towns and cities most likely to be attacked are prepared to endure whatever the enemy can throw at them. Cost: 1000. Time: One Year. Reward: Reinforced defenses at Southern Settlements.

Fortifications are made in preparation for the arrival of two great threats: the invaders, and the unnatural blizzard they bring with them.

Underground chambers are excavated to protect civilian and soldier alike, both from projectile weapons and the killing cold. Storehouses are built and filled with food and fuel, both to feed the defenders and keep the bonfires burning. Existing walls and palisades are reinforced, and several narrow mountain passes are buried under artificial avalanches and rock-slides to prevent the enemy from using them.

The creatively morbid go to work creating all manner of traps, from simple snares and hidden trenches to pits filled with sharpened wood stakes and everything in between, anything that might slow and frustrate an advancing army. Range markers are set up to aid archers and ballistae, and sets of barracks are quickly erected even as the local civilians prepare to offer up their own homes to shelter soldiers from the cold.

Construction is still ongoing even as your troops and the militia begin to assume positions in and around the towns and cities, the locals doing all that they can to prepare for the coming onslaught. Defenses at Southern Settlements reinforced.


[ ] The March South: Intelligence reports are spotty, infrequent, and often contradictory, but you don't need them to know that any Invasion is almost certainly going to come over the Peregrines before carving its way into your heartland. Whether you intend to wage a purely defensive war or launch an assault into enemy territory, you'll need to gather your forces along the Southern Border before you can consider actually engaging your foe. Rally the troops once again and march off to war. Cost: 0. Time: One Year. Reward: War turns begin.

The soldiers and Knights are rallied, supplies are gathered, and great columns of troops form up and set out for the Peregrines. Tens of thousands of Griffons and hundreds of Diamond Dogs fly or march south in great columns, prepared to defend the Empire and strike back against those who would seek to destroy it. You and your wife bid a somber farewell to your children, promising Gawain that you will return soon, though you don't know if you will be able to keep that promise. You tell your son that this is the burden rulers carry, that their duty to their people comes first above all other things. You go to fight not just for the Empire, but for him. You fight in the (perhaps naive) hope that he will never have to.

You and your wife leave your children in the care of your most trusted subordinates, who swear upon their honor to guard them with their lives. They're certainly safer than you're going to be down South. It pains you to leave them, and you'd love nothing more than to stay with them in this time of fear and uncertainty. But such is the burden of duty. To be Continued in "The Winter War"


Diplomacy
: Elva Von Cleef retains her air of haughty indifference, but you can tell she's as concerned and stressed as the rest of you, a situation not helped by her seeming inability to really contribute to the defense of the Empire in any meaningful way without relying upon the kindness of strangers. (One Action per Turn)

[ ] Yak Attack: You've only recently come to know their language and have only just begun to grasp their culture, but all you really need to know is that the Yaks have among them some of the strongest warriors in the north, warriors that you desperately need to fight back against the oncoming storm. Go before the leaders of the clans, explain the situation and the threat this pony of shadows poses to all of you, and plead with your neighbors for assistance. You can discuss reimbursement and diplomatic relations once you're not at risk of freezing to death or being enslaved by a mad sorcerer. Cost: 200. Time: One Year. Reward: Gain assistance from Yak Clans. Chance of Success: 50%

Required: 50. Rolled: 94+18+10(Great Clans of Yakyakistan Omake)+15(A Foul Wind from the South Omake)=137 (Super Crit!)

Your diplomats never even make it beyond your borders.

Somehow, someway, the Yaks know about the situation you're in. The origin of the great blizzard, the dark, twisted lands beyond the mountains, even the dark equine threatening both your peoples. They know it all, and they've reached the same conclusion you have: this shadow from the South is a grave threat to both of your peoples, and you stand the best chance of facing it together.

That's why, for the first time in their recorded history, every Yak Clan has put aside their few differences and rallied under a single banner. Every able-bodied Warrior in the Steepes willing to leave their homes has packed up and journeyed South to offer their aid, and to ensure that this foul presence never takes a single step upon their ancestral lands.

Each Yak is a powerful combatant, strong enough to wrestle a bear or cripple a troll, and hardy enough to go jogging through a blizzard naked without fear. And you've just earned the assistance of several thousand of them.

You might just survive this war after all.

All Yak Clans Rally to Assist You. +10,000 Yak Chargers join your forces



Stewardship:
You feel bad for Frida. Her first year on the job and already thrown into handling a crisis. Still, despite everything she manages to keep up her positive outlook, upholding office morale with her optimistic statements and encouraging her colleagues with her seemingly inexhaustible reserves of energy.

[ ] Hothouses: This unnatural, unseasonable cold has caused extensive damage to your agricultural sector. Not only is this biting into tax revenues, if it keeps up you might have to worry about food shortages! A few creative farmers have come up with a solution. By constructing large, insulated grow houses and ensuring they are well-heated, it becomes possible to grow crops even in the midst of this blizzard. Set some funds aside for the construction of more of these hothouses and see if you can't build enough to offset the damage already done. Cost: 500. Time: One Year. Reward: Hothouses constructed. Alleviates some risk of food shortages, repairs some of the agricultural damage wrought by the storm.

Frida goes to work, opening up the treasury to farmers so they can build the new hothouses. Under any other circumstance these buildings would be seen as a grand innovation that allowed for warm-weather crops to be cultivated year-round. But in this time of crisis, they are seen as the only means of growing food, especially as the alternative means of food production have begun to come up short. With the fish farms beginning to ice over and even mushrooms failing to survive the frost, these heated grow houses are the only means of ensuring a consistent food supply. Hunting and trapping can only take you so far, after all.

As the hothouses go up, priority is placed on the harvest of fast-growing, nutritionally dense crops. The nobles may groan, but with starvation a very real threat you don't have the time or growing space to cultivate wine grapes. Even with the hothouses making up for the shortfall it's going to be a lean year. Produce that once would have been deemed unsightly and carelessly thrown away is now eaten, and soup is all that's on the menu in some food-strapped communities.

Still, you've prevented a famine before it could really materialize, and you won't have to worry about any of your subjects starving to death...this year.

Hothouses Constructed, famine prevented, +200 Farming Income



[ ] Blast Mining: Archimedes' fire powder, while little more than a noise maker in small amounts, is a potent explosive in large doses. A few miners have expressed interest in using it to blast their way through solid rock that can't be easily excavated. It's risky, but the rewards make it worth consideration. Cost: 200. Time: One Year. Reward: Increased Mining income. Chance of Success: 70%
Required: 30. Rolled: 99. Nat Crit!

The miners have been very...enthusiastic about the application of black powder to their trade. You swear you can hear the detonations from your palace, though Archimedes assures you that there's no danger of the explosions causing damage to anything but objects within the mines. Regardless, the black powder has allowed for the destruction of stone deposits blocking access to several untapped veins of ore...including a vein of a curious material no one seems to have ever encountered before.

What at first glance appears to be a large deposit of obsidian is actually an apparently undiscovered type of metal. Archimedes isn't too sure what to make of it. He's not sure if it's an undiscovered element all it's own or an alloy composed of known metals. He's not even sure if it's native to Earth or naturally occurring, theorizing that it could have been deposited by a meteorite or a created as side effect of Discord's magic. That last possibility concerns you, but Archimedes repeatedly states that the unknown material has shown no truly unusual behavior to be expected of something the trickster spirit created, being much more mundane in its abnormality.

Whatever it is, it's extremely dense and extremely durable, maintaining its shape and solidity even when exposed to temperatures capable of melting all other types of known ore. Genevieve postulates that you'll need to build her newly designed blast furnaces to produce temperatures great enough to smelt this ore, which Archimedes has tentatively dubbed Orichalcum. Curious. Black Powder incorporated into mining, +50 Mining Income, gained access to new Metal: Orichalcum.



Learning: Archimedes increasingly involves himself with weapons development and research projects that might assist the war effort. Genevieve assists, albeit reluctantly. Coming up with new ways to kill people wasn't what either of them signed up for, but they are well aware that any innovations they can devise in the limited time available just might tip the balance of the war.

[ ] Explosive Siege Weapons: The success of his ballistae and his access to supplies of fire powder has given Archimedes some ideas. The concept is simple, if unorthodox: a metal tube, sealed off at one end, filled with an amount of fire powder that, when ignited, propels a metal or stone ball out the opening at great speed. It…honestly sounds kind of dangerous, but Archimedes is the expert on this sort of thing. He tells you that, with additional funding, he might be able to have these new weapons ready for the first true battle of the war, assuming they don't blow up on the testing range. Cost: 4̶0̶0̶ 800. Time: T̶w̶o̶ One Year. Reward: New Siege Weapon. Chance of Success: 60%

Required: 40. Rolled: 30+18+10(Time has Run Out Omake)=58

After a great deal of frenzied work and many exploded prototypes, Archimedes delivers a finalized product just as your army prepares to march South. It's as he described earlier: a metal tube with two openings, one small one at the back for a fuse and another, larger one at the front for the projectile. It's surprisingly heavy for its size. Archimedes had to use the strongest steel available to reliably contain the explosive force of the ignited powder charges. He's taken the liberty of adding a pair of wheels and a frame to the actual weapon to allow for ease of transport, a necessity for the march South as there's no way your troops will be able to carry these things through the air for more than a couple hundred yards at a time.

These "cannons" fire heavy iron balls at fantastic speeds, fast enough to pulverize bone and break through stone and brickwork. They're not as accurate as the ballistae already in use, but they make up for it through sheer stopping power.

Unfortunately due to the time constraints and the complicated metal forging process Archimedes is unable to build as many of these new weapons as he would like before you are forced to depart. Only four accompany you on the campaign, their barrels still warm from the foundries even as the snow falls upon them.
New Weapon: +4 Cannons added to Army


[ ] Burning Shrooms: While working on turning mushrooms into alcohol, Archimedes realized that, if distilled a certain way, rather than an intoxicating beverage, the mushrooms produced a highly flammable liquid that caused health complications and death if ingested. At the time, he considered it a failed batch. Now, he thinks it might form the basis of a family of new weapons. Naturally, he'll need funding to run tests and establish a distillery dedicated to the production of this new substance. Cost: 200. Time: One Year. Reward: Flame Weapons? Chance of Success: 60%

Required: 40. Rolled: 84+18=102 Art. Crit!

Archimedes is apparently a closeted pyromaniac. That's the only explanation for how many different applications he's come up with for his new "liquid fire".

Glass canisters with fuses that ignite the stuff when the container breaks, arrows dipped in and ignited to set troops and buildings alight, trenches filled with the flammable material that is then ignited to discourage advances, large ceramic containers filled with a mixture of the liquid and iron fragments that explode with a burst of shrapnel when detonated, even a couple complex pumping contraptions meant to send flaming jets of the stuff flying impressive distances, though these are large and unwieldy and not suited for use by individual soldiers.

All of these weapons are now available to you, and to the soldiers under your command. However, your chief scientist has urged caution in regards to the use of the weapons, warning that an accident involving these devices could do a massive amount of damage, especially in crowded army camps or your own settlements.

Regardless, Archimedes' "Fire-distillery" is already pumping out barrels of the flammable concoction for use on the frontline, and you have no doubt you'll get a lot of use out of this potent new weapon, perhaps enough to turn the tide of battle.
New Weapons: Incendiary Cocktails, Fougasse, +2 Static Flamethrowers added to Army Arsenal



Intrigue:
Ravenburg is a rock of calm in an ocean of confusion and uncertainty. You're not sure if that's because of or in spite of the fact that you know almost nothing about your enemy. Regardless, he intends to do what he can to keep you informed of whats happening both within and without your borders.

[ ] Forecast: All the information you possess regarding your new enemy comes from five half-mad explorers who barely escaped the southlands with their lives, and they didn't say much beyond "doom is coming." It's risky, especially after the last group to do so was ripped to pieces, but you need to send some spies over the Peregrines to get a clearer picture of whatever it is you're up against. Cost: 400. Time: One Year. Reward: Information on Sombra/Crystal Empire, better idea of what to expect. Chance of Success: 40%

Required: 60. Rolled: 87+13+15(Ku'Yak'Tai' Omake)+10(Recruitment Omake)=125 Art. Crit!

Ravenburg selects a dozen of his best agents for the most dangerous mission any of them will ever undertake: observation and espionage beyond the Peregrine Mountains. The agents are given as much cold-weather gear and survival supplies as they can carry, and then set out individually on varied routes to minimize their chances of failure.

Miraculously, all twelve agents return alive after several weeks in hostile territory, but they bring grim news. A vast army marches towards your borders under the cover of an artificial snowstorm.

It's massive, outnumbering your own forces at least three-to-one, perhaps even more. It's soldiers do not speak, marching tirelessly in synchronized formation more befitting a parade ground, seemingly immune to the freezing cold that should by all logic strike them down as they march.

They bear armor and weapons similar in quality to your own, but there is something...off...about them. Your spies cannot explain it, simply stating that there seems to be something viscerally unsettling about the nature of the enemy's garb.

But that is only the beginning. Amongst the enemy are numerous...abominations. That is the only word that can be used to describe what your horrified agents say they saw. Twisted parodies of flesh and living shadow held together by crystals emitting a sickly glow. Each one is the size of a mountain troll, and visibly crackles and sparks with arcane power. You can't even imagine what such beasts are capable of.

And then of course, there is the Equine that your scouts first encountered, the one that slaughtered your expedition, the one at the epicenter of the storm and the rear of the invading column. Your agents never actually see him, the most they get is a brief glimpse of an ornate and luxurious carriage that practically oozes dark magical power pulled along by a group of truly horrific creatures that your spies found difficult to look at...literally, the act of looking at them caused physical pain.

Still, despite the terrible knowledge of the foe that approaches you, there is one great piece of good news: judging by their predicted path, you now know exactly which mountain pass they will seek to traverse. Perhaps an ambush is in order?
Intel Gained: Sombra advances with an Army of 100,000 slave soldiers and magical abominations. Gained knowledge of likely hostile approach, can move to ambush or intercept.



Personal
: You refuse to let your duties as Emperor take up every moment of your day.

[ ] Gabriella's Greatswords, Part 2: Prior to the battle of Wingbardy, you asked your wife to dig up some of her old mercenary contacts and see if any of them would be willing to fight alongside you. Their numbers and skills were but one of several factors that allowed you to claim victory. After the unification, most of the mercenaries hung up their swords and made to pursue other lines of work. But now the Empire is threatened, and you need every able-bodied Warrior you can get your talons on. See if Gabriella can't convince her old friends to come out of retirement and help you kill an evil sorcerer. Cost: Varies, depending on Choices. Time: One Year. Reward: Mercenaries Hired

Gabriella goes to work, scouring taverns, taprooms, and remote forest cabins for the former leaders of the mercenary companies she'd hired or tried to hire what seems like so long ago. Grizzled veterans are pulled out of retirement, weapons and armor are retrieved from dust-covered mantles or hidden alcoves, and old units are reconstituted. Seeing as how the survival of the Empire and its people is at stake, the companies agree to an even bigger discount than before, though this still means their services are expensive. They're still soldiers of fortune after all, and they have to pay their subordinates and maintain their equipment.
(You may hire as many units as you like, though they all insist on being paid in advance for the Year. Alternatively, you can choose not to hire any of them with no consequences.)


[ ] The War Wolves: A recently founded mercenary outfit that's attracted a lot of attention for being composed entirely of Diamond Dogs. They've built a reputation for reliability and tenacity, using their natural aptitude for digging to build pit traps and collapse the dens of monsters. They're no slouches in straight combat either, and seem to have perfected the art of rapid fortification. (Numbers: 500 Diamond Dogs) Cost: 200 Gold

[ ] The Wood Stalkers: Experienced Archers/Scouts that specialize in Forest Combat, they have years of experience hunting Timberwolves and Feral Diamond Dogs throughout Griffonia. (Numbers: 200 Warriors, 300 Archers) Cost: 200 Gold

[ ] The Black Pikes: A unit of heavily armored and stoic Gryphons skilled in the use of long thrusting spears, ground combat, and phalanx warfare. They're not very mobile or good in an aerial battle, but when defending a spot on the ground they're nearly impossible to dislodge. (Numbers: 500 Pikes) Cost: 300 Gold

[ ] The Crimson Company: One of the most (in)famous mercenary companies of the Northern Mountains, the warriors of the Crimson Company fly into battle with nothing but steel claws and a coating of war-paint. Almost suicidally brave and determined to win glory in battle or die trying, their lack of armour gives them a significant speed advantage over most opponents. (Numbers: 500 Gryphon Berserkers) Cost: 300 Gold

[ ] The Troll-busters: These eccentric exiles of Feathersian nobility are unusual even by mercenary standards. Wielding strange and unwieldy mechanical contraptions that spew streamers of fire like draconic maws, they've made a name for themselves burning down swathes of monster infested forest for the highest bidder. Despite their pitiful numbers, they charge absurdly high rates for their services; apparently those "flamethrowers" aren't cheap to operate or maintain. Still, they would doubtlessly be a valuable asset in battle. (Numbers: 4 Static Flamethrowers) Cost: 800 Gold
 
The Winter War: Part 1
You stand alongside your wife, a map of the Peregrine Mountains placed on a table before you. Gathered around you, shielded from the biting cold by the insulated walls of the command tent, stand the highest ranking individuals in this Army so hastily assembled to defend against the coming onslaught. Army commanders, Militia Sergeants, the three Grandmasters of the Imperial Knightly Orders, Mercenary Captains, and finally, taking up the most space by far, the four Yaks representing their clans' sizable contribution to this war effort.

Needless to say, it's standing room only. Under any other circumstance the sight of so many individuals of varied races standing cheek-by-jowl with each other would be comical. As it is, it's merely a reminder of how desperate the situation is.

Outside sit the countless tents, yurts, and temporary dens of the largest army in living memory, stretching to the horizon, more than fifty thousand warriors of three races gathered together against a common enemy. Despite the sheer number of living souls present, the Camp, practically a small city in its own right, is eerily silent. The cursed blizzard has only intensified with time and your proximity to its point of origin. More than one barrel of water has broken open at the seams after freezing completely, and the troops have been forced to construct bonfires to melt their water supplies and avoid frostbite.

The driving snow impedes visibility, and the freezing winds make any flight more than a few dozen feet above the ground a dangerous proposition. Rumors persist of a Gryphon who flew as high as he could, convinced that, since hot air rises, he would be able to simply fly above the cold. They say he plummeted back to earth like a stone and shattered like an icicle, his body frozen solid. You're sure these are just rumors, especially since you've received no official reports of such an event. Still, it serves as a warning, and a reminder. Until this storm clears up your troops might as well be grounded. Your greatest strategic advantage over your flightless opponents has been effectively removed due to their meteorological meddling.

You've just relayed the latest intelligence from Ravenburg's agents to all the unit commanders. The mood is grim. Even with all of your preparations and Yak reinforcements, the invaders still outnumber you two to one. Even worse, you're facing an army led by a dark magic user of absurd power. You have no idea what kind of tricks or horrific spells he has in his repertoire, but you know that defeating him will be the most difficult and most important task of this war.

Thankfully, your scouts had some good news to deliver. You know exactly where the Army of Darkness (as some in the rank-and-file have been referring to them) will arrive. The Redstone Pass, a relatively narrow gap between the mountains, one of the only passes large enough to accommodate a force of such size.

The only question is, what to do with this information?


Battle Plan

[ ] City Defense: The City of Lanner is the settlement closest to the Redstone Pass, and the likely first target of the invaders. If you move your army there, you can take advantage of the stone walls of the city, as well as the other defenses built up by the citizenry over the past few weeks. It will also give you another day or two to prepare before the enemy arrives. However, this strategy will allow the invaders to march through the Redstone Pass uncontested, and if you retreat you will be abandoning the city to a fate potentially worse than death.

[ ] Rapid Entrenchment: Move your army into the pass to block the enemy's advance. It's your best chance to prevent them from actually entering your heartland and threatening your population centers, and the narrow front would remove some of the enemy's advantage in numbers, preventing them from flanking or encircling you. You'd only have time to establish hastily built defenses: trenches, earthen berms, a wooden palisade, some subterranean explosives, nothing like the high stone walls of a proper fortress. But it might just be enough to halt the invasion.

[ ] Sudden Ambush: There's another option. If you place troops all along the pass in hidden positions, you might be able to launch a surprise attack and hit the enemy column before they realize you are present or have a chance to form proper battle lines. A simultaneous strike from both flanks along the full length of the Pass could catch the enemy between a hammer and anvil with nowhere to escape. But this is a risky gambit. It involves splitting your army in half and placing them along the entire length of the pass. Even if everything goes perfectly, units will be out of communication with each other, and there's a chance the enemy could rally faster than you'd like. You also wouldn't be able to establish overt fortifications, relying on your soldiers and their ability to attack quickly. And if the enemy should detect you before the trap can be sprung...well, you better hope they don't. It's risky, but it's worth consideration at least.

[ ] Write-In
 
The Winter War: Part 2
You, your commanders, and the Yaks are all in agreement. Redstone Pass shall be your battleground. The Army packs up and marches as quickly as it can through the driving snow, the column stretching for miles as every soldier mentally braces themselves for the coming battle. After nearly two days of uneventful but tense marching, the allied force finally arrives at the pass. A camp is hastily erected, and work on the defenses begins in earnest.

Segments of palisade are built along the flanks, further narrowing the chokepoint. Trenches are dug and filled with liquid fire, to be ignited when the enemy arrives. Stakes are planted along the front to discourage charges, and artificial hills are erected behind the intended frontline to give the cannons and ballistae a clear line of sight. A network of tunnels is burrowed beneath the pass, to be collapsed when the enemy army passes overhead.

But the most attention is paid to the explosive charges of black powder and liquid flame, which are buried by teams of Diamond Dogs, both on the "killing field" as well as on the slopes of the mountains to the West and East of the pass. Some of these charges are linked to trip-wire devices, others to fuses buried beneath the earth, to be lit at the proper time from the safety of friendly lines. The bombs buried along the floor of the pass are containers of gunpowder filled with shards of iron soaked in Archimedes' flammable concoction, intended to shred through the enemy and combust anything it impacts. The charges on the slopes of the mountains are far larger and simpler, intended to cause an artificial avalanche or rockslide, either to cut a portion of the enemy force off from the main body...or to buy time for a retreat, should it prove necessary.

The remainder of the liquid fire is allotted to the flamethrowers, or used to make "fire cocktails", glass containers filled with flammable liquid, a length of fuse or cloth tied to them to ignite the payload when shattered. More than a few archers have also dipped their arrowheads in the stuff, or wrapped dry tinder around the shafts of their projectiles. You're not sure how effective they'll be, but it's worth a try. Anything to get even the slightest advantage over this foe.

Throughout it all you and Gabriella dart back and forth across the soon-to-be battlefield, organizing the fortifications, maintaining morale, and smoothing over any disagreements between the militia, regular army, and Yak warriors. Thankfully, the latter task is something you need to do very little of. You suppose it's true what they say: nothing brings people together like an existential threat. Gryphons and Dogs huddle around bonfires and share meals with Yaks, overcoming the language barrier through simple acts of solidarity and common courtesy. In only a day or two they will all be fighting for their lives alongside each other, and everyone knows that they, or the people alongside them, may die.

But you hear no complaints. No one grumbles about working long hours building defenses in temperatures well below freezing, or the fact that they're forced to fight so far from home. Not a single soldier tries to desert, or raises the possibility of surrender. They know what is at stake. They fight to defend their families, to ensure that this foul presence never sets foot upon their soil. There is no running from this threat, no way to surrender to this enemy. They will fight, and if they must die...then so be it.

Finally, lookouts and forward observers report what all have feared and anticipated. The army of darkness comes. Soldiers share a final meal, are given servings of alcohol to harden their nerves, and assume their formations. In the privacy of your own tent, you hold your wife for what may be the final time. After what feels like both an instant and an eternity, you reluctantly step outside, no longer a husband, but an Emperor.



Fortifications have been constructed and explosive charges planted. How shall you organize your lines?

[ ] Militia to the Front: The militia, while spirited and numerous, are not as well-trained or well-equipped as your professional soldiers. Professional soldiers that you must husband as a precious resource. Placing the militia at the front of your lines will doubtless result in significant casualties among them, but it will mean less of your veteran soldiers will be placed in harms way, conserving your strength.

[ ] Veterans to the Front: The militia are here to supplement your already existing forces, not take their place on the battlefield. You must project a strong front, and to that end the veterans of the regular army will be placed as the first line of defense, with the militia in reserve to reinforce any areas in trouble.

[ ] Write-In


The Knights are your Elite force, the best-trained and best-equipped warriors on the field of battle this day. How shall you deploy them?

[ ] The Bulwark: Place them at the very front of the formation, ensuring that they will be the first to engage with the enemy.

[ ] Rapid Response: Hold them back, keeping them in reserve to plug gaps in the line and respond to changing circumstances.

[ ] Links in a Chain: Scatter them individually throughout the frontline units, bolstering morale and ensuring discipline amongst the rank and file.

[ ] Write-In


Then there's the Yaks. You technically can't order them around like your regular troops, but they're more than willing to listen to your suggestions and go along with your battle plan.

[ ] The Wall: The average Yak Warrior is basically a fur-covered boulder on legs. They shall join the defensive lines, forming an immovable object for the enemy to throw themselves against.

[ ] Surprise Charge: The Yaks shall hide behind the palisades or the artificial hills, revealing themselves and bursting out to charge the enemy when the time is right.

[ ] Relief Charge: The Yaks shall be held in reserve, ready to reinforce a battered unit, shore up a flank, or cover a retreat or reorganization of the line.

[ ] Write-In





There will be a two hour moratorium on voting to allow for the discussion and formulation of plans and ideas.
 
The Winter War: Part 3
Your soldiers form up into lines, polearms at the front, warriors behind them. The militia stand just behind the regulars, ready to press forward if needed. The Yaks assume positions alongside your own troops, standing their ground in groups scattered throughout the line, islands of fur in a sea of feathers. Diamond Dogs assume their positions below ground, ready to trigger traps or collapse tunnels as needed. Artillerists run last-minute checks while the flamethrower crews resist the urge to use their precious fuel to warm themselves, even as the icy winds continue to blow.

You stand upon one of the artificial hills, the only one not occupied by an artillery piece. Alongside you stands your wife and the three grandmasters of the Knightly Orders, observing the battle alongside you and prepared to lead their own units into combat when you give the word. All is quiet, both here and amongst the rank-and-file, only a few whispered commands and affirmations breaking the silence.

The mood is tense. The lookouts returned a little less than a half-hour ago. They confirm the reports previously given by Ravenburg's spies. The enemy army, at least twice your size, approaches at a rapid but consistent pace. At first they are just barely visible as an amorphous dark mass on the horizon, barely visible through the snowfall. But as they draw closer, details become more apparent.

The unnatural glow from the eye-slits of their helmets shines through the icy haze, and the ground begins to shake under the hoof-falls of tens of thousands of slave-soldiers marching in perfect synchronization, lines of black-armored soldiers stretching back as far as the eye can see. For a moment, it seems like they won't stop, that they'll just continue to march forwards until they hit your lines, but then they suddenly come to a halt just outside the range of your artillery. The vibrations continue, gradually becoming less intense as the ranks of the enemy come to a halt unit by unit, until the silence returns, even more tense than before.

For what seems like forever the two armies simply stare at each other, unmoving. Then, finally, at some unspoken signal, the front ranks of the enemy burst into movement, charging forward with surprising speed. The battle begins.

The first wave seems to be composed entirely of unarmored light infantry, their only source of protection their enchanted helmets. Through your spyglass you can see that, despite their speed and agility, these hostiles are far from star athletes. Even from this distance you can make out their ribs, their flesh pulled taut against the bones, their coats patchy and thin.

They look like they haven't eaten in days, like they shouldn't be able to stand, but here they are, charging your lines at a rapid pace. No doubt this is the product of some other foul magic.

(Explosive Traps: 81)

Magically influenced or not, they prove as vulnerable to your traps as any mundane creature. Flashes of light, loud pops and muffled booms signal the triggering and detonation of the numerous explosive caches buried across the canyon floor. Some are small, a bag of powder and iron fragments the size of a fist, taking down a pair of equines here, or blowing off a leg there. Others are much more sizable, and more devastating. As you watch, one of the slaves in the third or fourth rank of the enemy line steps on a rock, activating the trigger to ignite several barrels of black powder and liquid fire, causing a massive fireball to erupt from the earth and engulf several hundred of your foes.

But despite seeing your enemies slain before coming into range, despite seeing the fruits of your army's labors these past few days, you can't help but feel unnerved. For even as they fall prey to your traps, your enemies show no reaction. There are no pained screams, no cries for help, no groans of agony. The enemy does not slow or hesitate, merely stepping over their slain comrades and continuing in their singleminded advance, only ceasing to move forward when your traps render them physically incapable.

You estimate that several thousand of these suicide soldiers charged your lines in this first wave. Less than a hundred make it through the minefield and close to range with your troops. So few are their numbers that many of your archers don't even bother nocking their arrows. A smattering of half-hearted arrow shots proves sufficient to eradicate the remainder. Your frontline troops never even had to bloody their blades.

But before anyone can start to celebrate, another, larger wave of hostiles advances down the pass. With a muffled curse, you begin to realize the enemy's strategy. Those unarmored troops were merely a probing assault, a means of testing your defenses. And their advance just resulted in the expenditure of most of your traps.

Now the fight really starts. There are no more soft targets. These soldiers are fully armored, bearing lances and spears and blades, and while their advance is slower than their unarmored predecessors, it has more force behind it, tens of thousands of fighters bearing down on your defenses in tight formation.


(Traps Part 2: 24-20(mostly expended)=4)
(Cannons: 87)
(Ballistae: 84)

As expected, what few traps remain have next to no effect on the advancing enemy. A handful of small bombs explode and kill a bare handful of assailants, but they are swiftly trampled underhoof by the tens of thousands of their comrades that remain untouched. Your artillery, however, has a much more significant impact. With a thunderous roar, your new cannons fire their first rounds in anger, iron balls sent flying almost too fast for the naked eye to see. They plow through rank after rank of the enemy, pulverizing armor and disintegrating bodies in clouds of gore, some bouncing off the ground and impacting lines farther back. Each cannon round fells scores of enemies, so tightly packed are they in the narrow mountain pass. There's no room for them to dodge, no cover for them to take. Yet still, the black-clad hostiles advance, unperturbed by the hail of fire raining upon them.

Your ballistae also open up. The nature of their projectiles makes them less deadly than the cannons, but they still reap a hefty toll from the enemy, entire squadrons impaled upon giant arrows like grotesque shish-kebabs. Yet still the enemy advances.

(The Sinkhole: 97)
(Archers: 62+10(Sinkhole Crit Success)=72)
(Flamethrowers: 73)
(Airborne Incendiaries: 72)

The Diamond Dog tunnelers had chosen not to spring their most elaborate trap earlier. They knew that the enemy would send a massive charge such as this, and waited for the right time to pull the ground out from under them. Literally. Suddenly, with the sound of dozens of tons of shifting earth and stone, a massive section of the earth collapses inwards on itself, dragging hundreds of armored equines with it. Hundreds more, propelled by inertia and the press of advancing bodies behind them, are also pushed in, falling dozens of feet, many being crushed by the weight of those above them. The entire enemy advance is brought to a halt as a massive pile-up occurs. A pile-up the rest of your ranged units take great advantage of.

Archers fire as fast as they can nock their arrows, loosing a deadly hail of wood and steel. With so many enemies clustered together, there's no need to aim. They simply fire as fast as they can, over and over and over, until their quivers are empty. At which point they make a quick supply run to the dozens of crates of additional arrows you'd had prepared in advance. You knew you'd be facing a massive army, you didn't want your troops to run out of ammo. A metal rain falls down upon the trapped enemies. Many arrows bounce off their armor, but some find their mark in the joints and weak-spots, piercing the enemy and killing many of them even as they struggle to climb up the steep walls of the sinkhole.

Then the flamethrowers let loose their with their deadly spray. Half a dozen streamers of flame fly from your lines and into the artificial pit, creating a vision straight out of Tartarus. Hundreds of soldiers burn in their armor, the metal turning a bright red from the heat. The smell of burning flesh wafts your way. At the same time, a squadron of brave volunteers flies above the battlefield, dropping fire cocktails upon those out of reach of the flamethrowers and archers. It is a deathtrap, a vision from a nightmare, as hundreds, then thousands are skewered by arrows or burned alive, cooked in their own armor. Any other force would break at the sight of such carnage, would drop their weapons and flee in terror. But not this foe. This foe does not slow, does not stop, does not even scream as they burn alive by the hundreds. They keep coming.

Your enemies continue their mindless charge down into the pit, heedless of the danger and their hideous losses. As the number of enemies in the sinkhole grows, so do their casualties, as soldiers trample and crush each other in their stubborn determination to keep moving forwards. Eventually, the piles of trampled, shot and burned soldiers take up so much space in the crater that the survivors begin to use them as a ramp, clambering over the charred piles of their own dead to reach level ground once more. They renew their charge towards your lines, their numbers greatly diminished.

(Blood on the Snow: 63+10(Heavy Casualties)=73)

The forces of darkness slam against your lines, impaling themselves and others upon spearheads and sword blades. Your forces push back, Gryphons and Dogs and Yaks straining together against the onslaught of the arcane. An unstoppable force meets an immovable object...and the unstoppable force is proven to be not so unstoppable after all. Your lines hold, the pikes and polearms on the front puncturing every enemy they can reach, as the militia and warriors behind them toss the occasional javelin or throwing axe. Still, you do take casualties. The enemy is relentless, uncaring of pain and seeming to suffer no fatigue or the effects of the cold, and their armor is as solid as that of your own troops. Still, for every one of your troops that falls, they take at least three of the enemy with them.

After a period of time that could be measured in minutes or hours, the last of the dark knights is felled. Your forces let loose a ragged cheer...only to fall silent as the dark forces on the horizon begin to shift and move forward again. You grimace. Is there no end to them?!


[ ] Hold Your Ground!: You've slain tens of thousands of the enemy and taken comparatively few losses yourself. You've yet to commit the Knights, and there is still plenty of ammo and fuel left. This is your best chance to halt the enemy, here and now. You won't get a better set of circumstances. Continue to hold.

[ ] Pull Back!: Blow the charges, trigger the avalanche, and use the opportunity to retreat. You've done well thus far, but it's only a matter of time until the other feather drops. You've used up your traps, and the sinkhole has been filled in with the bodies of the dead. You'll lose more soldiers if you stay. The nearby city of Lanner has been preparing for a siege for weeks. It's stone walls are strong, and it's storehouses full. You shall make your final stand there.

[ ] Write-In


Rolls were all pretty good, so I decided to save the bonuses for when we really need them.



Imperial Army of Gryphus
9,900 Warriors
4750 Polearms
5000 Archers
950 Diamond Dogs
5 Mobile Ballistae
4 Cannons
2 Flame Projectors

Imperial Knightly Orders
The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer"
30 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms
The Knights Talon
1 Grandmaster Colombroni Pigeonio
20 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms
The Knights Panther
1 Grandmaster Adrian Dawnquill
20 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms

Mercenaries
The War Wolves
495 Diamond Dogs
The Wood Stalkers
190 Warriors, 300 Archers
The Black Pikes
450 Pikes
The Crimson Company
475 Gryphon Berserkers
The Troll Busters
4 Static Flamethrowers

Auxiliaries/Allies
14,950 Imperial Militia
9,980 Yak Chargers
 
Last edited:
The Winter War: Part 4
Your troops take advantage of the brief lull between waves to enact another contingency: shuffling the frontline and reserve units. Against a force of this size, you knew you'd be engaged for a prolonged period. Your soldiers should have a chance to take a breather and avoid exhausting themselves.

As the next wave draws closer you finally catch a glimpse of the...abominations...your scouts spoke of. Their descriptions were accurate. There is no way such creatures are natural. Mounds of lumbering, mismatched flesh in the shape of troll-sized equines, held together by rippling shadow magic and unsightly crystalline growths that visibly spark with arcane energy lumber towards your lines. There are dozens of them, perhaps a hundred or more. And advancing behind them are tens of thousands of armored warriors. Your troops have suffered only 1% casualties thus far...yet you are concerned. Your scouts reported that the dark king's carriage was at the rear of the enemy column, and thus far you've seen no sign of him. How far back does this invading army stretch?

(Cannons: 49+5(Cold Omake)+15(Bloodied King Omake)=69)
(Ballistae: 34+20(Canterlot, Tis a Silly Place Omake)+10(The Dark Lord Approaches Omake)=64)

Your cannons fire, iron projectiles pulverizing flesh and shattering crystal. Abominations fall, some crushing the soldiers around them when they impact the ground, or momentarily slowing the enemy's advance as their own corpses form obstacles that must be navigated around. The crews fire as quickly as they can, the barrels of the guns steaming in the frigid air as smoke threatens to obscure their sight. Each cannonball scores a hit and brings down a monster, but you only have four cannons, and they can only fire so fast.

Your ballistae add to the volley, the quiet twang of loosed bolts drowned out by the cacophony of their explosive brethren. The spear-sized arrows pierce mutated flesh and skewer the massive beasts. Dark ichor drips from gaping wounds and stains the snow, and more abominations fall. Not as many as when the cannons fire, you see a few of the creatures continuing to move even with an arrow in their chests, but most hit by the bolts fall. Still, you only have a handful of the massive bows, and though they fire marginally faster than the cannons, the two units can't hope to do more than make a dent in the enemy's numbers. The abominations march on.

(Arrows: 25+10(A Letter from an Enterprising Servant Omake)+10(Diversifying Assets Omake)+5(Fire Arrows)=50)

The enemy's advance is only somewhat slowed by the remains of the artificial sinkhole, as the forces of darkness clamber over the corpses of their vanguard. But the slight delay is enough for the rest of your ranged assets to target them. Once again, a hail of arrows falls upon the advancing column. But the abominations are more resilient than hoped. Hundreds of arrows bounce off hard crystal or embed themselves in thick hide to no effect. One in a thousand arrows hits something vital and brings down an abomination. The archers quickly shift their fire towards the more numerous soldiers, but here too they have difficulty scoring killing blows. They do score kills, but it's a drop in the bucket compared to the ocean of black-armored soldiers relentlessly advancing towards your lines.

(Kill it with Fire!: 88)

The flame-weapons prove to be far more effective. Geysers of fire fly from the muzzles of your flamethrowers, engulfing the twisted creatures in flames. The slave-soldiers that had come before had shown no reaction to being set alight. The abominations break with this trend. They scream.

Unearthly howls and shrieks pierce the air as flesh bubbles and melts and crystal cracks and breaks under intense heat. The creatures actually begin to rampage, lashing out and crushing many of the soldiers among them before finally collapsing, dead. The aerial bombers add to the conflagration, hitting the few abominations that escape the wrath of the "brass dragons" and sowing further chaos amongst the enemy's ranks.

Unfortunately, the volunteer flyers must eventually return to rest and rearm, and the enemy advances too close to your lines for your flame-spitters to risk opening up on. Still, this leaves less than a dozen of the abominations for your ground troops to face, and the flame troops quickly adjust their aim, firing on the column of still advancing soldiers behind the monstrosities. It now falls to the bulk of your army to face this charge of the grotesque.

(Monster Slaying: 46+15(Heart Song of War Omake)+15(Banner of the Early Empire)-5(Large)=71)

The remaining abominations hit your lines with a crash, crushing many of the front rank beneath their misshapen feet, blasts of raw, uncontrolled magic arcing off of them like lightning to incinerate warriors out of their reach. Still despite their strength and ferocity, they are few in number, and are quickly skewered by spears and slashed with blades, even as their unnatural strength kills many of the defenders. Despite reaping a significant toll from the first ranks of the army, the last of the abominations fall. The line quickly reforms itself, soldiers and militia rushing to fill in the gaps in the line...just in time for the main body of the attacking force to slam into them.

(Hold the Line: 85)

Once again, a mass of dark metal and cursed flesh throws itself against your defenses. And again, the Gryphons, Dogs and Yaks of the North hold fast. But this wave is greater than the last. There is no more sinkhole to waylay the enemy, no traps to thin their numbers, and so focused were your ranged assets upon the abominations that only now do they turn their attention to the writhing swarms of armored soldiers charging relentlessly towards your lines and slamming into your soldiers without fear of death. But to the eternal credit of all who stand upon the field of battle, your troops continue to hold.

Dogs dig in their heels, lashing out with axe and blade to defend their new home and new pack from this new enemy. Yaks gore with their horns and kick out with their hooves, their great strength crumpling armor plating like paper as they fight and die alongside strangers and their tribal rivals. Gryphons fight with the primal strength of their genetic forebears, fighting with the ferocity of lions and the swiftness of eagles. Militia or mercenary, veteran or raw recruit, all hold their ground, raging against the forces of darkness that would seek to destroy them and everything they've ever known.

It is a battle of attrition, a battle of endurance where only the defenders can feel fatigue. The frontline shifts back and forth as warriors fall, leaving momentary gaps in the line that are hurriedly filled in by those standing behind them. For every one of your own that falls, three or four of the enemy are also brought down, but their numbers seem endless, an infinite swarm of faceless, identically armored foes.

The bodies of the enemy dead begin to pile up, the advancing horde clambering and spilling over the corpses of their own comrades in a mad scramble to throw themselves upon your troops. Blood flows from thousands of mortal wounds, staining the fallen snow a dark red, flowing downhill in rivers of gore. You can smell the tell-tale coppery scent of blood from your command post, well behind the lines. You can only imagine the overwhelming stench of death at the front. The noise too, must be overwhelming. The air is filled with the clang and scrapes of metal against metal, screams of defiance and pain, and the shouts of officers telling their fellows to hold.

After what feels like hours to you and years for those on the frontline, the enemies' numbers seem to thin, the assault beginning to die down as tide begins to turn, the attackers now outnumbered by the defenders. Only a few scant minutes later, the last suicidal southerner meets their end upon a blade, and the battered defenders let out a tired, relieved cheer...a cheer that cuts off as the dark shapes on the horizon begin to draw closer once again.

Your enemy isn't holding back any longer. They're throwing everything they have into this next attack. And they've saved their best for last. Fifteen thousand warriors, different from the ones before. These are larger, more imposing, their armor coated in darkness as their king lends them a fraction of his foul magic. And at the center of their formation, pulled by more than a dozen beasts of pure writhing shadow with fang-filled maws, sits a black carriage, pulsing with tendrils and waves of unnatural power.

Such is the concentration of arcane might within it that you must tear your eyes away as they throb with pain at the sight of such wrongness.


Sombra, his Eldritch creatures, and his Elite Guard approach your lines. Your forces have taken significant casualties, are exhausted and are starting to run low on ammo. What do you do?


[ ] Blow the Charges and Run!: You've destroyed the majority of the enemy force, but your forces are bloodied, exhausted and running low on ammo. And the worst of the enemy assault has yet to come. Blow the charges and have the Knights cover the retreat back to Lanner. You'll finish the enemy off when your forces are well rested and better supplied.

[ ] Blow the Charges and Bury Them!: The light at the end of the tunnel is visible. Wait until the enemy column is in the avalanche zone and trigger the explosives. Then, send your Knights and soldiers forward to finish off this threat and end this nightmare.

[ ] Write-In



Imperial Army of Gryphus
7,565 Warriors
2230 Polearms
5000 Archers
740 Diamond Dogs
5 Mobile Ballistae
4 Cannons
2 Flame Projectors

Imperial Knightly Orders
The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer"
30 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms
The Knights Talon
1 Grandmaster Colombroni Pigeonio
20 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms
The Knights Panther
1 Grandmaster Adrian Dawnquill
20 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms

Mercenaries
The War Wolves
315 Diamond Dogs
The Wood Stalkers
95 Warriors, 300 Archers
The Black Pikes
220 Pikes
The Crimson Company
145 Gryphon Berserkers
The Troll Busters
4 Static Flamethrowers

Auxiliaries/Allies
10,115 Imperial Militia
8,210 Yak Chargers


For the record, you narrowly avoided a morale check on the hold the line roll.
 
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The Winter War: Part 5
Your forces are exhausted and bloodied, but the end is in sight, and you've yet to play your two trump cards. You hurriedly instruct the Grandmasters to hurry to their units and prepare to lead the counter-charge. In the meantime, Gabriella sends up the signal flags instructing the volunteer demolition teams to blow the two remaining charges when they will cause the most damage to the attacking force. Orders are sent out to reform the line and to conserve the remaining ammunition for one last clash. Your forces catch their breath and steel themselves for combat against the enemy's elite.

A hush falls over your lines. Soldiers check and re-check their kit, or whisper prayers to the ancestors. Yaks quietly beseech the spirits or murmur war chants. The silence is only broken by the growing volume of the hostile army's cadenced hoofsteps...until a massive, muffled boom echoes through the mountain pass. The explosion is quickly followed by another on the opposite cliff face as a low rumble begins to build. Twin rolling waves of white slide down the cliffsides as hundreds of tons of snow and ice and rock fall towards the forces of darkness.

The enemy army halts, their advance ceasing as the sound of their marching is drowned out by the thunder of the artificial avalanche. Just before the powder cloud obscures the black-armored warriors from sight, you spot flashes of black lightning. Dark bolts of magical power strike the ground around the hostile formations, and spires of black crystal rise from the earth in an effort to shield the dark formation from the sudden onslaught.

(Avalanche: 77)

It's not enough. Hundreds of tons of frozen water flows over, around and through the hastily erected barricades, overwhelming and crushing thousands of the enemy. Your soldiers cheer as the enemy force is enveloped and buried under the snow that was at least partially created by the mad sorcerer at the head of the invading force. But as the dust begins to settle, movement is visible amongst the debris, and the cheers of your forces die down. It appears the avalanche did not kill all of the invaders.

A smattering of black-clad guards begin to emerge in small groups from the rubble, clambering over the massive snow pile and reforming their lines before the obstruction. An obstruction that promptly explodes in a flurry of crystal shards and writhing shadows, a roar of rage rising from the throat of the horned equine standing at ground zero of the avalanche, his fanged shadow creatures writhing in sympathetic rage around him. With a flare of red-tinged energy from his horn, the few thousand remaining southerners charge your lines, the mad king and his eldritch minions advancing behind them.

(Cannons: 44+10(Battle Engineers)=54)
(Ballistae: 34+10(Black on White)=44)

Your artillery opens up, cannonballs digging great furrows through the hostile formations as ballistae launch their bolts and skewer many of the advancing foes. Sadly, they only have enough ammunition for a handful of volleys. After taking a tithe from the ranks of the enemy, the last bolt is loosed, the last ball fired. The artillery crews unsheathe blades and hurriedly move to join their comrades on the frontlines. They may not be well equipped for melee combat, but there's no way in Tartarus they're going to sit on the sidelines of this battle while they can still contribute.

(Archers: 28+5(Fire Arrows)+10(Trying not to Ruffle Feathers)=43)

Closer still the enemy advances. Your archers loose the last of their arrows, a forest of steel-tipped projectiles launching skyward towards the enemy ranks. As they reach the apex of their ascent, the dark king's horn glows once again, and half the arrows pause in mid-air before being hurled back from whence they came. Screams ring out as many gryphons are pinioned by their own weapons. But the other half of the volley continues on, striking down several of the black armored aggressors and even setting alight one of the shadow-creatures. It's screams of agony rend the air as it flails it's multiple limbs and contorts it's body into impossible shapes before seeming to implode into a pile of black and red goo.

While this event reassures your soldiers of the creatures' mortality, the sight of one of his pets burning alive sends the sorcerer king into an even greater fury, charging towards your lines and shoving his own soldiers out of the way in his haste, the rest of his monstrosities following close behind him.


(Cleansing Flame:88)

Then the flamethrowers open up with the last of their fuel, jets of flame blasting outwards and incinerating many of the advancing enemies. The shadow king projects a shield before himself, but his soldiers and beasts are not so lucky. More eldritch shrieks reverberate and echo off the walls of the mountain pass as almost all of the demonic creatures are set alight, their violent death throes resulting in the impalement of multiple equines upon their countless shadowy tendrils.

But as the majority of the foul beasts burn, the fuel tanks of the flamethrowers run dry, and still the shadowed ones advance. Your knights stand ready to meet them, Gryphons-at-Arms arrayed in shield walls, Squires standing alongside their heavily armored mentors. Behind them, battered but unbroken, stands the remainder of your army, ready to follow the knights into combat with the mage that has wrought so much misery and placed their homelands in danger.

(Knights of the Empire: 85)

The surviving enemy forces slam into your lines, magically enhanced equines bringing down their bodies and weapons against the knights' shield wall. Spears and lances pierce their bodies to little effect, the dark power within them pushing them on despite wounds that would instantly kill any other being. Had the avalanche not killed so many of them, you have no doubt your forces would be overwhelmed and routed. But as it is, your knights actually have a slight numerical advantage over their foe, and no amount of foul magic can force a warrior to fight on in spite of a missing head or pair of legs.

The shadow-creatures prove a greater challenge. Though the flamethrowers eliminated a majority of the eldritch beings, a couple remain. They slide between gaps in the shield wall like water, only to sprout dozens of sharp-tipped tendrils that pierce the joints and weak spots of your elite warriors. Their movements are absurdly fast, and many a blade or spear-tip simply passes through their ethereal forms to no effect, even as their gaping maws eviscerate Gryphons, Dogs and Yaks with hundreds of needle-like teeth. Thankfully their rampage does not last forever. The last of the fire-cocktails, carefully conserved for this final charge, are expended at close quarters, the flames eradicating the last of the eldritch beings in bursts of heat and light.

But just when it seems like the battle is about to be won, the dark king, his form visibly pulsating with magical power, makes his presence known in the most dramatic way possible.

(Sombra's Sorcery: 3+15(War Banner of the Gryphus Empire)+15(The Duke's Court of Guaneto)=33)

The sun seems to disappear as the battleground is shrouded in darkness. Suddenly and without warning, dozens of shadowy, multi-jointed arms burst upwards from the ground.

Some grab fallen blades and hack away at your soldiers, others simply wrap their fingers around skulls and squeeze with unnatural strength. The sickening cracks of shattering bones and screams of pain echo across the battlefield as knights and militia alike struggle to evade the phantom limbs impervious to blade and bludgeon. Splashes of liquid flame take down one or two of the arms, only for four more to take their places, their summoner protected by a wall of dark crystal that begins to slowly creep forwards, impaling those too slow to escape on shards of solidified magic, all as blasts of shadow-magic erupt from the mage's red horn, bowling over even the weighty and strong Yaks.

Hundreds die in seconds, the line beginning to buckle under the strain of the arcane assault, a single sorcerer accomplishing what thousands of his warriors could not: breaking the back of the Imperial Army.

Before you can respond, before you can even open your beak to give an order, your Wife flaps her wings, lifting off and making a beeline for the front. You curse and hurry after her, but even with a physique enhanced by her fitness regime, Gabriella is still faster than you.

Your wife, a figure who many refer to as a goddess of war, soars over the frontlines, braving freezing winds and the the grasping hands of the dread king. Her voice rings out through the pass, audible even over the din of battle.

"Hold your ground, protectors of the Empire, warriors of YakYakistan! Remember what you fight for! No matter what the cost, this evil shall not taint our homelands, shall not threaten our families, shall not destroy all that we have built! Not one step back!"

(Rally!: 81)

With a rallying cry of "Not one step back!" The line stabilizes. Spear and shield walls reform, militia filling in gaps in the formation, your people furiously beating back the invaders, even as the shadow summons harass them at every turn. The flanks push forwards, the hostile elites there now on the defensive...but the center remains deadlocked against the dark king, his shadow hands and dark crystals forming an impenetrable batter against any assault against him. Hundreds of brave souls throw themselves against his defenses only to be cut down.

In the mad chaos of battle, your sword raised above your head in an attempt to rally a bloodied battalion, you manage to lock eyes with Gabriella and Konrad Hardbeak. A strange feeling comes over you, and you all nod to each other, reaching an unspoken agreement: if this battle is to be won, the king must die. In unison, the three greatest heroes of the Empire of Gryphus take to the air and dive bomb the sorcerer.

(Charge of the Triumvirate: 89)

Were your brain not overwhelmed by adrenaline and fight-or-flight instincts, you might question your current course of action. You are not a warrior. The last time a king had to be killed you sat back and let your knights deal with it on your behalf. Perhaps you can't allow your wife to face this demon alone, perhaps you feel you have something to prove. Perhaps, in a dark pessimistic corner of your mind, you want your children to know that their father and mother died bravely, fighting alongside each other in a duel against the greatest evil since Discord.

In the end the reasoning behind your actions is irrelevant, for the result is the same. You, Gabriella and Konrad fall in a controlled dive towards your foe, your wings and legs held flat against your bodies, the wind buffeting you as you fall towards your target like living arrows. Spires of sharpened crystal erupt from the earth, threatening to impale you, but you fly straight between them, the jagged mineral protrusions a hairsbreadth from your wings. Grasping magic hands pursue you, but their grips catch only empty air. The horned equine calls forth blasts of raw magic that sear the air like lightening, leaving behind the acrid scent of burning ozone, but still you three heroes of the Empire fly straight and true.

For a moment, it must seem as if you will not pull up at all, that all three of you shall plummet straight to the ground. But then, dangerously close to the earth and in perfect unison, your wings flare outwards and you bleed off speed while pulling up, placing yourselves on three direct intercept courses with the black-furred King.

(The Kingslayer: 87)

Perhaps due to his experience from years of aerial combat and sparring with his colleagues, or perhaps due to an unspoken agreement amongst the three of you, Hardbeak is the first to reach your target, his claws outstretched for a slice across his neck. The sorcerer ducks, talons raking and slicing through his mane as he fires off a blast of magic that goes wild, missing his intended target.

Hardbeak banks and makes a hard turn, even as the sorcerer dodges similar attacks from you and Gabriella, firing off wild blasts of magic all the while, cursing and ranting in a tongue none of you have heard before. This is the circling vultures maneuver, one of the most basic and reliable methods of group assault against a singular ground-bound target. One Griffon attacks while the others line up for their own strikes, so that the target in question can't properly focus on his assailants for more than a few seconds before being forced to dodge and switch focus, minimizing the time each Griffon spends under threat. It was originally devised to combat trolls. Now you're using it against a mage-king with enough magical power to take on an army by himself. ...You're not too sure how to feel about that.

The grandmaster comes in for another attack, catching the sorcerer off guard while he's busy firing away at you and Gabriella. Once again, the equine moves to duck...but the Grandmaster catches more than his mane. With the sharp blades greaves attached to his talons, the Kingslayer severs the king's horn.

For a split second, it seems that the entire world freezes, even the wind not daring to move as the magic organ of the shadow sorcerer tumbles to the ground. Predictably, it is your foe who breaks the silence.

Sparks of raw magic erupts from his broken horn, his entire body glowing and vibrating with raw magical power as he screams in pain that has nothing to do with his injury.

A great wind picks up out of nowhere, a gale centered around the wounded king, air rushing towards him from across the battlefield as the glow of his body outstrips that of the sun. Acting on instinct, you tackle your wife and move to shield her body with your own. It proves to be the right decision. With an enormous explosion that shakes the earth and sends debris flying, all the magical power contained within the body of the shadow king erupts like a volcano, the force of the blast wave flattening your palisades and knocking every soldier on the battlefield off of their feet.

(Duck and Cover: 79)

Being only a short distance from the source of the explosion itself, it seems to you like a second sun has been brought into existence right next to you. The force of the blast sends you and Gabriella flying, shards of stone and broken crystal pinging off of your armor. You land back on the ground with a painful thud, fragments of debris falling around you.

With a groan, you stand, pulling your wife to her feet...just in time for a smoldering Konrad Hardbeak to land only a few wingspans away from you. You hurry over, checking his pulse....and sigh in relief. Just unconscious...and burned, but nothing that a few weeks of proper care can't fix. You look over towards the spot where the dark king once stood...and see only a blackened crater, a whisp of smoke hanging above it.

A whisp of smoke that proceeds to fly South at breakneck speeds, cursing you in the same foreign language that the embodied king had used earlier.

You grit your beak and sigh explosively. No...of course it wouldn't be that easy.


Battle of Redstone Pass: Victory!
All Invaders Killed, Sombra greatly weakened and forced to retreat to the Crystal Empire.
Gained Yak Respect, Increased Spousal Opinion by +.5

Imperial Army of Gryphus

5840 Warriors
1960 Polearms
3800 Archers
490 Diamond Dogs
5 Mobile Ballistae
4 Cannons
2 Flame Projectors

Imperial Knightly Orders
The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer"
18 Knights of the Inner Circle
90 Imperial Knights
120 Squires
245 Griffons-at-Arms
The Knights Talon
1 Grandmaster Colombroni Pigeonio
12 Knights of the Inner Circle
105 Imperial Knights
155 Squires
290 Griffons-at-Arms
The Knights Panther
1 Grandmaster Adrian Dawnquill
14 Knights of the Inner Circle
120 Imperial Knights
210 Squires
350 Griffons-at-Arms

Mercenaries
The War Wolves
245 Diamond Dogs
The Wood Stalkers
32 Warriors, 225 Archers
The Black Pikes
95 Pikes
The Crimson Company
26 Gryphon Berserkers
The Troll Busters
4 Static Flamethrowers

Auxiliaries/Allies
8,465 Imperial Militia
7,610 Yak Chargers


You guys have no idea just how lucky you were. I know it looks like a curb stomp from this angle but trust me: you were so very close to needing a new grandmaster...or a new wife.

Also, I just realized the real reason Garrick never gets into fights himself: I'm shit at writing fight scenes.

As for the bit where Sombra exploded...remember that first battle in Lord of the Rings where Sauron's hand gets chopped off? Yeah, it's basically that.

And no, Sombra's not dead. You're not getting rid of a threat that big that easily.
 
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Turn 11 Rumor Mill
A Bittersweet Victory: Bells ring in celebration and a sense of relief overcomes the people of the Empire as word of the victory at Redstone Pass spreads North, traveling up the roads and echoing through city streets and underground shelters. But the jubilant mood is dampened by the casualty lists that arrive soon after the good news. It was the bloodiest day in recorded history, worse than any single day under the reign of Discord. It seems that almost every village and town has lost a citizen. Few are the Griffons and Dogs that can claim not to know anyone who met their end in the battle. The victory celebrations quickly give way to wakes and memorial services. But the people of the Empire take solace in the fact that their neighbors and loved ones gave their lives in defense of the nation and their families, and that they had not died in vain.

The Thaw: The unnatural blizzard that had fallen over your lands has begun to recede, the bitter cold finally giving way to the warmth of Spring. Farmers return to their normal routines in earnest, eager to get back to planting and harvesting, though more than a few have taken a keen interest in the hothouses. Though established as an emergency measure, their utility in peacetime seems obvious to many who can appreciate the idea of growing warm-weather crops year-round. Regardless, it appears the risk of famine is now at an end, and repairs have already begun in earnest on the few structures damaged by the heavy snowfall. +500 Farming Income

Yaks Return Home: After suffering unprecedented casualties at the hands of the greatest enemy they have ever faced, and having spent weeks ritually cremating their dead in the manner their culture demands, the herds of Yak Warriors begin their long trek back to their ancestral lands. The battle of Redstone Pass has been a serious shock to the Yaks. Their clan-based divisions, their isolationist attitudes, their traditional nomadic lifestyle, all of that has been called into question by the events of the Winter War. Though few are willing to admit it, many Yaks have come to the realization that they could not have survived the invasion from the South as they are without assistance from the Empire. More than a few soldiers of the Empire feel the same way about the Yaks. All agree that the war shall send shockwaves through Yak culture, politics, and society. None dare to guess what the long-term results will be.
 
Turn 12: Recovery
"I'm Pregnant."

You nearly spit out your drink. You turn to your wife, coughing and pounding on your chest as she simply gives you that wry smile you've become so accustomed to seeing over the past few years. At the other end of the breakfast table (which is technically also the dinner and feast table...semantics) Gawain smiles ecstatically.

"New sibling, yay!"

Next to Gawain, from her height-chair (something Genevieve had kitbashed together as a gift....you should really get her something nicer in return than a raise) Gwyndlyn picks up on the mood in the room and begins giggling in the way young children often do.

You finally catch your breath and give your wife a long-suffering look.

"You waited until I was mid-sip to spring that on me didn't you?"

Her smile only widens as Gawain laughs. You sigh, smiling wearily. Confound it, you love this family. You may be the most powerful Griffon in the Empire but it's moments like these that you truly treasure. Ancestors know you and your family could use a laugh.

It's been a somber month since the battle of Redstone Pass. There have been a lot of funerals, a lot of wakes. Makeshift memorials for the dead have been established in towns and villages across the Empire, and already calls are being made for a much larger, suitable memorial....both for the recent dead and future dead. Everyone knows that this war isn't over. You weren't the only one who saw the Dark King turn into smoke and fly away. Everyone knows he'll be back eventually. A lot more people are going to die before the threat is finally past. You know this, as does the public. The response has been the same across the board: grim resolve. Your people have survived Discord and the beasts of the forest, they are no strangers to adversity.

Still, despite the troubles, life goes on. Repairs are made, flowers bloom, and children are born. You take great comfort in that, and in moments like these that you get to share with your family.

Gabriella gains "Pregnant" status.


Martial
: Gustav has been...somber lately. Those who don't know him as well as you do don't notice, but he's not as spirited as he used to be. You get the impression that he now drinks, not out of revelry, but out of sorrow. As Imperial Martial, he knew many of those who perished in the Winter War. Still, he remains dedicated to his work, and there are no shortage of mourners in your Empire this year. (Two Actions per Turn)

[ ] Big Sticks: The mobile Ballistae proved instrumental in your victory at the Battle of Wingbardy. Clearly they are a valuable battlefield asset. Build a few more. Cost: 400. Time: One Year. Reward: +10 mobile Ballistae added to army.

[ ] Hans, Get the Flamethrower: The flame projectors proved to be one of the most important assets of the Winter War, being the only viable method of destroying the shadow-beasts, and serving as excellent counters to the abominations. Now that the Troll-Busters' contract has expired, it's probably a good idea to build a few more of these devices for yourself. Cost: 400. Time: One Year. Reward: +4 Static Flame Projectors

[ ] The West Wall-Watchtowers: You have neighbors to your West. Large, strong, and surprisingly fast neighbors that are used to living off the land and crossing great distances in a relatively short period of time. They don't seem hostile at the moment, but it couldn't hurt to take precautions. The Black Cliffs of Aquileia serve as a natural barrier, but one that could be crossed by the Yaks (or another foe) if they really wanted to. It only makes sense to fortify this barrier and make it more difficult for any Yak raiders or warbands to cross into your core territory. You can start with some watchtowers. These small posts won't be able to prevent any sizable force from crossing the border, but their vigil will prevent a surprise attack and give you some warning in the event of a hostile mountain crossing. Cost: 1000. Time: Two Years. Reward: Western Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.

[ ] The Peregrine Line-Watchtowers: You snagged a victory and prevented an invasion of your country by the skin of your beak, and it was a costly victory at that. You're not stupid enough to think that you've seen the last of that foe forever, and if you have to worry about another invasion you're going to need serious fortifications along your Southern Border. Your military leaders have drawn up a multi-year step-by-step plan to turn the Peregrine mountains into a nearly impassible fortress. The first step, much like the plan to fortify the Black Cliffs, begins with watchtowers. Well, technically they're watchtowers but they're more like miniature forts designed to act as signaling stations. The squadrons of soldiers assigned to these defenses won't be able to repel any significant assaults, but they'll discourage infiltration and raids into your territory, and give vital warning in the event of another border assault. And they will serve as the foundation for a much larger and more impressive set of fortifications. Cost: 1000. Time: Two Years. Reward: Southern Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.

[ ] Licking Wounds: Your Forces were ravaged at the battle of Redstone Pass. Thousands of Griffons, Dogs and Yaks were killed in the defense of their homes. The enemy may have been defeated, but the Dark King is still out there, and you've no idea what state he or his slave-kingdom are in. If he returns before you can rebuild your forces, you won't stand a chance. The casualty rates from the battle were a shock to your people...but they know that any war against your Southern Neighbor is a war for the very survival of your culture. If you call for citizens to fill the ranks of your army, you know that they shall answer. Cost: 3560. Time: One Year. Reward: Army returned to Pre-War Numbers.


Diplomacy: Elva's department has been receiving a lot more attention as of late. The much-appreciated assistance from the Yak Clans has emphasized the importance of a dedicated foreign office, and the invasion from the Southlands has made the public anxious to find allies against the monsters and warlords of the world. If Elva has begun to feel any pressure from the increased attention, she doesn't show it, carrying on as she always has. (One Action per Turn)

[ ] The Neighborly Thing to Do: The Yaks came to your assistance when the shadow king sought to invade your lands, and their warriors fought and died alongside your own. You don't know if you can repay them for that, but you can try. Gather some steel armor, weapons, tools, and assorted trade goods, and distribute them to the four clans. Such an action should soften the blow of losing so many of their number, and foster better relations with the clans, reinforcing the importance of unity against threats to your mutual security. Cost: 1000. Time: One Year. Reward: Better relations with Yak Clans, Yaks gain access to steel tools, armor and weapons. Chance of Success: 70%

[ ] Steepe Trade Caravans: Establishing trade with Nomads is a difficult prospect, though a potentially lucrative one. Elva proposes sending a few caravans of enterprising Merchants out into the Steepes to show off their wares and gauge interest. The Yaks will get a look at the goods we have to offer, and hopefully we'll get a look at whatever they consider valuable enough to barter with. Of course, these caravans will require guards to protect them, and translators to help them strike deals with any potential customers. Cost: 400. Time: One Year. Reward: Information on Yak Markets and Trade Goods, Potential for Trade Income. Chance of Success: 70%.

[ ] Eastern Expedition: You don't really know anything about them, but they haven't done anything to harm your people, which already places them a league ahead of your Southern Neighbor. Send a ship and some volunteer diplomats to make contact and establish some sort of diplomatic relations. At the very least, it would be nice to know that you don't have to worry about a war on two fronts. Cost: 300. Time: One Year. Reward: Contact made with Eastern Neighbors. Chance of Success: 80%


Stewardship: Frida has arguably been the least impacted by the war. Mind you, she's still had to deal with labor shortages in some areas after the militia suffered such horrendous casualties, but that's been the extent of it. Despite everything, she has retained her upbeat and optimistic demeanor, something you can really appreciate these days. (Two Actions per Turn)

[ ] Tomb of Fallen Heroes: Thousands of Imperial citizens died in defense of their homeland at Redstone Pass. And, the world being the dangerous place that it is, thousands more are likely to give their lives in service to the Empire at some point in the near-future. Such sacrifice deserves more than a simple headstone or makeshift memorial in a town square. It deserves a monument. A hall of ancestors greater than any other in the Empire, a building like the great temples of the ancient Gods. The honored dead deserve no less. Cost: 800. Time: One Year. Reward: War Memorial Constructed, Bonus to morale and certain combat rolls.

[ ] I'm a Lumberjack and I'm OK: Were it not for the fact that they were infested with monsters, the forests of your kingdom would provide a nearly inexhaustible supply of lumber. That's not to say that your people don't cut down trees, it's just that they've never really done it on a large scale for fear of angering the things living in the woods. If your kingdom is going to grow and prosper, you'll need that timber. Gather some soldiers and have them assist with the construction of water-powered sawmills and woodcutting camps. Cost: 150. Time: One Year. Reward: Logging income. Chance of Success: 70%

[ ] Imperial Brew: This is something that could be...controversial. Archimedes' shroomshine has been exceedingly popular with the Imperial Citizenry. However, given it's relatively recent invention, all the people brewing it are doing so on a small scale. Someone in Rosewing's Department raised the idea that, instead of having a bunch of independent brewers making a bunch of wildly disparate concoctions in their basements, the government could contract them and arrange the sale and distribution of the alcohol itself, ensuring consistent quality and netting a tidy profit in the process. Of course, some people might not approve of the government selling alcohol, or taking control of the market in such a fashion. Cost: 400. Time: 1 Year. Reward: Government Controlled Breweries. Gain Alcohol Sales Income. May raise Peasant Opinion. May lower Peasant Opinion. 50% chance of either outcome.

[ ] Settling the Western Frontier: While the Western Steepes are largely inhospitable and unsuitable for permanent settlement, a significant portion of the land beyond the Black Cliffs is quite similar to your core territory. The Yaks don't appear to have any claims on these stretches of forest, and they may hold resources that could add to the economy. Even if they don't, it would be nice to have some settlements outside of your heartland to make interaction with the Yaks easier, or as a buffer should they prove hostile. Subsidize the construction of a few towns and encourage some of your people to establish homesteads on the unsettled land. Cost: 1000. Time: Two Years. Reward: New Western Settlements Established, Additional Income.

[ ] Steam Pumped Land Drainage: Due to the mountainous and heavily forested nature of the Griffonlands, arable land is often at a premium. If one wishes to establish a farm, one must clear the land of trees (and the beasts that live among them), or risk trying to farm on rocks. There are a handful of places in the Empire that would be prime farmland were they not flooded or otherwise too wet to plant crops on. Ordinarily these lands would be impossible to drain, but Archimedes' new Steam Pump offers a new potential option for land drainage. It'll be expensive and time consuming, but the extra agricultural output just might be worth it. Cost: 500. Time: Two Years. Reward: Water-logged areas cleared, additional farming income.


Learning: Archimedes has been poring over the information salvaged from the battlefield these past few weeks, seeking to learn all he can about the Southern enemy and brainstorming new ways to fight them off should they return. Genevieve prefers to focus on more domestic advancements, and has recently found a way to use liquid fire in specially made lamps as an improved source of light, a significant improvement over candles or torches which has already made her a household name across the Empire. You're glad to see such dedication from both of them. (Two Actions per Turn)

[ ] Coke-Fired Blast Furnaces: Iron and Steel are the lifeblood of your economy, constituting everything from tools to building materials to weapons. However, they are difficult to produce in vast amounts. The only reason your people have been able to do so thus far is because of the sheer amount of ore available to you in your mountains, and the number of mining and smelting operations currently underway as a result. Genevieve has come up with a potential solution to allow for greater production of these metals. Using coal that has been treated in much the same way wood is treated to produce charcoal, a new form of dense, cleaner-burning fuel can be used to heat a new kind of massive, vertical smelting furnace the size of a building with a much greater output of metals. Naturally, this will be expensive, but Genevieve states that the increased metal production will be necessary to allow for greater innovation and widespread implementation of new devices, not to mention the smelting of this new "Orichalcum". Cost: 600. Time: Two Years. Reward: Increased Iron/Steel Production, new Learning Actions Unlocked, Can now Smelt Orichalcum.

[ ] Cannon Foundry: Archimedes' new type of explosive siege weapons proved highly effective in combat. Unfortunately, Archimedes tells you that if you're going to be building large numbers of the things with any hope of consistent, reliable performance, you're going to have to build a dedicated foundry and associated tools for their production and future improvement. After seeing a few of his sketches for variations and improvements on the current design, you see his point. Cost: 400. Time: One Year. Reward: Cannon Foundry Constructed, additional Learning and Martial Actions Unlocked.

[ ] Cannon Ships: Archimedes' new cannons are much more powerful than the old bolt-throwers, if more volatile and expensive. Unfortunately, small scale tests have shown that your current Cog designs are not suited for the weight of the new weapons, or the force of their recoil. You'll need to design a new class of ship from the ground up to accommodate these new weapons. Cost: 100. Reward: New Ship Class Designed.

[ ] Gun-Cotton: Black Powder weapons are powerful, but they have some flaws, one of the most significant of which is the massive amount of smoke they produce. Archimedes believes he may have stumbled upon a solution. When paper or cloth is soaked in aqua fortis and sulfuric acid and then dried, the resulting material produces more than three times the force of a similar volume of blackpowder with much less smoke. Of course, finding a way to mass produce the stuff and apply it to your cannons is a difficult task, one that Archimedes will need time and funding to perform. Cost: 300. Time: One Year. Reward: Gun-Cotton developed, +5 to all Cannon Rolls.


Intrigue: Ravenburg is as stoic and calmly professional as ever. If he's been at all affected by the War and it's aftermath, he doesn't show it. Apart from his sudden fixation upon potential happenings south of the border, he's the same as he ever was. You actually find that quite reassuring. (One Action per Turn)

[ ] Into the Storm: The Blizzard may have ended for you, but it still rages over the border. Despite the scouting expedition sent last year that gathered the vital intelligence needed to halt the invasion, you still know very little about your new enemy, or the land it calls home. You know this war isn't over, and if you're going to have any hope of winning it, you'll need intel on what exactly is waiting for you on the other side of the Peregrines. Cost: 400. Time: One Year. Reward: New Intel on Sombra/Crystal Empire. Chance of Success: 40%

[ ] Yakity Yak: The Yaks showcased their strength when they fought alongside you and yours at the Battle of Redstone Pass. They proved to be great allies...but they could also become a powerful enemy if things were to go wrong. The war has stirred up the Yaks' cultural and political landscape. You need to know what exactly is going on in the lands of your Western
neighbor, and whether you should be concerned. Cost: 300. Time: One Year. Reward: New Intel on Yak Clans and the Fallout from the Winter War, possibility of new Intrigue Options. Chance of Success: 60%


Personal: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions per Turn)

[ ] Getting Swole: One of the numerous reasons you refused to fight Brochard was that he was so much stronger than you. A blade and a suit of armor mitigated that advantage a great deal, but it didn't remove it completely. You trained with your wife not long ago, and that training showed results, but the results weren't quite as big an improvement as you'd hoped. If you're going to be an Emperor worthy of the title, you need to be strong, especially if you're going to be throwing yourself into harms way like you did in the Winter War. Have Gabriella put you through an even more grueling fitness regimen and see if you can't improve your physique a bit more. Just because she's pregnant doesn't mean she can't put you through your paces! Cost: 0. Time: One Year. Reward: Increased martial stat, chance to upgrade Toned Trait, chance to improve Gabriella's opinion of you. Chance of Success: 55%

[ ] Small Blades: The world is a dangerous place, especially for Griffons in positions of power. Your son is one such individual. In this world, one of the greatest gifts you can bestow upon someone is something they can defend themselves with. Your son is young, but you could commission him a blade for when he is a bit older. Not just any hunk of steel, but a dagger worthy of a Prince. Hell, while you're at it, make one for Gwyndlyn. She'll definitely outgrow it at some point, but it's probably a good idea to give her one too, just in case. And might as well make one for your as of yet unborn child as well, get that out of the way...your home is going to have a lot of blades in it. Cost: 50. Time: One Year. Reward: Master-Crafted Daggers for Gawain, Gwyndlyn and your future child.

[ ] Combing the Archives: The Imperial Archives hold many secrets and much wisdom. It contains not only reams upon reams of records from recent years, but also what scraps of information have been recovered from the ruins of Pre-Discord civilization. Perhaps some of these decaying scraps of old parchment could contain bits of knowledge relevant to you in the present? Cost: 0. Time: One Year. Reward: Chance to gain information and knowledge from Pre-Discord Records.
 
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