Update 7: Years 1140-1150: War, New Tribes, Development
”All war is deception.”
Sun Tzu
Palitante Chosen Raid Friendly Community
For a third time the Palitante are visited by mysterious supernatural forces that strike in the dead of night and leave only dried husks where there was once men. The clawed, fanged creatures bearing bat-like wings fall upon a Palitante mining village. Little do the creatures know however, but the village has prepared for such an eventuality. Men and women, regular miners know that the night is dangerous. Between Hippus undead and the mysterious raiders, there is much to fear in the dark and so they have prepared. Miner’s picks are never far from bedding and many of the townsfolk have trained to use them to defend themselves. Instead of the usual massacre which leaves no survivors to tell the exact tale, this time a handful of the creatures are felled by the villages. In the light of the morning, nearly 1/3 of the villagers have been killed. But so too have 3 of the creatures. Their bodies are dragged to the village square and examined publicly. Unexpectedly, the creatures are very human, very
Palitante. The wings and fangs are retractable and when removed, the creatures are easily identified as members of the elite unit of Palitante light infantry known as the ‘Chosen’.
Immediately commoners all throughout the Palitante nation are whispering of the ‘supernaturally fast and strong’ Chosen, speaking of them feeding upon their numbers. Public opinion is horribly divided and the role of the government in the rumored ‘cover-up’ remains a hotly debated topic.
Perhaps it is good that the Chosen are called away at this time for a counter-attack upon the Hippus undead forces.
Palitante gain ‘Frightened Villagers’ building improvement (-1 governance, -1 culture, -1 food, -1 hammers)
Kraz-Ke-Meka, Palitante Joint Army Raid Undead Hippus
Years of raids by the undead Hippus upon both the Palitante and Kraz-Ke-Meka nations finally trigger a counter-attack in the early portion of the fourth decade of the twelfth century. These two nations send numerous dispatches back and forth and finally organize a force that will meet in neutral territory not far west of the expected undead Hippus ‘village’. Additionally the Kraz-Ke-Meka generously provide their northern neigbor with foodstuffs to help them survive the deadly winters immediately following the extensive pillaging of the undead horsemen in recent years.
The Kraz-ke-Meka forces train for almost two years before setting out to meet the Palitante forces that have already been marching for a similar period of time. Finally in 1046 they unite in one large army. The Palitante are commanded by the charismatic Silvanus while the Kraz-ke-Meka are commanded by the humble commoner’s hero, Julien the Piker. As their armies come together, the Kraz periphery scouts begin reporting sighting horsemen on the horizon that are keeping careful tabs on the massed armies.
The army is due to arrive at the previously visited village in late summer of 1047 but in the early spring of the same year the undead hippus send forth their own forces to skirmish and harass the allied armies. Though the number of horsemen are less then they have been in recent years, a result of the recent raids by the Kraz-ke-Meka and their decisive battles against the undead cavalry forces, they are still formidable, their lancer and mounted javelineers divisions now accompanied by newly trained horse-archer and armor-bearing medium cavalry divisions. It is these forces that, with the undead’s preference for night, strike at the infantry- and crossbowmen- heavy armor of the allied forces. At first the undead strike primarily with javelins and arrows, their volleys answered by the volleys of the Palitante slingers and crossbowmen and the crossbowmen and javelin-throwers of the Kraz-ke-Meka. Fortunately for the allied armies, their missile units are more heavily armored and though there is some causalties, the balance of forces does not perceptively change. This continues night after night and soon the allied forces begin to sleep during the day and march at night, a tactic that is repaid vis-à-vis endurance and heat avoidance once the allied forces reach the dry hot deserts of the central plains.
The dry desert of the central plains
Though the skirmishes and raids slow down the advancing army, the real test is that lack of fresh water in the desert. With neither army taking special provisions to supply themselves with fresh water, the undead horsemen are particularly successful in slowing the allies by poisoning all major springs and oases along their march. The thirst of the advancing army does much to reduce morale and sap strength amongst the invading army, the only exceptions being the elite Palitante Chosen who, though their prestige remains wounded (see above), remain resistant to the effects of the heat and thirst and the Kraz golems who suffer more from the sand then they do the dryness or heat.
Finally the army arrives within days of the site of the undead infrastructure. Raids and thirst have whittled their numbers and done much to sap their strength but leadership, discipline and a powerful need for revenge keeps the allies motivated. A strong mounted enemy forces prevents Kraz-ke-Meka scouts from gaining too much information for the advancing army; their attempts to operate forward of the army often ending in decisive attacks by the horsemen upon their isolated numbers.
As the forces march through the evening under a clear cloudless star-filled sky, the familiar ‘creak-creak-whomp’ of mangonel artillery fire fills the night. Suddenly grapeshot is landing amongst the marching ranks and the call for ‘shields up’ goes up. Spearmen are able to protect themselves but crossbowmen, slingers and pikers are forced to abandon their formation and spread out to avoid heavy attrition. Wide panic-striken eyes pear into the darkness expecting the enemy at any moment. The familiar beat of charging horse hoofs is not heard. Instead the ‘whoooooosh, thak!’ sound of incoming arrow volleys precede heavy bowmen fire. The crossbowmen and slingers begin to fire back, neither human force able to pick out their targets too well in the distance and the dark. Meanwhile much of the infantry continue to approach at a quick march, their numbers led by the Kraz golems and their ever-present scouts.
Golems lead the way
Volley after volley flies through the night air but as the allied infantry continue their advance, they soon learn why the undead return fire does not seem to be diminishing. The undead have constructed a vast series of trenches and sunken crenalations from which they can fire with little fear of return fire. Behind them, small units of undead man the mangonels, continuing their fire into the massed infantry and allied crossbowmen.
Silvanus is furious and orders a general charge all along line. The Kraz infantry, though experienced veterans, are not highly trained and quickly follow their allies. The infantry of both nations run directly into a second series of trenches, these ones covered in canvas tarps and a thin layer of sand. The traps are filled with thin iron spikes like roasting skewers sharpened to a razor-like edge. Screaming in pain and frustration and weakened by thirst the infantry line do their best to recover even as the undead archers lay into the trapped forces from less then 40 feet.
The allied missile units are quick to rush forward to assist their infantry upon news of the trap, providing withering return cover-fire to prevent the enemy archers from completely decimating their struck infantry. The infantry meanwhile reform their lines as best they can; the Kraz golems forming a nucleus around which they organize, their thick hides providing the only protection available against the short-ranged enemy fire. As they do so, a great horn is blow from the undead camp and a general retreat ensues. The lightly-encumbered and relatively fresh undead archers set out at a fast jog while the undead horsemen guard their flanks. Again, the mangonels are abandoned.
The human allies are bewildered by this behavior and as dawn approaches and their troops regroup and have a chance to explore the area, they soon learn that the undead foundries, tanneries and other infrastructure has been moved. All that remains are entrenchments, the mangonels and clay brick foundations where once there had been a foundry and metal-casting workshop. The village had been transformed into a trap.
Silvanus is eager to send the Kraz scouts to track the undead and determine their location but Julien the Piker quickly retorts that they would only be destroyed if they attempted to track the undead who would no doubt post a mounted rear-guard. For now, he orders a wide-scale search for an unpolluted oasis while his forces regroup and heal what wounds they can. For four nights they rest undisturbed, and as the scouts return with word of fresh drinkable water and a thirsting, the wounded army that has not yet truly had a chance to engage the enemy in a decisive battle sets out. As it does, is once again is set upon by mounted undead. Now the allied crossbow and sling fire is much reduced, the mongonels and undead archers having thinned their ranks considerably. The undead, also having suffered attrition, have gained a small advantage in ranged fire however and as the allied army marches for the oasis, they are quick to press their small advantage, closing to javelin-range and pressing their advantage against any unit not carrying shields. The allied counter-attack is great however and this cost the horsemen considerably. None-the-less, it is a price they seem willing to pay to deplete the allied forces.
Finally, 7 nights after the battle at the Hippus trenches, the allied force arrives at the oasis. Neither Silvanus nor Julien are able to stop the mass failure in discipline as the allied forces catch glimpse of the clean clear waters and they charge the oasis with single-minded thirst. Only the Chosen and the Kraz golems retain their discipline and are able to form their ranks to meet the charge of the undead horsemen as they sweep in from behind concealing dunes on the far horizon. Even as the cry goes up amongst the ranks that the horsemen are charging the broken formations of the allied forces, the first ranks who have reached the oasis raise their own cry. The undead hippus infantry waits within the waters themselves and even as the first ranks of allied humans arrive at the waters edge, their spears take the front ranks of allied forces unprepared.
Fortunately for the allied forces, the golems are able to repel the first cavalry charges by the undead medium cavalry while the Chosen, again calling upon their super-human speed and strength engage the lancers divisions as they wheel and turn for a second charge on the unprotected flanks of the thirsting army.
For the mass of thirsting human forces who can see, just beyond the bristling array of dripping spears, the water they have thirsted for for so long, the battles does not go as well. The undead do not suffer from thirst and they fight in formation. The humans have broken formation and many are eager to break ranks again if an opening appears for them to rush past and slake their burning throats. It is the more veteran forces that hold the line against the undead infantry at the oasis. They call upon their less experienced brothers to hold a line, to reform ranks but as they organize themselves the undead press their attack, knowing they must quickly break the ranks of the enemy if they want to turn the human’s raid.
The hippus mounted archer and lightly armored unmounted archers soon appear from the same dune the mounted undead cavalry had and turn their missiles upon the backs of the infantry forces fighting at the oasis. Fortunately, they are armored and the allied humans quickly turn their own missiles upon the undead archers.
Despite the element of surprise amongst the allied infantry, theirs is the first to turn the tide against the undead. Though organized and fighting a disorganized enemy, Julien the Piker has prepared for many eventualities and fighting from a unprepared position has been one of these. He quickly extends the rear-most lines in a wide arc around the undead spearmen and leading with the Palitante axmen and his own unit of pikes flank and finally crumble the enemy infantry.
Meanwhile the golems form an excellent barricade against flanking charges by the hippus cavalry into the otherwise open rear of the human infantry. While they hold the line, the Chosen, personally led by the Palitante general, Silvanus, engage and hold the enemy lancers and cavalry in a one-sided battle, acting as the hammer to the golems’ anvil.
After nearly an hour of intense battle, the enemy flees, their entire infantry force and much of their heavier cavalry completely lost. Only a small division of archers, mounted archers and lighter cavalry are able to escape.
Though the allies have won, the cost has been great. The enemy, though greatly outnumbered, has fought with intelligence and courage, using the local terrain and conditions to their advantage and preventing the use of scouts by the enemy by maintaining constant harrying raids upon them.
Ultimately, attrition amongst the allied ranks too great, the terrain too unforgiving and the enemy camp location a mystery, the allied army orders a general retreat to regroup, reinforce and re-equip.
Palitante light infantry: shield and ax, medium infantry: spear and shield, light missile: light crossbowmen gain 1 experience. Slingers, shield and ax infantry, light crossbowmen wounded. Kraz leader Julien the Piker gains 1 brains. Scouts, medium missile: light crossbow (x2), medium infantry; spear and shield, pike gain experience. Scouts, pike, light crossbow (x2), medium spear and shield infantry, javilineers wounded.
Utilicans Guard Against Return of Slavers
The Utilican emperor Flavinus orders preparations in expectation of returning slavers. Villagers are taught to protect themselves in militias and provided with rudimentary weapons. Additionally, he places command of his army under the newly promoted high-priestess Ekella the Flagellant and orders them to patrol the countryside. Fortunately the attacks do not reoccur and the people, glad in the attention paid to them by their beloved emperor are eager to please him with increased productivity and promises of servitude.
Utilica gains 2 food, 2 hammers. If the Utilicans hire a unit this turn it costs 1 gold, 1 food (if appropriate) and 1 hammer (if appropriate) less then normal.
Sjykalfar Make Major breakthroughs in Arcana
The Riaï council of the Sjykalfar, despite their difficulties with the Araïlumni and Pilsetans have continued their single-minded pursuit of arcane knowledge. In the early 40s, mages and scholars make major breakthroughs, their focus on the dark magiks of necromancy. One of the first things they do is develop a raw mana source amongst the lands they share with the Pilseta, turning it into a source of ‘death mana’.
A riaï scholar-mage amongst the Skykalfar named Rasmus Svigard has taken possession of the maple seed from the court’s gardener. Eager to explore the realms of magics made available by his and others research and just as eager to strike a decisive blow against the ‘protectionism of dead gods’, he uses the newly developed death mana to thoroughly corrupt and shape the seed. In an unexpected ritual upon the very grounds that the Araïlumni once called Princess Anabella an apostate at, he plants the seed and calls upon the powers of necromancy. The seed soon sprouts even as the air all around the riaï court begins to dim and is soon plunged into darkness. Trees and plants in the nearby vicinity begin to shrivel and dry and finally with a multitude of creaking snapping sounds fall and shatter. At the same time a mighty grey and black tree begins to grow from the corrupted seed of Succellus. Rasmus Svigard begins to shape the magics using his newly discovered rituals and soon the tree sprouts rooms and bridges, sinister and elegant like the riaï themselves. Floating white lights emitting whispered voices of long-lost souls float amongst the branches and walkways.
Rasmus Svigard offers a magical palace to the Riai council and its princess.
Throwing off his veils and revealing his greenish pallor, Rasmus turns to his queen and the rest of the riaï council, “Majesty, I bring you a gift. A mighty symbol of your wise rule and the rise of the Sjykalfar; May you rule forever!”
Sjykalfar receive ‘Sjykalfar Dark Tree Palace’ building (+2 health, +1 culture, +1 gold), partially for having achieved a benchmark rank in arcane technology and partially for their corruption of a magical item. Lesser benefits are available for other technology benchmarks.
Achatin Defend Sjykalfar From Pilsetan Aggression
While Sjykalfar mages and scholars are developing a mana node to their west in lands traditionally travelled by both the Pilsetans and their folk, the Pilsetans are developing a second mana node found to the south of the Sjykalfar, also amongst lands traditionally considered both Pilsetan and Sjykalfar. The majority of the Pilsetan army has taken defensive positions around the mana node, no doubt wishing to secure their investment so that its potential powers can later be unleashed upon the western elves.
The Sjykalfar meanwhile, are not eager to commit their armies to their western border, expecting an attack by the general in exile, the Araïlumni at any moment. They are however, able to convince Achatin soldiers under the command of Captain James Driftmore, the unpopular but intelligent gnomish commander of the Achatin homeguard, to assist in their defense and the defense of their newly developed ‘death-mana’ node.
Captain Driftmore, known for his efficiency and capacity to move armies at forced march, arrives just as the mana node is being completed, setting camp on the edge of the ‘North Pilsetan’ as locals know the river in a defensable position. Without orders to attempt to invade or engage the enemy, they assume a defensive posture.
It is a matter of years before the Pilsetans strike and when they do, they first attempt to outmaneuver the mixed dwarven and gnomish army. In late summer of 1048, several score of Pilsetan galleys gently row upstream, in full view of the Achatin army, very obviously penetrating into Sjykalfar territory. The land based Achatin army is helpless to prevent the naval invasion, the range of their weapons too limited to strike at the sailors and the marines that the ships carry.
Immediately Captain Driftmore dispatches half a dozen slingers back to the Sjykalfar ‘Shadow General’ to warn of the impending invasion and orders his forces to track the ships upstream. His forces do so, able to keep up with the quick pace of the galleys only because they row against the currents. Each night the galleys put in on the opposite bank and each night the two armies camp within sight of one another, their campfires visible one to the other and their soldiers’ songs heard by one another.
Finally, after nearly a month of marching and rowing slingers acting as scouts suddenly report to Captain Driftmore that a flanking force of Pilsetan infantry and bowmen will soon arrive at the Achatin rear. If there had been proper scouts with the Achatin force, they would have been better prepared for the flanking maneuver but as it stands, they have less then 20 minutes to prepare. Captain Driftmore orders his forces to a nearby hill, away from the river and to form into proper lines. Soon enough enemy infantry and bowmen appear from the downstream (the west) and form into lines of their own. The Pilsetans are outnumbered but highly trained; they are also well led by the Lion Tribe councilwoman herself. Meanwhile the galleys make a wide sweep and disgorge additional infantry to the east of Captain Driftmore’s forces.
Captain Driftmore is forced to choose between attempting to engage the separate forces before they can converge on his position and destroy them individually or retain the high ground and fight a united enemy. Captain Driftmore chooses to immediately charge the infantry being landed to the east with the entirety of his forces, hoping to destroy them before they can assume a proper formation. The enemy are light spearmen and slingstones soon begin to rain upon their shields even as ax skirmishers run along their flank landing many a blade into right unshielded flank. Driftmore commands his own medium infantry to charge the enemy center as they protect against the raining slingstones and sends his lighter sword-wielding infantry at their left flank. Outnumbered, outmaneuvered and isolated, the enemy spearmen quickly rout and begin swimming back to their galleys.
A gnomish ax-wielding officer stands over a corpse-strewn battlefield
Driftmore now turns to face the Lion Tribe general and her forces. The enemy now controls the high-ground and immediately begin to unloose volley after volley of arrow fire upon the recently victorious forces of Captain Driftmore. The enemy must have orders to focus on the more lightly armored and unshielded Achatin forces and soon the gnomish and dwarven slingers and ax skirmishers begin to quickly drop. Driftmore, again embracing an aggressive nature, orders a charge upon the enemy spearmen. Charging uphill his infantry lines are not nearly as fresh as the enemy lines, especially considering their recent engagement against the galley-landed forces. The Pilsetans counter-charge with their own spearmen and the two forces meet with a mighty clash. Meanwhile the Pilsetan bowmen continue to launch volley after volley before they drop their bows and draw long curved swords; they are missile infantry.
Driftmores forces outnumber the enemy but their generalship, training and energy is superior to the mixed gnomish and dwarven force. The battle initially goes badly for the Achatin and soon turns much worse as the glory-minded Lion Tribe general and her bodyguard fight through the Achatin line and engage Driftmore directly. The Pilsetan leaeder manages to personally land a spear through the diaphragm of the Achatin commander and he falls, bloody froth spewing from his mouth and nose. The effect is immediate and horrendous upon the Achatin line and it soon begins to waver and appears about to turn and rout.
The Lion Tribe General; a powerful adversary bent on personal glory
When everything seems posed to fail for the Achatin, a lone Sjykalfar warrior appears. It is no other then Princess Anabella herself and she commands no less then the will of the dead themselves. Suddenly grey smoking bubbles begin to burst amongst the Pilsetan ranks as she mutters arcane chants and weaves tendrils of dark necromantic magics. These ‘circles of death’ instantly kill all Pilsetans within their radius. New courage returns to the Achatin as they witness the horrible power of their ally. With renewed strength they push against the spell-bombarded enemy and soon dead Achatin and Pilsetan soldiers are pulling themselves from the dirt and grass, filled with the necromantic second ‘life’ of Princess Anabella’s spellcraft. These raised ‘zombies’ do much to disconcert the Achatin allies but do manage to assist in the battle and soon the Lion Tribe general is ordering a general retreat back to the waiting galleys.
The last sight of the Lion Tribe general and the Pilsetan raiding party is are quickly retreating galleys trailing wounded Pilsetan soldiers swimming as best they can.
Achatin ax skirmisher, gnomish slingers, light infantry: sword and shield wounded. Gnomish slingers, light swordsmen, medium infantry: spear and shield gain experience. Captain Driftmore killed. Pilsetan light spear and shield infantry destroyed, light spear and shield infantry, light missile infantry: bow and sword wounded. Light infantry: spear and shield, light missile infantry: bow and sword gain experience. Achatin soldiers in southern army group wary of Princess Anabella, the Sjykalfar and their magics.
continued…