UPDATE TEN
More wars
The king of
Alifat orders his troops once again to march south into chaos to fight the city of Ayroot. When he's away, a talking tiger arrives near the town of Tooth, accompanied by an army of cats. The felines spread through the fields and villages, preying upon mice and rodents. This results in better crops and many inhabitants adopt cats to keep them safe from mice and rats.
Upon arriving in front of the gates of Ayroot, the king orders his army to stop and pray. They pray all the evening and start praying again in the morning. As they do so, the sun darkens and black clouds cover the sky. Soon, day is replaced by night, and the army launches its attack under a black daily sky.
Alifat armies attack the mechanical defenders of Ayroot during a magical night.
The magical and mechanical defenders of Ayroot are skilled warriors, but they are as blind in the dark as the less skilled Alifat soldiers. The darkness equalises the chances. Defenders don't shoot better from their vantage position, not seeing their targets well, and the sheer number of Alifat arrows makes the difference in the end.
The gates are stormed, men are killed, houses pillaged and women raped. When the sun shines again, the city of Ayroot is firmly controlled by the king of Alifat, who declares it to be the first step in the conquest of chaos in the name of his god of love and war.
Upstream the
Dvalan city of Khazarim, a brook has turned into a stream of vodka. Dwarves and animals soon get drunk after drinking from it, and brawls and drownings take their toll among the population. The most enterprsiign dwarves, however, start bottling the booze and selling it for a profit.
In the city of Veau, minotaurs are sent away and exiled to
Boeuf. Their goods are confiscated, and workshops reserved for the dwarven conquerors are built in place of their houses.
In Boeuf proper, First-Son mourns the death of his divine father and orders masses and ceremonies to be held to call Taurus back from the realm of death. He sacrifices the great Bull summoned to guard Myrvo in the Horned Temple, but news from the north force First-Son to stop his priestly duties as urgent matters arise in Boserein:
Alrich of
Heldenthal, claiming that Boserein had become a vassal of his kingdom before the untimely death of his count, decided to take back what is rightly his. He marched his troops into the woods and started besieging the city. First-son musters an army mostly made of human levy slingers, as a lot of minotaurs died in the battle against the Dvalan, and haven't been replaced yet. He attacks the enemy led by king Alrich himself. His minotaurs manage to disband the enemy infantry, but Amrich's knights are too tough for them to scatter easily. Heldenthal witches flying on their brooms shoot arrows from the sky and provide intelligence to their general. Archers decimate the slingers.
Minotaurs are blocked by Heldenthal knights
The fight turns in favor of Alrich. Minotaurs, too few in numbers, succumb to the lances, broadswords and arrows. When slingers are targetted by the archers, they falter. When the knights charge them, they run away.
First-Son once again tastes a bitter defeat. The gates of Boserein are forced open, and Walaruna enters the city. She forces count Ertwulf to renew the oath of allegiance his brother made years ago, and accept the rule of Heldenthal over his lands. Countess Elgrind is not as lucky, however, and she finds an 'accidental' death falling in the stairs of the castle while trying to escape the Heldenthal knights.
In
C'tis, an amazon priestess comes from the south, accompanied by her tribeswomen. They ride skeleton horses which hold fast only by magic and inspire terror in all those who behold them. Priestess Hyppolite offers Skenaton her services, in exchange for an eternal life in this world after death, and the god of C'tis happily consents to her wish.
The miasma caused by the power of Skenaton spreads to the south as king Ssussaapi eradicates all traces of the unnameable god who once ruled in his madness over Myrde. The last worshippers are the first to die to the disease, too crazy to take measures to help withstand the new heat or add alcohol to purify their water. In Thrymr, many die to a plague. Ultimately, even Maerfarth, the squid-headed prophet, dies of a death from which he doesn't rise. The madness that ruled over Myrde is definitely over.
The situation of humans in southern C'tis is becoming difficult with all these diseases however, and Skenaton walks into Myrde to hold a speech that his priests relay through the whole kingdom. The mummified wizard asks all those who suffer to pray him for salvation, and he will in exchange give them the gift of life. Indeed, those who are diseased and pray Skenaton get better, but they change. They grow scales. Their nose gets blunt and they sprout a tail until they become real lizardmen.
A similar transformation happens in eastern
Firland. In the city of Darayush, the Phoenix reappeared under the shape of a blue, scaled, winged woman. She channelled the powers of chaos and turned men into creatures similar to her, which come to be known as the Drakans. For them, cavern-like areas are dug in the temple the Phoenix orders constructed in the city.
In Darkmine, High Priestess Burner climbs to the top of the highest watchtower, and chants a magical prayer. Fire rises to the ceiling, burning patterns that create a map of the region. On this map, fire sparks remain, and the elven prophet smiles. "Here are your goblins, soldiers", says she, addressing her captains. The soldiers promptly organise an ambush. Burner calls forth illusions to draw the bakemono bandits out of their lair, and leads them into a trap where they are easily dispatched. She then takes her army away with her, the dwarven city being secured.
The Phoenix also sends orders to the merchants of the realm. Trade with
Erynini is now forbidden. Therefore, the only newcomers to arrive in Drakalor are Erynini merchants and soldiers.
Some Erynini priests reach Ellumar, where the Phoenix died, and explain the teachings and magics of the Eternal Pyre to the elders.
The traders who now bypass the Burned Man's realm move to
Ulm instead, but the roads are harsh and cold, and chaos and danger makes the trips hazardous. Ulm scouts explore the north and north-east, only to find uninhabited wastelands and a dry valley where maybe one day a river ran from the mountains of the east.
In Moralfar, the horned giant is finally found guilty of capturing lone persons and killing them to satisfy a monstrous gluttony. The Hammerer wants him killed but the giant protests. It is not his fault if this curse came upon him. He was once an Ulmite like every other, a man called Adelfon like his grandfather before him. Why should he be killed for a change brought by chaos which is not of his doing? He picked beggars and loners and claims never to have harmed the society. The Hammerer glowers, explaining many of these people were Ulmites coming from chaos lands to rejoin their people, and that only a monster could kill them to eat them. As the fight seems imminent, a loud sound is heard coming from the forge. Startled, everyone goes to the forge, and checks the room where the small anvil stands. There, the divine Anvil manifests Its power. In the smoke of the fire, images appear, showing Adelfon the giant leading Ulm soldiers out of their land. The message is clear: Adelfon will be spared but in exchange he will lead Ulm troops in war, and he will restrain his cannibalistic habits to prisoners and not innocent Ulmites.
Further west,
Falaxan king Hector orders the building of herald houses to spread his renown through the realm and make known that the royal family is blessed by Ezio the secretive fox. At the same time, he orders his army to march north against Milsford. When the soldiers arrive at the city gates, Hector obtains an unconditional surrender without even having to fight: There are so many archers and swordsmen in the valley that the townsfolk realise they have no hope of resisting, and Milsford is peacefully but forcefully annexed to the Falaxan kingdom.
In
Bhumi eastern city of Lingaram, a bull-headed man has been luring faithful women into the wild. They disappear, leaving angry husbands and crying children.
Avaza organises trade routes to reach Bagha panja from the heartland. Barges are loaded and guarded by Lofar's soldiers. Caravanserais are set up along the river, and the trading outpost starts growing. Fields are plowed to the south of the city and by the river banks, the northern jungle proving too hostile and impenetrable.
The Pavitra Bacce remains for a while near Jijavna, until Madhavali arrives with his legion of golden serpents and relieves his deity. Taking with him his army, Madhavali assaults the city.
Spiders scale the walls of Jijavna, paving the way for naga soldiers.
The spiders, nagas and many archers of Bhumi easily take out the city.
Mallitain has watch towers built on all its southern border with Bhumi, while enchantress Muirne moves to Vanas to meet with Cassiopeia and work with her on a magic helmet that they intend to gift to Jack.
Rumours of an organization of assassins spread in Pythian harbour. This could be just rumours, or maybe there's some truth behind it, but indeed there have been many persons who have died in an accident recently in the city so maybe these weren't all natural.
The Blacksmithing guild expands itself into Vanas and the rest of the empire, smiths spreading modern techniques of iron-working and steel-smelting.
In eastern
Marverni, smithies are also developped in the town of Lugduni. Is this thanks to Mallitain influence? Some believe the imitation of Mallitain smithes is serendipitous. Others say that it must be linked to the word of Cassiopeia that is spreading in the region.
When a small troop of veteran soldiers reach Carnute offering their services for hire, Vercingetorix tells them he doesn't need them and can't pay them. They turn west and move toward Mallitain, seeking employment. Those men are the Argyraspides, soldiers originally from Arcoscephale who left their homeland years ago to fight various wars in the World and in chaos both and are seeking employment once more. Maybe Cassiopeia or Jack will need their services?
In
Arcoscephale too, the word of Cassiopeia spreads, but although the speech of the angel rings a bell in Cephalos, the city states are mostly concerned with more immediate matters, namely the war with
Ermor.
The Pontifex of Ermor has joined the troops in Upper Ermor. The ruined city, abandoned by Arcoscephale, has been invested by its previous owners, who repair the walls and try to use it as an advance base and resupply fortress. The barrenness of all the land around the city makes this an economic and logistic nightmare, but Ermor maintains a garrison there nonetheless. Anyway, the Pontifex is back, and back with a head. This used to belong to a young priest, who decided that his life was less important than the message of Samael which the Pontifex could bring to the masses. Indeed, with his new head, the prophet is able to work powerful magic once more. He summons the ghosts of troops long dead, and they appear in phantasmal bronze cuirasses, bearing lead-tipped pila. They speak of their deaths in old wars against Arcoscephale, of the grandeur of the Empire at the time of the Pantocrator and how Eldergate's destiny was always to be the centerpoint and apex of civilization. The phantoms ask soldiers to renew their oaths of loyalty to Ermor, to never befriend Arcoscephale. They say it is a good year to die and meet the gods, thusly it is necessary to send the Arcoscephale screaming to meet their heathen gods.
Their morale boosted and their faith in the power of Samael restored, the legions start marching towards Byzantia. They follow a land route this time rather than following the river, and their scouts warn them of many ambushes which fail to materialise. The wells they find are often spoiled or poisoned, and the way into Arcoscephale proves difficult.
A curfew is ordered at night to try and prevent enemy inflitration, and black dogs patrol the camp.
Supplies in numbers follow the army, and although water remains an issue for most of the travel, the army manages to reach Arcoscephale heartland, although at a very slow pace.
There, they fight some skirmishes and a big battle is fought where the arcoscephale armies seem small in numbers, altough they have cavalry and chariots which Ermor lacks. Samael has a clean battle plan, but she gets furious when she realises many soldiers break formation to attack without order. Some officers lead their maniple to contact far too early, forgetting tactics in their desire of slaughter, and slaughtered they get. But most of the army maintains the discipline of the legions, they reform and march on the opponent.
Ermor living and dead legionaires fight Arcoscephale hypaspists, hoplites and peltasts.
The legions prove superior to Arcoscephale soldiers. They outnumber them, and their cavalry is not numerous or skilled enough to prevent flanking. Peltasts hold the sinking flank of arcoscephale army while the phalanxes break and turn away. The cavalry manages to harass Ermorian legions enough to prevent the destruction of the army, but arcoscephale soldiers run away, either west to Cephalos or south to Thebai.
Samael's army finally arrives in front of Byzantia, and prepares its siege.
Much farther west, in the
Darkswamp, Murok orders the building of a fleet to try and catch pirates. He summons giant undead spiders and vipers to ambush the pirates when they land. This proves quite efficient, and the fleet manages to warn villagers in advance of raids, although it is strictly inferior to the pirates' longboats and would be sunk quickly in case of direct confrontation. The pirates don't get eradicated, but their raids become less effective and sometimes they fail bloodily. As a result, they decide to sail north and leave the coasts of Darkswamp unmolested.
Meanwhile, the Bog Serpent travels through the muddy pool Sakarlisk used, and the snaky god emerges from the swamp in Lasanak, quickly followed by a huge alligator. Together with Sakarlisk, they muster all their troops and march east. The army passes through the forests and then turns north to cross the river that bathes southern
Taernsvwyn. There, they fell trees, which by magic they link to try and construct powerful siege engines which they bring north to the walls of Vanholm.
When the defenders of Vanholm see this large incoming army, they send word to their lords in Taernholm and Winterheim, shut down their gates and prepare for a siege.
The Bog Serpent tries to sink some wall by turning the underlying earth into mud, but it appears the defenses of Vanholm, as those of all Taernsvwyn cities in fact, are very strong. The large stone walls are built upon rock, and they don't fall to the spells of the Serpent. The siege engines also have a hard time breaching the defenses. This gives all the time needed to the Red and the Lady to bring a relief army.
When Taernsvwyn troops arrive, it is freezing. The cold climate is usual for the northerners, but the bog people feel less comfortable. The great alligator and the vipers who are part of the army feel sleepy and numbed but they are roused to join the first row of undead spiders that shield the core of Darkswamp army from the enemy. This core is made of archers using poison arrows. In front of them, Taernsvwyn fields mounted javelineers, heavily armored infantry with all matters of polearms, and archers.
At the start of the battle, the Lady chants words of power, which bring some warmth to the heart of Darkswamp soldiers, but this warmth doesn't comfort their officers, as they seem apathetic, and don't use their bows. They shoot an arrow and then rest until an officer hits them and orders them to fight. Many soldiers therefore remain bedazzled and useless for most of the battle, not reacting until it is too late and an arrow has already hurt them.
Taernsvwyn melee troops are more numerous than the Darkswamp's. The Bog Serpent tries to turn the soil into mud to help his snakes fight, but the earth is frozen, the temperature is slow and even though the battlefield slowly turns into a quagmire, the cold blooded vipers prove totally inefficient in the wintery weather of Taernsvwyn. They soon get killed to leave only the spiders in the front row. The great alligator itself, numbed by the cold, eventually succumbs to Taernsvwyn war hammers and halberds.
Giant spiders hold the line but they are swarmed and Taernsvwyn cavalry flanks the Darkswamp army.
With only giant spiders to hold the line, the Darkswamp archers get charged by cavalry. While the Bog Serpent sends noxious fumes to poison the enemies, the Lady calls forth blizzards that kill far more men. Her power seems stronger, and this is the cold of her homeland while the Bog Serpent and Sakarlaisk are far from home. Darkswamp archers outnumber their opponents, but too many don't fight unless they are actively bullied. When horsemen charge them, they react but it is too late. Their center is swarmed, and the spiders will get killed unless they retreat. Archers are facing horsemen and still suffer a rain of arrows from the Red's troops. Morale sags and collapses, and the Darkswamp troops run away from the battlefield.
Taernsvwyn celebrates their victory, but it proves to be an expensive one, as many soldiers die to the poison of the darkswamp arrows and the Serpent's spells.