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File: cursed_knight.jpg (108 KB, 736x961)
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"It was all going so well." is the single thought in your head as you sit, face buried in your hands, in the meeting hall.

You sent the army of Orsorans and part of the bandit forces to besiege Halner a month ago. The plan was to join up with them when the golems and equipment for the remaining army was ready. You should've known when they departed. The strange glint in the eyes of the Orsoran commanders should've told you. But you dismissed it.

A month later, that is now, shortly after the New Year's celebrations, you received a message that your champions have returned. Without an army.

"Initially, the siege was going well." Truvor reported bitterly, gaze downcast. "We encircled the city, set up camp. But it seems the Orsorans had a way of communicating with the besieged." He pauses. "One night, they turned on us at the same time as the city militia sallied out. They had the numbers advantage on us - two militias of over a thousand each against our group of less than one thousand men and some golems and elementals. We did inflict a lot of losses upon them - can't say how many precisely, but... the golems and elementals were merciless. But spells and blades ended them. They're coming here now. Should be a week at most." He goes silent.

And so you sit, head in hands, as your champions and Shooshe observe you.

Finally, you raise your head. Not all is lost. If the army is indeed weakened, your golems, now numbering over 1400, should be a suitable match for them, not to mention they will be supported by bandits and elementals - or what remains of them. Even with the mage advantage on their side, the sheer power of your regular forces should be enough to defeat them.

You oversaw the construction of the siege golems in the past month. Hulking beings of earth and stone, they tower above the common men, capable of crushing them both with their hands and the rocks they lob at their enemies.

Even if Lorn refused to cooperate, you've still got time to make the final preparations for the battle. (choose 2)
>Create low-power enchanted items and give them out to the common soldiers. This should boost their combat ability a bit.
>Construct another siege golem.
>Emergency conscript a couple hundred townsmen, even if it is under the threat of death.
>Summon elementals from another plane.
>Write-in
>>
>>5901404
>Create low-power enchanted items and give them out to the common soldiers. This should boost their combat ability a bit.
>Summon elementals from another plane.
Lightning
>>
>>5901404
>>Create low-power enchanted items and give them out to the common soldiers. This should boost their combat ability a bit.
>>Emergency conscript a couple hundred townsmen, even if it is under the threat of death.
>>
>>5901404
>Create low-power enchanted items and give them out to the common soldiers. This should boost their combat ability a bit.
>Summon elementals from another plane.
Lighting
>>
>>5901404
Gib archive link
>>
>>5901423
>>5901404
>Support
>>
>>5901423

Supporting
>>
>>5901481
it doesn't seem like it was archived yet. OP remember to archive it, bro
>>
Update will be delayed due to technical issues again.
>>5901481
>>5901807
It is done.
Previous thread: https://suptg.thisisnotatrueending.com/qstarchive/2024/5861389/
>>
>>5901404
Just got caught up. We were foolish to trust the Orsorans so easily. Next group we confront we will not be so merciful with
>>
Status update: I am alive, update most likely tomorrow if nothing sudden comes up.
>>
Ok this could've been posted yesterday in all honesty.
>>5901423
>>5901441
>>5901467
>>5901555
>>5901639
>Create low-power enchanted items and give them out to the common soldiers. This should boost their combat ability a bit.
>Summon elementals from another plane. (Lightning)

The plan goes into action. The forges churn out new blades which you enchant, granting them greater power. With remaining strength, you perform summoning rituals, opening gates to the plane of Air, calling upon lesser elementals that can cast lightning. Swirling, cloudy beings exit the portal one by one, until you can support it no more.

At the end of the week, 100 air/lightning elementals and 100 "enchanted" sword infantry are at your command. Besides them, 50 light cavalry that survived the first battle of Halner found their way back to the town of Darlan.

The enemy army approaches. They are, surprisingly enough, less numerous than you, but not by much. With the terrain on your side, the town being positioned on a hill, there are all reasons to expect the battle to go well. Even if the mages are an unpredictable force... The town is silent as the battle nears.

Do you wish to send a messenger to offer them to parley? Though with the balance of power as it is, and the threat to the lives of the betraying Orsorans, there is not a high possibility they will accept to surrender.
>Y
>N

Either way, you should prepare for the battle to eventually occur. The enemy seems to possess an assortment of soldiers, with most being swordsmen, some spearmen, a good portion of ranged skirmishers - the Hunters of Halner should be among them -, an armoured fist of cavalry and mages, of course.

They seem to position their Hunters a little bit in front of the cavalry, after which the swordsmen stand. On the flanks are spearmen, the mages are few and somewhere between the ranks.

How do you position your troops?
>Counter the possible cavalry attack by positioning the spearmen and iron golems in the front, behind them archers, air elementals and swordsmen. Regular clay golems spread out around the town streets to prevent flanking, supported by light cavalry.
>Position the archers to skirmish in the front. Swordsmen, including enchanted, and iron golems supported by cavalry on the outer edges of the town near the flanks of the enemy lines to crush the spearmen and envelop. Main body of golems and air elementals will take the brunt of damage from the Hunters and cavalry and hold them back for the flanking forces to break into the back.
>Write-in (there are many ways, those above are just examples)

Current army composition:
You, Mephaestus Ferro
Shooshe, Truvor, Jimerey, Sive
120 bandit archers
50 bandit swordsmen
100 "enchanted" bandit swordsmen (upgraded equipment)
100 bandit spearmen
180 bandit light cavalry (upgraded equipment)
1290 clay golems
130 iron golems
20 each of water and fire elementals
120 air elementals
(I think this is correct, if I miscounted let me know)
>>
>>5905392
It should be mentioned that it is WINTER now, with snow everywhere, so water mages like Shooshe have ample material with which to perform their magic.
>>
>>5905392
>Y
We can say we gave them a chance.

>Counter the possible cavalry attack by positioning the spearmen and iron golems in the front, behind them archers, air elementals and swordsmen. Regular clay golems spread out around the town streets to prevent flanking, supported by light cavalry.
>>
>>5905418
+1
We still have not git gud enough to go full "lay down your weapons; it is not too late for my mercy" and similar
>>
>>5905418
>Support
You forgot our siege golems
>Siege golems behind the iron. Yeeting boulders into their Frontlines or to break up any enemy charges.
>>5905392
>>
>>5905418
>>5905484
>>5905501
Damn, that's right. You also have 3 siege golems.

Also I forgot to mention a very important detail about the composition of enemy forces.

On your right flank (their left) you may see a group of a couple hundred wild creatures. There is a flock of birds circling over them. If these are the beasts of Halner woods, it may be a problem.

Since it's an important detail, I will give you anons an additional day to confirm or change your votes. If everyone that already voted confirms/changes their vote by evening (so about 7-8 hours from now) I may be able to write an update with the negotiations + opening battle phase today, but no guarantees.
>>
>>5905418

Supporting.

>>5906357

>animals of the forest coming at us

Lightning should flash fry these creatures into a delectable post-battle lunch anyways
>>
>>5906357
>>5906438
I agree. The lightning elements should concentrate on them.
>>
>>5905501
>>5906438
>This
>>
>>5906438
+1 this bit siccing the lightning guys on the animals
>>
Thanks for waiting, anons.
>>5905418
>>5905484
>>5905501
>>5906438
>>5906512
>>5906722
>>5906730
>Y - Send the messenger
>Counter the possible cavalry attack by positioning the spearmen and iron golems in the front, behind them archers, air elementals and swordsmen. Regular clay golems spread out around the town streets to prevent flanking, supported by light cavalry.
>Siege golems behind the iron. Yeeting boulders into their Frontlines or to break up any enemy charges.
>Lightning elementals countering animals of the forest.

You await the return of the messenger in tense silence. The day is sunny, a weather mismatched with the spirit of the situation. Cold wind blows gently, chilling the soldiers somewhat. The golems stand still.

Finally, the messenger rides back, and with his arrival, the enemy starts moving.

"They refused to negotiate." The man says.

"We fight, then." You say, and watch your opponents' movement.

The siege golems start throwing rocks before the fairly spread-out hunters make it in range. The rocks impacting the men cause explosions - a strange thing, since they were not enchanted. The mystery resolves itself when the Halnerian hunters start firing. The air fills up with sounds of explosions throwing around your troops. Explosive arrows? This must be the work of alchemists...

The iron golems are getting blown up along with the spearmen. Some of the frontline from the enemy side can even reach the siege golems with their arrows, so the giants of earth are shaken by the shockwaves of air. Thankfully, your archers are in range along with the golems, and with the whistling of arrows, among them the lightning arrows of Truvor, the Halnerian hunters are starting to take steady losses.
>Leave things as-is. There are many hunters, but you have siege golems to supplement your archers. It should be about an even fight.
>Have Shooshe erect an ice wall while you send some melee forces to harass and push back the hunters. They are too overextended to react in time. [which ones?]
>Write-in
(1/2)
>>
>>5908878
At the same time, the cavalry sees that you have spearmen prepared to meet them, so they start moving to your left flank, opposite from the beasts. Their heavy armaments and the city being on a hill leave you with some time to respond to this manoeuvre. Though whether the foot soldiers that you may want to allocate to the flank reach it in time is still to be seen. There are over 100, but definitely less than 300 knights riding on the enemy side, so perhaps the clay golems and light cavalry will manage on their own?
>Send the spearmen and iron golems to the flank, make a new frontline out of swordsmen.
>Leave the knights to the clay golems and bandit light cavalry.
>Write-in

The last movement that the enemy begins is sending its beasts forward. You dispatch air elementals against them, when you notice that among them are the slithering forms of tatzelwurms - lightning-wielding long snake-like cats. They may be able to counter the elementals' strikes. Besides them, you can make out some kind of deer, big bears and a whole lot of dire wolves. Not only that, there seems to be more and more beasts coming from somewhere! The mages couldn't have summoned more out of thin air?
>Allocate more soldiers to the area that the beasts are attacking. They need to be dealt with. [which type of warriors?]
>The elementals are great shock troops, each capable of taking on a beast or two, magical or not. You'll deal with tatzelwurms after the rest of the beasts get fried with lightning strikes.
>Write-in

Do you wish to go somewhere into the midst of battle yourself?
>Y [where?]
>N

Current army composition:
You, Mephaestus Ferro
Shooshe, Truvor, Jimerey, Sive
120 bandit archers
50 bandit swordsmen
100 "enchanted" bandit swordsmen (upgraded equipment)
100 bandit spearmen
180 bandit light cavalry (upgraded equipment)
1290 clay golems
130 iron golems
3 siege golems
20 each of water and fire elementals
120 air elementals
(2/2)
>>
>>5908878

>Have the Iron Golems charge the cannon line

We have to shut down those cannons ASAP

Cavalry
>Have Shooshe make an ice SHEET before the charging cavalry - the heavily armored cavalry will loose their footing and become easily chopped apart

>Charge the Tatzelwurms with elemental support
>>
>>5908878
>Have Shooshe erect an ice wall while you send some melee forces to harass and push back the hunters. They are too overextended to react in time. [which ones?]
Bandit swordsmen

>Send the spearmen and iron golems to the flank, make a new frontline out of swordsmen.
Enchanted bandit swordsmen

>The elementals are great shock troops, each capable of taking on a beast or two, magical or not. You'll deal with tatzelwurms after the rest of the beasts get fried with lightning strikes.

>Y [where?]
Forests. Deal with the tatzelwurms first, and if something is spawning more creatures, it's best to take them out quickly.
>>
>>5908955
+1
>>
>>5908955
+1
>>
Rolled 28, 56, 75 = 159 (3d100)

Got myself into a terrifying energy- and timesink, so updates got held up. I'll try writing them before engaging with anything else when I wake up, hopefully the update schedule will stabilise like this.

There are some rolls to be made, but I'll just roll myself to not make you anons wait even longer.
First roll is for
>Have Shooshe erect an ice wall while you send some melee forces to harass and push back the hunters. They are too overextended to react in time. [which ones?]
>Bandit swordsmen
Difficulty Normal (40) for getting away in time.

For
>Send the spearmen and iron golems to the flank, make a new frontline out of swordsmen.
>Enchanted bandit swordsmen
>Have Shooshe make an ice sheet for the charging cavalry to slide and crash down upon
the roll would be Very Easy for general success due to the quantity and quality of troops sent to deal with the cavalry and Easy for little casualties, both autosuccesses.

Second roll is for
>The elementals are great shock troops, each capable of taking on a beast or two, magical or not. You'll deal with tatzelwurms after the rest of the beasts get fried with lightning strikes.
It is Hard (70) due to the properties of magical creatures besides tatzelwurms that are attacking your side, even with your support.
Finally, there is a third roll for your personal participation due to some peculiar circumstances that will get revealed in the post itself... It is Normal (40).
>>
>>5908903
>>5908955
>>5909441
>>5909631
>>5913897
>28 vs 40 - Swordsmen Failure

The swordsmen go forth, running, shambling through the snow, to reach the hunters. The archers stop firing and turn back to escape, but the swordsmen are already upon them. Weapons are drawn; they clang against the daggers of the hunters, cutting through them with their weight, and many hunters fall when the blades pierce them.

Help is nearby, however, too nearby for the swordsmen to make a clean escape. The enemy line engages and overcomes them with numbers. The damage is done, however, and eye for an eye, the 50 bandit swordsmen fall, taking with them 100 hunters. The remaining ones exhaust their reserves of explosive arrows shooting against the ice wall erected by Shooshe, and soon enough, only regular arrows are fired as the main line of the enemy advances, at last, upon your own.

>2 Auto Successes

On the left flank, the cavalry charges through the streets, unaware of your plan. Shooshe touches the snow, compressing it into an ice sheet. The horses, charging at full speed, fall and crash upon the paved roads in a chaotic mess. The spearmen and clay golems attack them ruthlessly, finishing the fallen enemies with great speed. The heavy Enchanted knights of the enemy put up a fight, but the sheer numbers overpower them, and so they meet their end at the tips of spears and under the blows of clay fists. Spearmen and clay golems only take 5 and 20 casualties respectively.

>56 vs 70 - Elementals Failure
>75 vs 40 - Self Success

You, however, are unaware of all this. Having given the orders, you depart for the part of the line where the air elementals are fighting the beasts of the woods. You feel unease as you approach them, as if the fates themselves are looking at you with their cold eyes.

The great deer, coated in bright dots like the night sky, throw their heads around, dispersing the air elementals with their antlers. The ethereal, big forms of spirit bears maul your minions, their paws inflicting magical damage. The tatzelwurms spar in mastery of lightning magic with the elementals. The 10 or so basilisks do not dare exhale fumes that will poison their allies, and their venomous bite does not affect the magical beings, but they remain fearsome foes nonetheless. At least the dire wolves are getting beaten up fairly well - but more are coming every minute along with other beasts. Where from? You don't understand. Perhaps a summoner is among the enemies' ranks. If so, they must be dealt with quickly...

You rush into battle to help your elementals, making a strike to impale a tatzelwurm... only for it to dissipate into thin air, like mist. A spirit bear comes at you at the same time, and only your quick reaction manages to save you from being mauled. The surrounding elementals produce pneumatic blasts and lightning strikes, and it is only now that you notice them sometimes expending their magical energy to destroy... illusions.
>>
>>5914125
You keep fighting for quite a while, piercing and slashing illusion and reality alike, until you get tired. There are few elementals around you now, and yet the stream of creatures doesn't seem to end. Worst of all - you can't tell apart mirage from true enemy, which may come from a strange direction.

You will your elementals to retreat deeper into town. Here, clay golems help you out, scaring the remnants of the animals off as the illusions dissipate to reveal the casualties. The damage you've done is good - over half the beasts are dead, both powerful and weak, but the casualties you have taken are great as well. Of the air elementals, only about 40 remain.

Taking note of the battlefield from the words of the messenger, you learn the lines have met, and your iron golems and "enchanted" swordsmen are fighting theirs with decent efficiency, supported by your heroes Sive and Truvor. However, not all is well. The enemy possesses mages of earth that disrupt the function of your golems. Not only that, there are light mages that heal up the wounded enemies and empower those fighting.

Riding to the frontline, you estimate the casualties so far to be 20 archers, 20 iron golems and 1 siege golem, most of them from the prior explosive arrows.

At the same time, spearmen are advancing on the flanks. The battle is past the skirmishing phase now as swords clash and corpses start piling up.

Where do you want to send your light cavalry?
>With the spearmen advancing on the flanks, the cavalry is in danger. Have them wait in ambush on the streets until the spearmen engage the golems, and strike the back of the enemy by manoeuvring through the town.
>Bring the cavalry to the right flank, where creatures of the forest are preparing to strike again.
>Write-in

How do you deal with the regrouping beasts? (over half are dead, so about 80 of various kinds remain, all tatzelwurms are dead)
>Send the entirety of your elementals against them. It is best to fight magic with magic.
>Pull back the siege golems from the main line to crush these creatures with the support of elementals.
>Write-in

The battle is, essentially, line-on-line melee combat now, but perhaps you can make another move or concentrate your troops somewhere?
>Write-in

Do you wish to personally participate in combat anywhere?
>Y [where?]
>N

Current army composition:
100 bandit archers
100 "enchanted" bandit swordsmen (upgraded equipment)
95 bandit spearmen
180 bandit light cavalry (upgraded equipment)
1270 clay golems
110 iron golems
20 each of water and fire elementals
40 air elementals
2 siege golems
Shooshe, Truvor, Jimerey, Sive
>>
>>5914128
>Bring the cavalry to the right flank, where creatures of the forest are preparing to strike again.

>Write-in
With the majority of the beasts dead, the incoming cavalry will be better suited to deal with them. Send the Air elements upon the incoming spearmen, having their spears act as lightning rods

>Write-in
Have the archers target the light mages with the siege golems throwing the dead bodies of the horses and in addition any nearby rocks at them as well/back line of the main enemy as far as they both can throw/shoot.

Have Shooshe come approach the creatures with the light cavalry to help find out where the illusions are coming from/dispel them.

Send every other clay golems to the front line to help and keep the other half still spread out in the back and streets to prevent any surprise flanking/tricks/assassins


>Y [where?]
Continue trying to finding the source of illusion alongside your light cavalry and Shooshe. The sooner this is taken care of, the faster we can all go back to fighting the main force.
>>
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>>5914706
>Write-in by anon
I will need 5 d100 rolls.
First one is for left and right flank holding off the advancing spearmen of the enemy. It is Easy (Autosuccess) for actually winning and Normal (40) for low casualties.

Second one is for siege golems and archers killing the light and some other types of mages in the backline. It is Hard (70) with Very Hard (90) for greater success due to some circumstances.

Main line combat is third roll. Difficulty is Normal (40) for winning, Hard and Very Hard grant less casualties.

Your attack with light cavalry and air elementals upon the beasts is fourth. Difficulty is Easy (Autosuccess) for winning and Normal (40) for low casualties, same as flanks.

Finally, the fifth is for finding the source of the illusions. It is Normal (40) due to the mastery of one you are facing being countered by the mobility of light cavalry.

1d100 or 2d100 roll per anon for a total of 5 rolls, but if there are still dice left 8 hours from now, feel free to roll again. I will leave this for the night and write the update itself tomorrow.

In the mean time, here's how the spirit bears you're fighting probably look like.
>>
Rolled 44 (1d100)

>>5916865
>>
Rolled 81 (1d100)

>>5916865
>>
Rolled 31 (1d100)

>>5916865
>>
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Rolled 90 (1d100)

>>5917350
YEAH! That's what I'm talking about!

>>5916865
I know it hasn't been quite 8 hours, but here's a second roll.
>>
Rolled 54 (1d100)

>>5916865
I'll roll as well for the fifth
>>
>>5916874
Flank held off spearmen, low casualties
>>5917350
Siege golems and archers succeeded in killing the healers and backliners
>>5917358
Mainline combat LOST
>>5917407
Beasts get wrecked, low casualties
>>5917413
Illusion source found
>>
>>5916874
>>5917350
>>5917358
>>5917407
>>5917413
>44 vs 40 - Flank success, low casualties

Your spear wall bristles with metal tips as the spearmen of the enemy attack your forces in the streets of the town. Blood spills upon the snow, the pained shouts of fallen soldiers resounding in the crisp winter air - most of them belong to the enemy. The air elementals overcharge the iron shields of the spearmen, paralyzing them with their cloudy arms. The charge of the clay golems, impervious to the cold, through the backstreets and into the back of the enemy group seals their fate; after a short while of stabbing and crushing the cornered foe, the remnants surrender. The flanks are secure now. The victory only cost the integrity of 30 golems.

>81 vs 70 - Killing backline success

The siege golems and archers engage in a skirmishing match with the enemy backline in the mean time. However, the opposing mages note the whistling arrows quickly and organize a defence - it seems the wind itself is on their side, pushing away hails of arrows with powerful gusts, evidently manipulated by the efforts of air mages. The stones thrown by siege golems get stopped and crushed by the mages of earth.

They cannot keep this up for long, however, and as the mages' power runs out, the arrows start slowly killing the backline. Suddenly, from the rooftop of a building, a lightning bolt pierces the air. It impacts one of the light mages, arcing through several nearby soldiers in less than a second. They fall and convulse in pain from the paralyzing, shocking touch of electricity. Truvor makes a dozen shots in quick succession before the enemy can react, taking out at least three dozen warriors and mages. He retreats into the building after the Orsoran crossbowmen and Halnerian hunters start responding with shots of their own.

At the end, in spite of inferior numbers, your archers and siege golems make enough of a dent in the enemy backline for the rest of them to run in fear of getting hit by your forces' shots. Your casualties are quite significant as well, however, with 30 archers of 100 lost to the enemy arrows.

(1/?)
>>
>>5917943
>31 vs 40 - Main line combat failure

The balance favours neither side on the main streets of the town. Your bandit swordsmen fight bravely and with great prowess, but even their grit cannot rescue them from the mighty attacks of the enemy. It is a bloodbath as both sides cut, slash, push and crush each other with all manner of melee weaponry. The elementals - water and fire - are here, too, burning and freezing the enemy soldiers. The clay golems wreck the enemy with their heavy fists, but succumb to blows themselves in great numbers.

The situation changes in minutes when part of the nature mages, previously on the right flank controlling the beasts, enter the scene. They throw seeds into your ranks, and out of them sprout roots and branches that entangle and take hold of your soldiers. With your forces paralyzed, all that remains for the Orsoran and Halnerian swordsmen is to end their suffering. The main casualties are the golems, with 500 lost, sacrificing their expendable lives for the "enchanted" swordsmen to make their escape, but 40 swordsmen are lost as well to the clinging roots and sharp blades of the enemy. Among them is Sive, having felled many foes, but ultimately succumbing to injuries, even with his lightning sword. His story and whatever secrets he held will remain unheard, lost in time. But perhaps there may be some others that may tell a tale similar to his own...

>90 vs 70 - Beasts defeated, low casualties
>54 vs 40 - Illusion source found

You - you ride with the cavalry against the beasts. The snow crunches under the hooves as you charge into the midst of the mythical animals. The first impact kills most of the great beasts - spirit bears, star stags and basilisks, and all that's left is to mop up the dire wolves with lances. It is a clean and quick victory with no casualties on your side.

The search for the illusion mage is longer. The cavalry spreads out and checks the nearby hills and buildings - and they would not have found the source if not for the exhaustion of the mage himself.

They bring you a panting man with a greying beard and calm eyes. He is wearing a warm fur cloak with a hood.

"Who are you? State your name and what role you play in the enemy army. An illusionist, I presume?"

"You are correct." He nods. "My name is Horamon Lond. I... am at your mercy."

You think for a bit, then direct several air elementals to escort him to the dungeon. While a mage of a calibre that can create such illusions is dangerous under so little guard, you can't really spare the forces with the main line crumbling.

>Final confrontation - autosuccess

With enough men and golems freed from the flanks to contest the enemy supremacy in the main streets of the town, with iron golems on your side, with elementals of different kinds in action, and with the siege golems crushing the enemy, it is clear that the battle is won.
>>
>>5917944
The bandit light cavalry rides down the escaped forces - those that can be found, anyways. You count the losses and prisoners.

Current army composition:
70 bandit archers
50 "enchanted" bandit swordsmen (upgraded equipment)
95 bandit spearmen
180 bandit light cavalry (upgraded equipment)
740 clay golems
110 iron golems
20 each of water and fire elementals
40 air elementals
2 siege golems
Shooshe, Truvor, Jimerey

Total losses:
Sive, the swordsman champion
50 bandit archers
50 "enchanted" bandit swordsmen
50 regular bandit swordsmen
5 bandit spearmen
550 clay golems
20 iron golems
80 air elementals
1 siege golem

Captives:
150 swordsmen - 50 Orsorans and 100 Halnerian
30 Orsoran crossbowmen
40 Halnerian hunters
50 Halnerian and Orsoran spearmen, 25 each
50 knights, of which 40 are Enchanted from Halner, 10 are from Orsora
10 Halnerian Nature mages of small-moderate power
2 Halnerian Air mages of small-moderate power
1 Orsoran Earth mage of small-moderate power
2 Halnerian Alchemists of moderate power
5 Halnerian Light mages of small-moderate power
1 Halnerian Illusion archmage, Horamon Lond

You estimate this is about 15-30% of their original force.

The rest of the day and some of the next one are spent burying the dead. There is the question of what to do with the captives.
>Kill the Orsorans for their betrayal, keep the Halnerians with the army for later recruitment.
>Keep all of them for recruitment. More soldiers is always good, even if they may have betrayed you in the past. They probably only followed the orders of their superiors. Probably.
>Keep them imprisoned in Darlan for another use.
>Write-in

Certain familiar faces are brought before you.

"Commander Polaire. Voel. Ermund." You say, looking down upon the bloodied, tired faces of the kneeling traitors.

"Lord Mephaestus, we... I am sorry." Polaire mutters, looking down at the floor.

"..."
>Torture them to death in the dungeons. The taste of revenge will be sweet.
>Keep them imprisoned. Perhaps they can be used as bargaining tokens in later negotiations.
>Publicly execute them before the surrendered Orsorans. This may dissuade them from any further thoughts of revolt, should you wish to enlist the common soldiers again.
>Write-in

At last... what to do, now that the battle is won?
>Pack up quickly and head out for Halner. The city is defenceless now that it's militia is dead or captured.
>Keep the preparations going until the end of winter. Upgrade the equipment of all your forces, finish up the iron golems, then go for the city of Hunters.
>Write-in
>>
>>5917946
>no cavalry, fire, or water elemental losses
Impressive. We should reward everyone for a job well done.

>Write-in
Interrogate them all. Find out what they know, why they did what they did, and if their story is good, we can add them to the ranks. But a lot of heads are gonna roll for this.

>Write-in
Same as above. The torture and death will come later.

>Keep the preparations going until the end of winter. Upgrade the equipment of all your forces, finish up the iron golems, then go for the city of Hunters.

The archmage, knights, and light mages would be best to keep alive, but if they're stupid i.e. not worth the trouble, they're going to die.
>>
>>5918073
Bury Sive with his sword. A lot more people are going to die because of this.
>>
>>5918073
>>5918193
+1 both
RIP Sive, he seemed like a real Aragorn-style cool rogue sellsword type, you know? His death is not felt that much due to how new everybody and everything is, but he could have been a great asset later down the line.
We lost 550 clay golems, but we can always make more later. 20 iron lost is bad but we can always salvage the material can't we? Their big unmoving "corpses" are right there as scrap metal, but even scrap metal can be reforged and recycled, right? Loss of upgraded gear hurts, even if only on 50 goons. 80 air elementals gone, I'm not sure if that's easily replaced. 1 siege golem could be a pain to make up again, but see the same "can't we recycle dead golems?" query.
>>
>>5918073
>>5918193
>>5918620
regarding Sive, I realize his death is sudden but it had to happen for reasons I will not say. Perhaps this update will spill some light upon what he was doing in the free time...
>We should reward everyone for a job well done.
>Interrogate them all. Find out what they know, why they did what they did, and if their story is good, we can add them to the ranks. But a lot of heads are gonna roll for this.
>Same as above. The torture and death will come later.
>Keep the preparations going until the end of winter. Upgrade the equipment of all your forces, finish up the iron golems, then go for the city of Hunters.
>The archmage, knights, and light mages would be best to keep alive, but if they're stupid i.e. not worth the trouble, they're going to die.
>Bury Sive with his sword.

You delegate the interrogations to some of the officers and your commanders, Jimerey, Truvor and Shooshe, but do most of them yourself. The common warriors say they simply followed the commanders they trusted. Some mention a degree of loyalty to the king - surprisingly valiantly faced with the prospect of death at your hands - but most simply did what needed to be done when they were called into a militia.

The sergeants hold pretty much the same sentiments, but provide some more details. After they encircled the city, the army was split up into two camps by the eastern and western side of the walls - one Orsoran, and one Acenian bandit camp. Afterwards, they received secret orders from Polaire and his aides to prepare for a surprise attack against your bandits on a certain day. When the day came, the Halnerians exited the city and fought alongside them. They defeated the bandits and departed for Darlan to completely quell your rebellion.

Polaire, Voel and Ermund reveal that they were contacted shortly after arriving by a negotiator from the Halnerian side. He said he came through a secret passage connecting the inner city with outside the walls, but did not tell them where exactly the exit was. The deal was to attack the bandit force and reclaim the land in the glory of the king, together with Orsorans. They agreed to the deal, casting their loyalties with the king. They waited for a signal on the negotiated day, then gave the order to attack. The rest is known.

Some torturing later they reveal they actually DO know where the exit is, and describe its location. You also ask if they sent messengers to other cities to assemble more forces, they say they did not.
>>
>>5919456
At last... there is the commander of the Halnerians, having survived with some knights the massacre on the ice sheet.

The mayor of Halner and governor of surrounding lands, Mormand Cael, a high noble of Enchanted blood. Appointed in the absence of another noble, who departed for the Celanian war, he is King Astra's personal acquaintance, as expected of a man of such high standing. He was the one that organized the surprise attack under the walls of Halner and also the one that controlled the opposing troops in the initial portion of the battle of Darlan, before he was captured by the spearmen when the knights failed their charge. You cannot understand what kind of man he is, exactly. He doesn't speak much, explaining in short that opposing rebels was common sense for him, a governor, and so he did in both battles. There is not much else to say.

The Enchanted knights have a greater pro-king sentiment than the infantry. It is natural given their position as low nobles in the current power structure.

So, hearing the story from both the common soldiers and the commanders, what do you wish to do with the captured forces and their commanders?
>Kill the traitor generals - Polaire, Voel and Ermund - and offer the rest the choice between servitude or death.
>Kill all the Orsorans and their commanders, offer the rest the choice between recruitment and death.
>Kill the traitor generals - Polaier, Voel and Ermund - and offer the rest something in return for service, or indoctrinate them to your cause somehow [specify]
>Write-in

Do you wish to punish the families of those Orsorans that betrayed you?
>Y [how? death? enslavement?]
>N

You decide to inspect Sive's belongings before burying him, curious if there are any clues regarding what he's been doing covertly.

Among his stuff, you find notes. They mention in short and cryptic words the operation of some order of Seekers looking for some kind of... artifacts? The most recent ones mention an artisan by the name of Andrew Delamene who lives in Darlan. He seemed to be a communication link for members of the Order in Orsora.
>Seize this Andrew Delamene and interrogate him about what this all means.
>Visit the residence of this artisan discreetly to investigate.
>Write-in
>>
>>5919457
The burial of Sive is attended by the swordsmen he lead and your commanders: Jimerey, Truvor and Shooshe. The elemental was surprised to get invited to "these strange rituals of men" but decided to show up anyways.

The corpse of the champion is lowered into the earth in grim silence. Once prayers are said by the priest of the Goddesses, many soldiers remember him with good words, then disperse. Truvor approaches you.

"With your steely stare, I can't tell if you're sorrowful or indifferent." The archer says.

"...It's bad to lose a good fighter." You respond, your face getting a bit less tense. "But his demeanour was interesting as well. I will miss the positivity."

"Truly?.." Truvor seems surprised, but does not elaborate. He pauses. "...I have told you my story, but you don't reveal yours. You're a good commander and fearsome ruler, cruel to your foes. How did you come to rebelling against the king?"

His words awaken the sting of memories, but only briefly.

"I have no past. I abandoned it a long time ago." You say.

This is the truth. You have devoted yourself to your goal wholeheartedly.

"I see..." Truvor trails off. "...My lenders are in Halner. I hope the deal still stands."

"It does."

"Good. That's one thing I can have faith in."

You both stand there for a while, looking at the grave. You thoughts drift to Sive. Do you truly regret his death? As a friend? Or is it just the loss of a good fighter that bothers you?

You rejected love and friendship a long time ago. But now that you have allies in your quest, even if temporary, you consider the other path. Is it possible for friendship on this journey? Your madness recoils, leaving behind bitterness and a calm consideration.
>Yes, Sive would have become a friend, had you dedicated more effort towards cultivating this friendship. There is definitely a place for that on your quest, even if your madness may make you turn on them for the pleasure of ruining their lives.
>No. All these relationships are just tools to accomplish what needs to be done.
>It depends. You cannot give a definitive answer now. You will meet many people on your journey, and perhaps some of them will be worthy of friendship, making you change your mind. Perhaps. For now, however, the calculating, merciless side is still in control.
>Write-in

(End of update.)
>>
Some commentary from the QM.

Regarding recruitment, I think you will find that the vast majority of enemies you encounter will have loyalties with their rulers initially. However, as they fight for you, this sentiment will change due to the battles making them loyal to their brothers-in-arms and the ruler they're fighting for. You just have to keep a loyal force nearby to dissuade them from joining with the enemy, whom they recently fought on the same side with, and whom they may still be amicable towards, rather than an unknown rebel. I recommend not dismissing the common soldiers simply on the grounds of past loyalties, but rather consider how you may change them (though if faced with treachery like with Orsorans, it makes sense to punish them, of course.)

I was kinda tired today, lots of strange, foolish, empty work, so not many details and scenes, but hopefully I covered everything important. The attack on Halner will happen in an update or a few.
>>
>>5919460
>Kill the traitor generals - Polaier, Voel and Ermund - and offer the rest something in return for service, or indoctrinate them to your cause somehow [specify]
Return: Offer them the same terms we are offering our own troops, pay, chance to rise in the ranks, weapons, food, housing, etc.
Indoctrinate: "I do not blame you for following orders, for that is what good soldiers do. I do not blame you for fighting, for your reasons are honorable. I do not blame you for the deaths of my comrades, for everyone fought bravely. What I will blame you for is the choice I am offering now; will you die on a future battlefield for an unjust king who employs oathbreakers such as these? Or do you choose to live, under my banner, and bring glory to this land?"

>Y [how? death? enslavement?]
Only those that do not swear fealty to us, strip them of all that they own, shave their heads, burn a mark of traitor upon their bodies, and leave them naked in the streets. Not the children.

We take the children.

>Visit the residence of this artisan discreetly to investigate.

>Yes, Sive would have become a friend, had you dedicated more effort towards cultivating this friendship. There is definitely a place for that on your quest, even if your madness may make you turn on them for the pleasure of ruining their lives.

>>5919463
Thank you for writing and updating. It gives pause for careful introspection and consideration.
>>
>>5919457
>Kill the traitor generals - Polaier, Voel and Ermund - and offer the rest something in return for service, or indoctrinate them to your cause somehow [specify]
Backing >>5919510
These 3 DIE
>Y [how? death? enslavement?]
N
Backing >>5919510
I got no better ideas
>Visit the residence of this artisan discreetly to investigate.
Artifacts can serve us well in our mission. This is definitely a trail to bear in mind
>>5919460
>No. All these relationships are just tools to accomplish what needs to be done.
>Tools are all replaceable and easily obtained or created. But that doesn't mean the smith or craftsman won't have favored tools of his liking. They may be lost or broken forever or replaced eventually, but not without twinges of dismay.
>Even we, wholly dedicated to our goal and drenched in madness within, are not immune to this. One day we too will have at least one valued tool that almost never fails us.
>But no shedding tears or weeping over spilled milk. Sive was NOT a friend. He was a competent and confident tool, one barely used by us because he was slain before we could. His loss is a disappointment, nothing more.
>The world WILL end by our hand. All our tools will be reduced to nothing that triumphant day, but we too will go with them. In this, there is no need for such frivolous attachment and sentimentality beyond that which a tool merits of their own performance.
>>
>>5919510
Should probably specify for anyone who decided not to join us, we sell back for ransom. Any who can't pay or won't pay, we kill them.

Except Mormand Cael. He will either serve us or his head will be cut off and sent to the King. A bit lenient, but it would be better to have him on our side since he managed to convince three men and their armies to turn against us.
>>
>>5919460
>Kill the traitor generals - Polaier, Voel and Ermund - and offer the rest something in return for service, or indoctrinate them to your cause somehow [specify]
>>Yes, Sive would have become a friend, had you dedicated more effort towards cultivating this friendship. There is definitely a place for that on your quest, even if your madness may make you turn on them for the pleasure of ruining their lives.
I'm enjoying the honorable evil, those that stand with us stand tall, those who don't get obliterated
>>
Hm. This is scratching my strategy/Overlord (manga) itch. Keep it up, QM. I'm now a reader.
>>
>>5919510
>>5920320
>>5920658
>>5920673
>Kill the traitor generals - Polaire, Voel and Ermund - and offer the rest something in return for service, or indoctrinate them to your cause somehow [specify]
>Anon got good a good write-in for return and indoctrination
>Y [how? death? enslavement?]
>Only those that do not swear fealty to us, strip them of all that they own, shave their heads, burn a mark of traitor upon their bodies, and leave them naked in the streets. Not the children.
>We take the children.
>Visit the residence of this artisan discreetly to investigate.
>Yes, Sive would have become a friend, had you dedicated more effort towards cultivating this friendship. There is definitely a place for that on your quest, even if your madness may make you turn on them for the pleasure of ruining their lives.

You frown. Sive... he was, after all, a precious acquaintance. Perhaps friendship is worth cultivating while you're here, even if it will all end when you destroy the world.

...

The sky is overcast today. The main square of Darlan is full of people - prisoners and guards. You decided to hold a public execution and address the captives of the last battle in an effort to convince them to your cause.

You stand on the scaffold in front of the executioner's block. It is silent.

"I do not look kindly upon traitors." You yell, your booming voice reaching the farthest ends of the square. "These men went against me after swearing loyalty. Now, they will pay with their lives. As for you, who were with them... I do not blame you for following orders, for that is what good soldiers do. I do not blame you for fighting, for your reasons are honorable. I do not blame you for the deaths of my comrades, for everyone fought bravely. What I will blame you for is the choice I am offering now; will you die on a future battlefield for an unjust king who employs oathbreakers such as these? Or do you choose to live, under my banner, and bring glory to this land? Remember that every one of you will have to make this choice."

You descend the stairs. The condemned accept their deaths in silence, they do not weep or beg for forgiveness. The generals have done enough of that when you tortured them in the dungeon the day before; Mormand Cael is simply preserving his dignity.

The execution is over in minutes, and the crowd of prisoners is corralled back into their cells.

>Roll 1d100 for recruitment, Easy difficulty for most, so autosuccess, but Normal difficulty (40) for many knights. The results will be in the next update.
>>
...

The artisan's workshop reminds you somewhat of Lorn's, but it is definitely smaller, not "countrywide-renowned artificer" tier at all. There are tools and instruments, trinkets and accoutrements and half-finished works of jewellery, weaving and carpentry all about.

"Oh... Lord Mephaestus?" Says a man quite inconspicuous for his great height. It seems as if he blends with the surroundings into a complete, finished picture. "How may I help you?"

"Hello." You say. "Andrew Delamene, I presume?"

"That's right."

"Do you know about a certain... Order of the Seekers? I stumbled across information that you may be a contact for them."

He seems to grow even taller and more serious at the mention of this name.

"...May I ask where you learned this information?" He says mysteriously.

"I have my sources."

"I understand. We... look for certain artifacts for a particular purpose. Nothing else."

"That's something I already know. What may that purpose be?"

He seems to hesitate.

"Well, I suppose telling you wouldn't hurt. But first I must urge you to keep our existence a secret. You already know, but if the information leaks, we could be targeted."

"I will keep your secrets." You say, deciding to do what you want with the information you will get.

"Good. We collect artifacts to inspect them for malicious influence. Corrupting magic that covertly influences the owner negatively or that employs forces that could cause a catastrophe if released."

"Oh? So a containment and preservation organization? Could we become allies? Would you supply me with artifacts you deem safe?"

"All our storage spaces are confidential."

You think for a moment. You cannot exactly judge its size or influence from the words of Andrew, but this organization must have precautions for those prying deeper by forceful means. You decide to take another approach.

"What if I were to offer something in return?"

"That... If you were to transfer any dangerous artifacts to us, we could negotiate."

>Agree to this. You will infiltrate this organization and seize its secrets for yourself through this partnership.

>Agree, but secretly order to seize Andrew and any of his belongings by force. This will be a tough operation, there are likely wards that trigger on his death and magical mechanisms that can be activated by him if he is attacked, but you will have to invent something. [roll]
>>
It is the end of update btw.

>>5922140
Welcome aboard, hope you enjoy and won't be deflected by the long times between updates (I'm working on them).
>>
Rolled 77 (1d100)

>>5922529

Rolling to recruit!
>>
>>5922531

>Agree to this. You will infiltrate this organization and seize its secrets for yourself through this partnership.

Better to play the long game here I think
>>
>>5922531
>Agree to this. You will infiltrate this organization and seize its secrets for yourself through this partnership.
What >>5922547 said
Damn I hate that the "friend" option got picked over the more thematically fitting "tool" option
>>
Rolled 75 (1d100)

>>5922531
>Agree to this. You will infiltrate this organization and seize its secrets for yourself through this partnership.
>>
>>5922549
We're growing as a character
>>
Rolled 93 (1d100)

>>5922554
NOT NOW
NOT THIS FUCKING EARLY GODDAMNIT
FUCK
STOP MAKING THE BBEG PROTAG SO NOBLE
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>>5922531
>>
>>5922549
>>5922555
Calm down anon, this is not bait and switch and I fully intend to lead this quest to world destruction. But acquiring friends and acquaintances is fundamental to more personal scenes and drama. I hope you understand.
>>
>>5922565
Ugh, fiiiiiiiiiiine. I'll relent on this...
>>
>>5922541
>>5922547
>>5922549
>>5922552
>Agree to this. You will infiltrate this organization and seize its secrets for yourself through this partnership.

"That is fine with me." You say.

"Good." Andrew responds. "I will consult the higher-ups for the specifics. We will send a messenger with the terms soon."

"Let our work together be fruitful."

You shake hands.

...

The messenger arrives in a few days bearing an envelope. There are no formalities written on the immaculate paper, the terms are quite simple: for every dangerous artifact provided, a cache of small, medium, or large size will be revealed to you, depending on the strength and danger of the provided artifact. The artifacts inside the cache may be numerous, but weak, or few in number, but strong. A list of contacts in each of the major cities of Noen is provided. It is signed: "Aenneri, Grandmaster of the Order of Seekers".

You order the messenger tailed. And you have just the means to do this...

>77 vs 40 - Recruitment success!

The Nature mages that joined you dispatch a crow to follow the man. The network should be known to you in some time.

For now, you count the forces that joined you.

Additional forces (I won't count Orsoran and Halnerian separately from now on, they will be named Noenians, except for Halnerian hunters since these are special forces):
140 swordsmen
30 crossbowmen
35 Halnerian hunters
50 spearmen
45 of which 38 are Enchanted)
10 Nature mages small-moderate power
1 Air mage small-moderate power
1 Earth mage small-moderate power
2 Alchemists moderate power
5 Light mages small-moderate power
1 Illusion archmage, Horamon Lond

The archmage is a curious one. You'd expect him to take leadership among the mages due to his expertise, but he seems to prefer solitude and doesn't speak much. You cannot tell if he is just an unsociable person or plotting something. You will have to watch him.

The one that takes the lead is a young Light sorceress by the name of Iris. You cannot quite tell what kind of person she is, but she seems to talk with the mages a lot on various themes.

You consider splitting up the mage corps between the other forces led by Truvor, Jimerey and a new captain, Gaspard, or keeping them as a single unit on the marches.
>Split them up, each part of the army will have 1 or 2 light mages, and the rest are distributed by type among the army.
>Keep them as a single unit on the march, but obviously split in battle by type.
>Write-in

The cold winter months stretch forever for some, but for you, they pass in a storm of work. Every day, you spend most of your power animating additional golems that the smiths forge for you, which leaves you tired, but you still assist in the training of warriors afterwards.

Soon enough, it is spring, and under the warming sun, you march to the northeast, to Halner.
>>
File: winter_woods.png (462 KB, 643x808)
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The woods begin after a few days, and in them, there are magical beasts familiar to you. However, now the star deer, the ethereal bears and the tatzelwurms steer clear of your army, only letting their presence be known occasionally. Jimerey seems to be wary, as are the soldiers that are not Halnerians, but Truvor is at ease.

"You're familiar with these lands?" You ask the master archer.

"I am. My family used to be friends with an old witch that lived in the woods. She taught me how to approach the different animals. They may seem scary, but they're simply creatures like any other. Any Nature mage knows that, I think."

"That witch... was she powerful? Would she be willing to join our cause?"

Truvor frowns.

"I'd rather not involve her in all this. Besides, I don't even know if she's still alive."

...

The woods part for several kilometres around Halner. It greets you with distant shouts and tall walls.

"There seems to be few soldiers left there." One of the nature mages says after a reconnaissance using birds. "We can take it by storm right away."

You remember the secret passage and send some of your men to investigate it. The information turns out to be true. With a combined assault of siege golems on the gates and infiltration of the city hall through the secret passage, after a short skirmish the city guard surrenders. Halner is yours.

Truvor leads you and a company of soldiers through the back alleys towards a certain house where the head of the syndicate that lent him money resides.

You barge noisily into the main hall, where several people are already in arms. Among them stands a mountain of a man with a heavy sabre.

"Well, if it isn't Truvor. Here to pay your debts?"

"That's right." The archer replies coldly.

The man makes a grimace.

"Your family has always been scum worse than us. It is only fitting for you to renege on your payments and bring a bunch of-"

Your commander nocks and fires an arrow in a split second, piercing the man through his throat. He falls, choking on blood. The fighting breaks out immediately, but doesn't last long - the thugs are no match for your mastery of combat.

After, you crack down on the other dens, those you found out about from the main one, uprooting the entire organization.

"At last..." Truvor exhales as you walk one of the streets back from your mission. "I feel calm."
>>
...

Halner is a strange city. It is quiet, but not oppressive. The tall buildings seem inviting, if a bit mysterious, and you feel like you're walking in a forest on the streets. You wonder if it has a hidden side, if there was such crime in the city before.

The nobles of Halner are numerous, constituting the houses of Cael, to which Mormand belonged, Quevier and Sabei. Most of the members reluctantly pledge allegiance to you, those that profess their loyalty to the king are imprisoned.

The question rises how to organize the power in the city in the absence of both previous mayors.
>Institute a council of nobles with a liaison to communicate with you, as was done with the province of Acen.
>Appoint a governor/mayor that will oversee all things in the city.
>Write-in

Do you wish to enlist a portion of the nobles for following you on a campaign?
>Y
>N

Now that you are in control of a major city, what do you plan to do?
>Recruit and train more people. Most have either been taken by the king for the war or by the militia for fighting you, but you can conscript more with force. The hunters in particular will be useful. [you estimate you can make 1000 more join your army with some "convincing"] [training them will take 3-6 months for regular soldiers, 1 year for knights, for hunters 2 years]
>Inspect the library and records for information about dangerous artifacts in the country.
>Negotiate with the nobility on a certain issue [which?]
>Forge artifacts [specify]
>Summon beings [specify]
>Interact with a member of your forces [specify]
>Write-in

Info on the province of Halner: its population is 100 000 in the city itself and around 100 000 more in the surrounding and southeastern woods. The main production is goods harvested from hunting magical beasts: e.g. spirit bears' blood is used as an ingredient in some potions boosting magic potency, star deer leather is used for artifacts that enhance luck, etc. Besides that, it is the second stop from Youns on the way from the Wildlands to the capital, Aeltun. Halner also gives access to the central highlands of Noen, where some minerals and ores are mined, but you do not control that area yet. There are several places of power in the woods, mainly of Nature magic, but some are for Air too. Witches and warlocks are their keepers.
>>
Regarding prospective conquest directions:

Aeltun is the capital of Noen, and likely has a great militia, but it is a city where the most powerful knights may be trained. It is also a port, so trade opportunities may be opened with its conquest.

Youns is a trade city and likely has mercenaries from distant lands ready to be hired if you wish. It may also be prudent to secure the rear before advancing up north.

The area to the southeast of the big woods is sparsely populated and mainly agricultural.

The northern highlands are hard terrain to cross, but you hear there are holy sites dedicated to the Goddesses of Noen there. If you take them and convince the priests to take your side, you may gain favour among the common people and nobles alike. Though your iron rule may be in contrast with the tenets of Love, Mercy and Hope that the temples propagate... Besides these, there are some mining towns in the highlands extracting some minerals and ores.

(End of update.)
>>
>>5925253
Great recruiting effort, especially the Knights, Archmage, and Light mages.

>Keep them as a single unit on the march, but obviously split in battle by type.

>Appoint a governor/mayor that will oversee all things in the city.

>Y

>Write-in
Send a scouting party to the area to the southeast of the big woods sparsely populated and mainly agricultural to see how soon we could advance and take control.
We'll starve the rest out.


Can we do more than one?
>Interact with a member of your forces [specify]
The light mage Iris. She seemed interesting.

>Recruit and train more people. Most have either been taken by the king for the war or by the militia for fighting you, but you can conscript more with force. The hunters in particular will be useful. [you estimate you can make 1000 more join your army with some "convincing"] [training them will take 3-6 months for regular soldiers, 1 year for knights, for hunters 2 years]
Hunters

>Summon beings [specify]
More Air elementals - lightning
>>
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>>5925428
Forgot pic.
>>
>>5925428
+1 to speed things along
>>
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>>5925428
Yes, you can do more than one, I should've written that in the update.
>>5925429
Damn anon, did you draw this?? This is the first fanart I've received ever, I think. Thanks, my dude.
I have to say, in my vision the light mages do not wear any kind of special fancy outfits, especially not pink pyjamas kek, they are essentially light soldiers/combat medics. So I guess leather armour protecting the body, perhaps a bag with magical stones or something for mana capacity, common treatment supplies in case magic still runs out, a sword for basic self-defence and that's it.
To respond to your efforts, here's my own rendition of Iris. I got tired on the legs so they are blank, sorry! I hope you enjoy.
>>5925432
>Keep them as a single unit on the march, but obviously split in battle by type.
>Appoint a governor/mayor that will oversee all things in the city.
>Enlist nobles - Y
>Send a scouting party to the area to the southeast of the big woods sparsely populated and mainly agricultural to see how soon we could advance and take control.
>Interact with a member of your forces [Iris]
>Begin training 1000 hunters
>Summon air/lightning elementals

The mages appreciate your decision to keep them together. This will allow them to exchange experience and, in time, grow stronger.

The Enchanted stand up to their name - according to people's and clerks' stories, they did a good job running the city. Their aptitude on the battlefield should be similarly excellent. You enlist 5 noble sons from each house. Not the best - those were taken for war by the king - but competent fighters nonetheless, as found out by your practice combat sessions.

You appoint a mayor-governor - a man by the name of Philip Quevier, he is in his thirties and has some experience dealing with both the townsfolk and the villagers and witches of the woods.
>>
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Calling a meeting to discuss further plans, you mention your plans to advance southeast and begin training 1000 hunters.

The first to speak up is Shooshe.

"If I may... If what the townsfolk say is to be trusted, the king has suffered a defeat in the north. Without iron to forge equipment for new soldiers due to us controlling Darlan, he will likely seek peace on the best terms he can obtain with his diminished force. Then, he will come south to crush our rebellion. The hunters are a long-term investment... they may be undertrained by the time the king comes for our heads. Still, if you simply need archers, that is a viable choice."

"You didn't strike me as someone that talks to people much." You say, a bit surprised.

"I hear things the river tells me... Sometimes the folk seek advice from a spirit, and I listen and ask questions of my own. It is nothing special."

"Starving them out... I don't know if that would be possible." Philip says, having been invited to the meeting to discuss conscription from the city. "Besides the southeastern fields, there are also northwestern territories that could provide grain to the northern cities. As for Youns... It is neighbour to Verze, which is the breadbasket of the Wildlands. It think further explanation is unnecessary."

You consider this when deciding where to go next...
>Go southwest, to Youns. This will secure the rear, provide you with goods from the Wildlands, and make available mercenary forces from there.
>Go southeast, towards the agricultural province. Its militia should be the weakest, and with a quick strike into its heart you can probably divide and crush it piece by piece.
>Go east, towards Aeltun. You will need preparation for this endeavour, but the prize will be great - the capital of Noen will be yours.
>Go north, into the highlands. Seize the holy sites and prove your legitimacy.
>Confirm sending the scouting party southeast while you prepare and summon new warriors.
>Write-in

Regarding the training of new forces...
>Confirm the training of 1000 hunters. Even if they're underprepared by the time the king arrives, a year of experience under their belts is still more than most archers can take pride in on the battlefield.
>Change the composition of trained forces for quicker availability of forces so that you can campaign further into Noenian lands. [specify]

(picrel is agricultural areas)

...
>>
You catch the light mage getting her equipment repaired with the workmen of the camp.

"Iris, was that your name?"

She turns to your voice and for a moment, a look of surprise crosses her face, but she regains her composure in a moment.

"Yes, Lord Ferro." She makes a small bow.

"I hear you get along with the mages well. Are you good with people?"

"Not really..." Iris seems to relax a bit. "I just help around a lot."

"I have not heard your story yet. How did you end up here? Became a mage of Light?"

She pauses. "...I wanted to help people recover from illnesses. Love, Mercy and Hope passed on to us that we should be merciful and compassionate even to our enemies. So I studied the path of Light do so. Then, war came, but I stayed in Halner to help people there. When your rebellion reached us, however, I decided to join the militia to help the warriors, after all. The rest... you know."

"Do you take the tenets of the Goddesses close to heart?"

"Of course!" Her eyes light up for a moment, then cool down. "I mean... I visited some temples when I was young. The Holy Woods of Septenbrei. Those kinds of places. The words of the priests there... they reached me." She pauses. "But enough about me. Do you believe in the Goddesses? Or any gods at all?"
>(Lie) "I believe in the Goddesses of Noen, even if I may not always follow their tenets."
>"I believe in Strength. The strong rule the world - and I will crawl to the very top of this hierarchy."
>"I believe in no gods. I am the master of my own fate, bound by nothing but my own will."
>Write-in

(End of update.)
>>
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Well, it's nearly 24 hours since the last update and no votes. I declare this the end of the quest.

If anyone is still checking the thread, please tell what you liked and disliked about the quest, criticism or praise. It'll help me improve for future quests. If anyone that dropped the quest may stumble upon this post, say why you abandoned reading it.

I'll write up an epilogue to provide a sense of closure later.
>>
>>5926853
I only check 4chan once every few days
>>
>>5926090
>>"I believe in no gods. I am the master of my own fate, bound by nothing but my own will."
>>5926853
I just don't vote in quests. My choices never get voted in. I'm more of a lurker/loremaster. I like to ask tons of questions about the world, the setting, characters, factions--all that shit. You're a new QM and I didn't want to burden you or burn you out with having to run the quest while also come up with lore on the spot. But rest assured, it's been bookmarked in 4chanx since it posted. Not that I'm trying to guilt you into running if you're truly bringing it to a close. I just hope to see a continuation at some point in the future.
>>
>>5927229
+1

>>5926853
Don't give up...
skeleton
>>
>>5926944
Thanks for your previous votes, then, even if they were unstable.
>>5927229
>>5927274
Well, I appreciate the votes, and perhaps deciding to end the quest based on one choice not receiving any in 24 hours was rash, but I've made up my mind. It may not always seem that way, with me constantly complaining about sapped motivation, illnesses, technical problems etc. but I'm trying to update every day. I initially planned for this quest to run 6 months or so, but if we add to that not only problems on my end, but also long voting times it becomes unfeasible to finish this quest in a reasonable amount of time. I've run for 2 or even 1 voter in the past, but even then they responded in a timely manner.

There's also problems with my estimations of completion being wrong and the quest probably taking up way more time than planned due to the scale of conquest required, and possible repetitiveness of it all that I had not foreseen when I started it. But that's another matter entirely.

It's ironic, I guess, for it to end this way, considering I thought: "This time for sure, I will run it to the end." I think I'll try my luck with another quest concept. An old one that I ran but never came back to after first thread... Perhaps a reboot with mistakes learned will gather an audience.
>>5927229
I've built up a small lore base of 14k symbols of quick notes describing the essence of each nation of the Twin Continents and 25k~ symbols of parts from these quick notes developed into loreposts which I posted in the various /qtg/s over June-November of last year. If you have any lore questions, I'm not against discussing them, but I've got fairly small amounts prepared so don't expect much lol, can't answer what the tax policy of Noen is, or even what it's basic history is, really.

Also I ain't a new QM, I've been failing (and sometimes succeeding) at running quests since 2021 I think.

Regarding your decision not to vote: I nevertheless urge you to do so in other quests. It's been said a million times that most QMs will incorporate write-ins and try to merge votes where possible so everyone is satisfied. Even if they don't do so, it's the same as the common wisdom present in many spheres of life: it is worth it to try and fail for the small chance of success; those that don't try at all always lose. Also even losing votes is still +1 voter, hence a motivation boost for the QM to continue. It may not be much, simply copying and pasting, but it's a difference, especially for quests with few players. I hope I've convinced you somewhat.
>>
>>5927599

Qm, I was your first voter! This was a good quest, even if it never attracted big attention on the board.

don’t give up on QMIng - I ran a couple of halfhearted one shots that were broadly ignored before I ran one of the most popular quests on the board. You never know which one will catch fire!
>>
>>5927599
Mind sharing what quests you've run? I don't recognize your current name.

As far as what you said about voting anyway, believe me, I hear you loud and clear. There's something off-putting about being consistently ignored when voting. Sometimes, I'm in the mood for very particular tastes/genres, and there may be a vote that wasn't even dwelled on, just thrown up lazily by the voters, that will change the genre/direction of the quest. If that makes sense. It's one of ADHD's downsides. Now, that being said, I truly did bookmark and lurkread this quest. I won't badger you to continue if you have no fuel in the tanks, but you have writing talent and solid concepts here. I hope you can make your other quests known so that I can do more reading on your particular style in the hopes that you return when life stabilizes for you.
>>
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>>5927616
Definitely not giving up. Thanks for the encouragement. If it's ok with you, mind mentioning your quest's name? I always feel honoured when a popular QM reads mine.
>>5927897
Well, if you heard me then it's your choice in the end whether to participate or not. I understand the points you brought up as well.
>no fuel in the tanks
>when life stabilizes for you
It isn't really that, but I won't repeat myself, the reasons are all in my previous post.

>you have writing talent and solid concepts here
lol thanks but I wouldn't call myself talented. Capable of writing passable texts? Perhaps. I definitely have a long way to go towards truly captivating, thought-out and well-written quests though. Taking a look at stuff like second Haremvania and ObserverQM's works, I feel like a kid messing around with sand in the pit.

>Mind sharing what quests you've run? I don't recognize your current name.
I don't keep a constant name. I change it for every separate quest I run. I've run many quests but I ended all of them after the first thread finished except one.

I consider Reincarnated Monster Reincarnation Quest my greatest work. It gathered a lot of attention (by my measure) throughout its run, up to 7 voters until the end of the thread. At the time, I thought I would take a break, run a different quest to keep things fresh, and come back with a second thread somewhere in autumn, but things changed and real life threw me a punch I won't describe in detail that I took a long time to recover from. I guess I just wasn't really ready to stick to a concept until the bitter or sweet end at the time. Thought I could manage multiple quests interchangeably. I now see you have to pick one and run it to the end, else you will keep cycling between ideas without really developing anything fully. Also I'll be bringing this quest back as a reboot.

The second quest I'm relatively proud of is Living Armour Quest. I ran it for 5 threads with various breaks and shamefully abandoned it much like RMRQ. It had a rocky run, several conflicts over direction with players, but I persisted and reached the 5 thread mark with 1-4 players voting. It had many mistakes since I was still a relatively fresh QM when I started it, but it was a valuable experience in a classical fantasy adventure. Though when I offered it to one of my internet acquaintances she said she didn't like it due to no direction sandbox story. The living armour mc obtains quests later, but in the beginning it's still a fairly "you can do anything" type quest. So definitely not to everyone's tastes
>>
>>5927897
Besides them I've run multiplayer quests. (Multiplayer) Civ Quest was in January-February 2022 I think, it was a multiplayer civ like the name says. I nearly went insane writing huge blocks of text for each anon so I said to myself: yeah, no multiplayer civs anymore. Then I ran one more multiplayer quest a year later called Eat the Sky about aspiring pretenders to be gods starting from nothing that had a ton of problems so I ended it.

I also ran Zombie Mutation Quest this autumn. The only quest (oneshot with epilogue) I properly finished. It was packed with mechanics, both thought-out and less so.

Besides these I've run several quests that I abandoned after first thread ended, I am too ashamed to mention them. Same story with ones I picked up after flaked QMs on their first thread.

Just realized you didn't ask for my entire QMing history lol but I've typed it all up so I'm posting it.
>>
>>5928377

I am Lesches (the guy who hijacked Trojan War Quest a lil while ago ). I’m actually launching another spin-off quest this weekend (Seven Against Thebes Quest), I hope you’ll consider playing it!
>>
>>5928377
>reasons
All right. No need to get snippy. We're all friends here, anon.

>Haremvania and OberverQM
They're not bad by any means, but overrated in my humble opinion. I pick through the latter's content, I will admit. But nothing that keeps me UBER HOOKED to my screen, if that makes sense. But no, you have interesting concepts. I know I'm biased because I like tactical/strategic stuff and am a bit of a war/military nut, but it was a breath of fresh air, much like Fantasy Peregrination before Dark Lord Quest.

>Reincarnated Monster Reincarnation Quest
I've not heard of this one. It's in my bookmarks to read through later.

>Living Armor Quest
One I've seen in the archive, but have yet to read. I'll give it a try since it's one of yours. Sandbox quests can be great when the mood hits. See Banished Quest for reference. That whole thing is a sandbox until late in its run.

>>5928378
>Eat the Sky
This sounds a lot like this multiplayer god civ game I was in as the god of improvement/enlightenment. That one was based and I was sad to see the QM disappear. I don't think it was called Eat the Sky though. But if it was, F U for leaving me hanging!

>Zombie Mutation Quest
One I've not heard of. I have to be in the mood for zombie/post-apoc stuff. I did like that post-apoc from a few months back where we were in . . . what state? Some US state. Tennessee, maybe? Anyway, it was enjoyable.

>Thoughts for DLQ
I hope to see it rebooted in the future. In any case, I hope you stick around. Even as a voter (not that I'd know, of course).
>>
>>5928396
Alright, I will check it out.
>>5928758
>snippy
Didn't want to come across that way, sorry. Just didn't feel like writing up what was already there lol.
>It's in my bookmarks to read through later.
>I'll give it a try since it's one of yours.
Well, I gotta say, don't go in expecting much. You already know I don't have a high opinion of my own writing lol.
>This sounds a lot like this multiplayer god civ game I was in as the god of improvement/enlightenment.
Nah, our pretenders were low-level things like skeletons, will-o'-the-wisps, witches and dire wolves, nothing grand. You're probably thinking of these sandbox multiplayer god games, idk how to describe them, where everyone starts in a void, can create realms, artifacts of divine power and battle and eat each other to grow in power. I didn't participate, but read them for a bit. The QM usually flakes within a thread or two.
>I did like that post-apoc from a few months back
I missed it. Don't play many quests myself.

Alright, guess it's time to finally start writing the wrap up epilogue for the thread and quest.
>>
As you stand in the inner sanctum of the Temple of Mages, you recall everything.

...

You're moving through flooded lands. You can sparsely call them lands even - it is as if you're in an inner sea, with elder trees towering over boundless water.

Celan. Land of waterwalkers.

The sound of water wavering from the footsteps of your soldiers, enchanted to walk on the surface, accompanies the march. The last stilted village was 20 kilometres past, and the next one should not be far now.

You cast your gaze down and see something moving underwater. Giving the command to stop, you stare silently into the depths. The swampweed is moving in threads. Among it are eyes burning with fire that can not be extinguished.

With a sudden movement, the plant monsters erupt from the depths with their masters in tow. From beyond the trees, glaive warriors charge, cutting down soldiers in a whirlwind of death. The water wavers and turns into boiling whips in the hands of the Celanians.

You lead the knights in a bold charge, your own mages counteracting the enemy sorcery.

The water taints with red.

...

You're facing an army of mages. Not any mages - those of the Stars themselves. As you observe your troops, you feel the cold grasp of the fates crushing your heart. In the distance, the Great Star Tower of Sororis rises above the horizon. Luck is not on your side today.

You will deny it.

...

"The workers request more breaks, my Lord." The governor of Nigra, a man of tired eyes and sick constitution reports. "The Cursed Earth is sapping their energy."

You look out of the window into the overcast autumn sky of Krimkar. It is grey with vapours rising from the ailing earth.

You will heal it.

Not like it matters in the end.

"Tell the golemancers to make more golems." You say.

"But you've taken most for your campaigns..." He objects.

"Then train more." You turn to the governor, who cowers before your gaze.

Once he leaves, you delve back into studying curses and their dispelling. There has to be a way...

...

"...And the warriors' mood is low. It is not too late to turn back." The last captain reports.

Lina stays silent for a while. They were not prepared to march into the Deadlands. But... surely, Mephaestus had foreseen these difficulties? Is this, perhaps, a challenge to her command?

She furrows her brow.

No... There is no food to be scavenged and the towns are half-dead and unwelcoming. Everything here is soaked with death. And the sky... Oh, the dark, purple sky, through which barely any light pierces. It is an endless banner of the iron rule of kitsune necromancers.

"Open the portal. We're going back." Lina sighs.

They return in a year and take over these dead lands. Not with ease, but with little casualties.

You have to fight the dead with the dead, after all.
>>
...

You have mastered many paths of magic in Arher. It was a long campaign. The imperial mages were as skilled as the rumours claimed, the legionaries as disciplined as the old tales said, and yet through fire and water, torture of mind and sharpness of blade, tempestuous storms and enchanted weaponry - you broke through all of this and prevailed.

The blood of the Emperor drips from your spear, his gold-clad body laying before you in the marble halls.

Outside, the winds of magic whistle around the Pillar of Magic.

The thickness of sorcery here makes you nauseous, but there is much to do yet...

...

You're marching in the jungles of Qualsar. The cults have opposed your rule, casting bloody rituals to sicken your men and sending guerrilla squads to cut off supply. You've yet to meet a true army, though.

You emerge with your forces into a field. A rare find in the thick jungles, the clear sun is a welcome respite from the eternal heat clinging to your skin.

One dot rises towards the sky in the distance. It is joined soon by another, then another, then many more. A dark cloud rises. You finally make out the contours of leathery wings.

The army of batmen blots out the sun. The darkness comes nearer and nearer, until it crashes against your hastily formed lines like a screaming black avalanche.

But it is not only soldiers they are fighting. The magic crackles in the air as spells are cast, massive and small alike.

This battle will be their doom.

...

"I have conquered many lands before coming here." You say before an assembly of some of the strongest necromancers and life mages on the Twin Continents. "I have seen many peoples. I have witnessed spells unlike anything I imagined was possible. You are another marvel I have long awaited to see. I would offer many things for you to join my side. Tell me your wishes, and I will make them come true. Dominion over lands, great numbers of experimental subjects, books of the greatest libraries in the world - I can offer this and much more. If only you would agree to fight for me."

For some time, there is silence.

"I think I speak for everyone" An Irian sorceror says. "when I say that most of all, we wish to be left alone."

...

You stand among rows of Wildlanders. In the distance, an army of giants towers over the horizon, guarding the Gates.

...

The burning swords and shadow stalkers could not stop your advance. Lus, the glorious City of the Fall, with its tall spires denying the pull of the earth, is yours.

...

The spies of Sunoria, with their shifting faces and bodies, would be threatening, if only you were unwilling to use mind reading on them.
>>
...

You stand before a wall of poisonous fog. The Seui have adapted to these lands. They walk in masks and live in compact settlements. For you, this is suffocating.

"What forces you to live here?" You ask the village elder, your attendant for the day. "Why eke out an existence in these lands that oppose your life with all their might?"

You can't read the birdman's expression.

"Why do you conquer? Why spill blood for power?" He asks, making a pause. "Because it is our nature. Because it is our home. We have lived here all our lives, and the bonds that connect us to this earth, this air, accursed as it is, are unbreakable."

You stay silent for a while.

"I will deliver your from this fate."

...

"Why do you conquer?" The succubus asks.

You have a feeling of deja vu. The tiredness returns soon.

"Because I want to destroy the world." You say recklessly. For some reason, today you don't really care if your secrets spill.

"Why?" The succubus turns her bare body to you, her fiery eyes betraying surprise and condescension.

"Because I want to. Because it's what I've worked towards for a very long time."

"Why not abandon this goal?" She asks, sitting by your side on the bed. "I have seen your commanders, your soldiers. They are good friends. The world is vast and beautiful. If it wasn't, our kind wouldn't try to conquer it..."

"It is what I have chosen."

"Is it? Or is it your fate that directed your choice?"

You do not answer.

...

The artifacts are placed far, far away, but you feel them as if they were right here in your hands. Standing in the middle of the ritual circle, you concentrate and launch processes that cannot be stopped.

The earth breaks up, swallowing cities and continents. The seas boil, releasing clouds of steam into the void. The air twists into storms that engulf the entirety of the world. But it dies down. Slowly, but surely.

The destruction consumes you as well. But this is not the end. As the great void swallows up the world, leaving nothing behind but remnants and memories, millions of souls get released into the multiverse.

The gods regard you for a while, then join the thought-forms which go somewhere far, far away from this ruined place.

As for you, there is no longer hatred in your soul. No suspicion. No doubts.

You feel... complete.

As you look out into the multiverse, you see many worlds.

You see many stars, guiding you with their light.

With uncertain steps, you begin your journey towards them.

...
>>
This is the end, a kind of overview of what could have been. Thanks for reading so far, if anyone's still checking the thread, and I hope we meet again in new quests. I'll be bringing back (Reincarnated) Monster Reincarnation Quest as a reboot sometime in the coming couple of months, as I said. Perhaps it will be more successful than this one.
>>
>>5932019
Bring this one back too someday.
>>
Well by the time I get around to checking out this quest and catching up, it died over a week ago.



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