Turn 9 - Early Winter
TURNTURNTURN
Xa-Nam
There is a chill in the air that has nothing to do with the arrival of winter. Residents of the cities of Xa-Nam bolt their doors and windows, and the recently bolstered city garrisons watch the horizon with deepening concern. Though no one can quite enunciate their feeling, everyone can tell that some form of conflict is happening- a great clash of incomprehensible powers. Late in the month, an explosion occurs in the hinterlands that can be heard in the capital, and sets off magic detectors in neighbouring countries- though it seems no one knows the cause.
Let us return to earlier in the month, and see if we can't figure this out.
Vanguards are not in play this month, as both sides are content to hold their ground until reinforcements arrive- the demonic army camped around their fort, the angelic army by the river. Small raids are carried out by both sides.
Sunbow Skirmishers approach the demonic camp under cover of darkness, led by the Silver Markswoman, and launch their arrows with the break of dawn. Whilst their burning arrows ignite a few tents and cause a few casualties, they are quickly set upon by the latest addition to Magoc's roster: Soulfang Jaguars. Packs of the jet-black felines rush out of the camp, forcing the Sunbows to turn tail. The Silver Markswoman herself is able to pick off a few Jaguars at long range, but the others must focus on fleeing and have no time to turn and fire. Even then, a few Sunbows are caught and mauled by the Jaguars.
Demonic raids focus on striking at angelic patrols and foragers- Jaguars overrunning them after hiding in tall grass. This is not super effective either. Perhaps a greater hindrance to the angelic army are the devil-rats that infiltrate their camp- though they are bad at causing casualties, swarming lone soldiers on occasion, they are great at eating the angel's food and gnawing ropes and canvas. A few rats are mysteriously ill after eating from a particular barrel, so the rats avoid it afterwards.
In sum, neither side suffers significantly at the hands of the other. The angelic army is perhaps a little hungrier than they'd like to be, and both sides suffer a few losses, but the conflict is primarily determined once reinforcements arrive and open battle begins.
When the bulk of the two armies arrive, it becomes immediately obvious that the demonic side is outnumbered. A third of the demonic army has been diverted, whilst Heliel's forces have kept their army in one piece.
Nevertheless, the demonic army forms up for battle. The Uruk Warlords dismiss the idea of attacking themselves, but hope to hold the angelic army back long enough for the forces at the bridge to capture it and encircle them, forcing the angelic army to retreat. Hopefully.
The Angelic army is confident. They march their forces into battle, Sunbows moving ahead- albeit cautiously, for Soulfang Jaguars patrol the plains, swarming any skirmisher who gets too far separated. Morceau in Major Key is not especially effective against the jaguars, as they do not move in predictable and compact formations, meaning the spellsong is both unlikely to hit and unlikely to take out a significant number when it does. A few arrows are usually enough to take down the smaller jaguars, and a concentrated volley can at the very least kill the Pack Lord Uruk riding the larger Alpha Jaguars. The skirmishing is not one-sided, but the jaguars have a slight advantage, and at the very least are able to keep the Sunbows away from the main force.
However, the jaguars are not about to go charging into a wall of spears, so when the bulk of the angelic army draws near, they back off. At this point, Angel's Voices start casting Morceau at the demonic army. As sections of the front line explode into gore, the Uruk Warlords order the advance. In a wide formation- both to avoid being encircled by the larger angelic army, and to reduce the efficacy of Morceau, they advance with shields held high, as Sunbows- now safely behind a wall of spears- pepper them with arrows. As Shield Minotaurs set up a barrier, the latest addition to Heliel's line emerges. Strange constructs of glazed clay covered with glowing glyphs, roughly the size of a warhorse, with six legs, three torso sections, and no obvious head. The Golem Cavalry form into three groups- one on each flank, and one larger group in the center of the angelic formation.
The central group waits for the Uruks to lob their missiles over the barrier, then charges headlong into the demonic line. The Uruks before them sensibly form up and lower their spears, as one would do when faced with a cavalry charge. However, the mass of pottery simply crashes into them, causing some spears to shatter and others to be knocked aside, while doing only minor damage to the outer glazing. Perhaps a more solid formation would've done better, but the Uruks had little time to react, and had been spread thin to avoid the impact of Morceau.
After the initial impact, the front sections of the golem cavalry raise up, and the foremost limbs are used as clubs to batter any Uruks left standing. Seeing no way of defeating the terrifying constructs, the Uruks start to back away. Fortunately for the cohesion of the demonic line, CHADS converge on the cluster of cavalry, swinging their large hammers and axes with considerably greater strength and skill than an Uruk jabbing with a spear. A good blow from a two-handed CHAD-hammer can knock chunks of ceramic off of a golem's limb. Even less perfect strikes leave clear marks that disrupt the glyphs carved into the clay, which seems to affect the golems. Emboldened, the Uruks return to the fray- though less effective, their spears (and sidearms) can scratch and chip at the golem's exterior, eventually disrupting the glyphs.
However, shortly after the tide starts to turn on the golems, they retreat- running 'backwards' with just as much ease as they previously charged 'forwards'. While they suffered some damage, causing some to move with considerably less grace than their initial appearance, not one was actually knocked out of action, while many Uruks- and even a few CHADS- were taken out.
At the same time, the golems on the flanks manoeuvre to crash into the sides of the demonic formation- and are met by Soulfang Jaguars, fulfilling their light cavalry role by intercepting flanking forces. The golems direct their attention to the new threat, and a curious fight ensues.
A Soulfang Jaguar's teeth and claws are not suited for damaging a golem- they can leave small scratches, but their claws are not made of steel, and using too much force will hurt the jaguar more than the target. Meanwhile, the golems cannot even hit the jaguars in the first place- the nimble beasts weave around the constructs, whose heavy limbs hit empty air. Though the golems are more agile than one might expect, and fight with a degree of skill sufficient to defeat an Uruk, they are too slow and predictable to hit the jaguars. The Pack Lords, being bigger targets and less nimble, are wise enough to stay at a distance whilst directing their beasts.
This slapstick melee continues for some time, as the golems continue to recognise the jaguars as an immediate threat that must be dealt with, an impression the jaguars do their best to maintain, goading the golems to keep them away from the vulnerable demonic flank. Though not entirely mindless, the golems have insufficient autonomy to re-evaluate priorities on the fly.
Meanwhile, those sections of the demonic line not engaged with the central golem group have made contact with the angelic line, and are fighting a fairly familiar fight with them. Unfortunately, they are not only outnumbered, but also out-championed, as both the First Warden and Heliel are on the front lines, whilst the Markswoman leads the Sunbows in providing ranged support. Demons 'only' have Magoc.
Demonic staying power is greater than might be expected, as demonic acolytes use a new spell to siphon blood from the dead and dying to heal allies, giving the common Uruk a chance to recover from minor wounds before plunging back into the fight. Magoc itself draws blood from the living, grabbing angelic soldiers, slicing them open, and drawing out their blood until only a desiccated husk remains. It then redistributes the blood to dozens of Uruks, rejuvenating whole sections of the demonic line.
But all this is a sideshow to the clash between Heliel and Magoc. These nemeses, having never come into direct contact before, are drawn together like magnets. Through seemingly random shifts in the melee, a pathway opens between them.
There is a brief moment of calm as they regard each other, then each launches a flurry of magic- magic missiles (or manipular, in Magoc's case) fill the air, colliding with each other in bursts of destructive energy. The very air is rent and twisted, causing visual distortions that both use to close the distance. Magoc is somewhat better armed, wielding an impressive two-handed steel hammer, which smashes aside the spear Heliel raises in defence. However, it does not smash aside the other three spears she wields, which jab at Magoc's torso. As Magoc steps back to ready another swing, Heliel flings the cracked spear at him before snatching another from the ground- but Magoc sprouts a third arm to bat it aside.
Hammer and spears clash again, and though Magoc's extra limbs block Heliel's strikes, she counters by sprouting more wings with which to wield more weapons. In response to this, tendrils extend from Magoc's back, which also snatch up fallen weaponry. At one point Heliel sprouts an extra large pair of wings and takes flight, but Magoc simply sprouts a pair of raven wings with which to follow, and the duel continues with an added aerial element.
As the pair pummel each other, the relentless hatred behind their strikes proves too much for the mortal weapons they bear- the ground beneath them littered with shattered spears and blunted blades, and even the shaft of Magoc's hammer is broken in two when Heliel blindsides him with a CHAD's axe. Eventually, however, it is Heliel who finds herself unarmed, the final spear within wing's reach breaking into pieces.
Magoc, wielding a single CHAD-axe, swings in for the finishing blow- but then Heliel spreads her wings. All of them. From a euclidean perspective, the action is impossible, and those cultists observing the duel either manufacture an illusion in their minds to shield the true sight, or go mad. From the eldritch core of Heliel's form, a spear of pure Good strikes forth with the momentum of a thousand righteous souls. This instantly shatters the steel axe, and seems poised to impale Magoc- but within the blink of an eye a similar spear of pure Evil lunges with equal intensity from Magoc's toothy maw, and intercepts Heliel's final strike.
Now, Good and Evil are of course elements that physically exist. Yet in another sense, they are concepts, with no material reality. This paradox is usually resolved by 'diluting' Good/Evil with material/magical properties that make them more acceptable to the the weft of the physical universe. Not so, however, in the case of these spears of pure Good/Evil- they are undiluted, perfect, reality-defying embodiments of their respective concepts.
Magoc and Heliel had been careful in the fight not to make direct contact with the other's form, as the collision of Good and Evil (even diluted) has destructive results- better to use mortal weapons or ranged bolts of magic to strike them down. Now, however, contact is made- between two equally powerful instances of purest Good and Evil.
I should hope the implications are clear.
The blast obliterates those cultists fool enough to be standing nearby, destroying both body and soul in an instant. For those a little further away, it merely kills them. Further still, they are sent flying by a shockwave that leaves incurable scars on both body and soul. Those fortunate enough to be on the other side of the battlefield are merely shaken, or knocked over by those sent flying. Let us estimate the immediate deaths at a few hundred, those injured at a few thousand, and those unaffected at zero.
As for Heliel and Magoc? Gone- though the core of their beings escape. They will reappear at their respective bases in a few days time, weakened, but still functional.
The catastrophe actually provides somewhat of a welcome respite to the demonic army. For whilst Heliel and Magoc were engaged in their extensive duel, things had not been going well for Magoc's forces. Despite their new healing magic, they were outnumbered, and the unchallenged First Warden cut brutal swathes through their formation.
Matters only got worse when some angelic acolytes started a new spellsong, reminiscent of Refrain of Regret. The tune was clearly incomplete, begging for a second voice to respond and make it whole. So compelling was this need to complete the song that the demonic soldiers who hear it involuntarily do so, singing a refrain they had never heard prior. Singing the melancholy response drained the morale of the singers, causing Uruks to reconsider their odds of survival in the increasingly one-sided fight. The angelic soldiers hearing the response refrain in turn responded with the original refrain, perpetuating the demoralising music across the battlefield.
At the same time, the central group of golems reformed and charged again, which caused the wavering Uruks to break and flee. Though the slightly more resolute CHADS managed to drive them back a second time, the casualties were worse, and the golems were lining up for a third charge when Heliel and Magoc's duel concluded.
Following the explosion, the surviving demonic commanders immediately order the retreat. The golems that survived the blast run down many a fleeing Uruk, who are too shaken to enact an orderly retreat- it could better be described as a rout. However, the angelic cultists are also significantly shaken, and demoralised when they realise Heliel is gone, and so it takes some time before the angelic officers can restore order and pursue with their remaining forces.
The demonic army, having suffered major losses, pulls back to the fort for a desperate last stand. Though better equipped to recover from battle damage- sacrificing one wounded Uruk to heal several others-, they are still left defending a woefully inadequate fortification, and it is not long before the last defender falls.
Though their victory is complete, the angelic army is in no state to push further, especially not considering the demonic detachment at the bridge could potentially cut them off if they did- better to secure their gains, and push on next month.
The Angelic Army pushes the front line in Xa-Nam, bringing their control of the River Crossings to 3/4.
The Bridge
"Do you think it's true?"
"Monstrous armies fighting each other in the hinterlands? Nah, it's probably just bandits or something. I mean, think about it. Supposedly thousands of soldiers and monsters managed to march from who knows where through the kingdom undetected, just to fight each other over some worthless grassland?"
"I suppose you're right, it doesn't make a lot of sense. 'ere, is that raven watching us?"
"It's just a bird, man."
"Yeah, but it's been sat there for ages now. Gives me the creeps."
"Look, I'll chase it off for you, you big baby." [...] "Augh, fuck, it bit me! It bit me! It- where did those others come from? Get inside, quick!"
The skeletal garrison (that is, the understrength garrison, not a garrison consisting of reanimated skeletons) of the fortified bridge are no match for the detachment of the demonic army sent their way. Though the guards are able to ward off crows after the initial surprise, versus the demonic soldiers they can do nothing but close the gate and send a desperate plea for help (which is intercepted by crows).
The Obsessive Scholar leads the demonic detachment, and notices the gate is protected by a magical ward, rendering it resistant to damage. However, it has clearly been poorly maintained in recent times, and the Scholar is easily able to dispel the ward at a distance using his mastery of mortal magic.
CHADS use their massive tower shields to provide cover for a group of Uruks carrying Bootlegger Barrels. The defenders fire crossbows as they approach, but the bolts are unable to pierce the shields. A few bolts slip between them, injuring one or two within, but do not slow the advance. Uruks return fire, throwing manipular missiles at the defenders, which though somewhat mitigated by the defenders' lamellar armour, is still able to knock a few out.
The Bootlegger Barrels are deployed, then detonated at a safe-ish distance. The defenders, seeing the gate reduced to smouldering charcoal, abandon the small keep, retreating to the central keep. Though the iron portcullis promises to delay the inevitable, the cowardly soldiers opt to abandon the bridge, fleeing in a small barge moored below the central keep under cover of night. They cannot escape the watchful eyes of the Obsessive Scholar, however, who destroys the boat with a well-placed fireball. Survivors who make it to the shore are greeted by Uruks on the west bank, and swarms of rats and crows on the east.
With the bridge under demonic control, the Obsessive Scholar leaves a sizeable garrison with enough supplies, then retreats west. Having scried the outcome of the battle, he prioritises securing the next fort to the west over trying to take on the remaining angelic army. Even with their heavy losses, they would likely defeat his small force with ease.
If the demons manage to recapture the fort lost this month, they will have a fast route to the next fort over, and will be able to overrun it before the angelic army can reinforce it. However, that is of course contingent on them still holding onto the bridge- a situation the angelic army could change at will. While the garrison is enough to deter the Queen from attempting to retake it, and will resist probing attacks by angelic forces, they could not hold out against a sizeable force determined to take the bridge.
The Demonic Army captures the Bridge. The garrison is stranded, but will hold out until the Angelic team decides to dedicate 1/3 of their troops (on the Xa-Nam front) to capturing it.
Darrin
Though snow now begins to sweep into the passes, the fighting this month takes place in the Rice Terraces, where the air is chilly but the ground clear. Heliel's army seeks to secure their route out of the mountains, whilst Magoc's seeks to drive them back. The demonic vanguard forges ahead to secure a position that will block the angelic army as it leaves the mountains, and the angelic vanguard moves to dislodge them.
The demonic vanguard is led by an Uruk Warlord, whose relentless drive pushes them to outpace their rivals. Sunbow Skirmishers are faster still, but they find themselves preyed upon by Soulfang Jaguars, preventing them from delaying the demonic advance. The demonic vanguard is thus able to establish themselves on abandoned terraces overlooking the road out of the mountains, forcing the angelic vanguard to attack uphill. Knowing the angelic forces will have the ranged advantage, the Uruk Warlord is sure to position his forces where they will be ready to charge the angelic vanguard effectively.
In time, the angelic vanguard arrives, and after considering their options, advance towards their emplaced rivals. Sunbows range ahead, though not too far, wary of Jaguars. Magoc's military weathers the smattering of arrows, but soon the trio of Angel's Voices in the vanguard are in range, and sing-cast Morceau in Major Key. The impact of Morceau is slightly reduced, as the wave of magical sound loses some energy with each terrace step as it 'rolls' uphill- but is still deadly, and the Uruk Warlord is not inclined to sit around whilst getting decimated at range.
The demonic army charges, their pre-planned orders directing them down the terrace as effectively as possible. Soulfang Jaguars take to the flanks, while CHADS and Uruks descend in a semi-loose formation to avoid presenting too good a target for Morceau. In response, a squad of Golem Cavalry detaches from the angelic vanguard, charging around the demonic left flank. They are surprisingly effective at surmounting the terrace thanks to their six-legged configuration, and soon collide with the left group of Jaguars.
As seen in Xa-Nam, the meeting of the two is almost comical, as the Jaguars cannot damage the Golems, and the Golems cannot hit the Jaguars. A difference is that the demonic vanguard has Jaguars on both flanks, and the right group of Jaguars is free to bound downhill, driving the Sunbows behind the lines of spearmen. The nimble Jaguars wheel around the angelic formation, threatening to pounce into the exposed rear. Angelic officers quickly divert a number of spearmen to defend the flanks and rear, which is able to keep the Jaguars at bay, but does deprive the angelic front of some manpower.
Meanwhile, the bulk of the demonic vanguard continues to charge. Rather than charge uphill- and risk being caught whilst clambering up a terrace- the angelic vanguard does its best to brace for impact, with Shield Minotaurs setting up a barrier, and Sunbows dividing their efforts between attempting to pick off the prowling Jaguars (difficult) and peppering the oncoming Uruks. Morceau impacts reduce demonic numbers, but with a portion of spears diverted from the front, the numbers do not look favourable to Heliel's forces.
Once in range, Uruks launch volleys of Manipular Missiles, then lower their spears and charge into combat. The melee is relatively familiar; Uruks are somewhat better fighters with somewhat better equipment, but have a hard time taking down the towering Minotaurs; the CHADS interspersed through their formation provide the overwhelming force needed to push the bull-headed bastions back. Combined with the impact of their charge, the fighting is immediately in favour of the demonic forces.
Recognising the situation is imminently untenable, an angelic officer determines that the golems must be redirected. To accomplish this, he orders the ranged contingent to focus their fire on a single section of the demonic line, then gathers a group of spearmen and punches through the weakened section. Not expecting such a manoeuvre, the demonic commanders are too slow to react, and the officer breaks out. Though many cultists fall in the process, the officer is able to get close enough to the golem-jaguar melee to communicate new commands to the distracted golems. The officer is subsequently killed by a pursuing CHAD, but the goal is achieved.
The Golem Cavalry now turns towards the mass of Uruks, and begins to charge. The Uruk Warlord is able to order a number of Uruks to move to block their charge, but as seen in the River Crossings, even braced spears fail to do more than chip at the outer glazing of the relentless constructs. CHADS are pulled from the melee to shore up the flank, and their efforts are able to drive the Golems back- but doing so deprives the demonic host of the strength needed to push back the Minotaurs.
The Golems charge again, though the demonic soldiers are better prepared this time- while the Uruks are still smashed, better bracing reduces the impact slightly, and as soon as the Golems are stuck in, CHADS swarm them. By concentrating on one or two Golems at a time, the CHADS are able to overwhelm them, their heavy hammers and axes cracking ceramic with every strike. Though sturdy, the Golems cannot withstand this assault, and one at a time are reduced to a pile of pottery shards. By the time they pull back for a second time, half the Golems are destroyed. On the other hand, those who went unharried by CHADS took down many Uruks, and the CHADS do not emerge unscathed either.
Undaunted by their losses, the Golems charge a third time, with similar results. The final Golem falters and collapses, the glyphs on its surface disrupted sufficiently that the animating magics fail.
The CHADS and Uruks return to the main melee, which has been stalemated since the CHADS departure. Previously such stalemates favoured the angelic forces, but the demonic Acolytes now have an answer to the Heliel's Love healing spell. While Touch of the Hemophile is not as easy to use or as efficient as Heliel's Love, it is equally potent thanks to the use of blood sacrifice- and with Magoc's Acolytes better trained and hopped up on Frag, is in practice more potent. Angelic Acolytes are still more effective at rapidly healing many minor injuries (both due to the easier usage of Heliel's Love and the occasional use of Mass Heliel's Love), their rivals prove more capable of restoring soldiers with serious injuries to fighting condition. On balance, neither side has a real advantage in healing, and so the numbers in the melee deplete at comparable rates.
Until the return of the CHADS, that is. As they wade into combat with foes that actually bleed, their Blood-Drinker weapons restore their stamina and heal their injuries, while the Uruks who survived the Golem Cavalry charges provide a numerical advantage that threatens to overwhelm the angelic line.
In desperation, the angelic officers order most of the spearmen guarding the flanks and rear from Soulfang Jaguars to join the melee. While the influx of fresh bodies does relieve some pressure (the losses versus the Golems having noticeably reduced the total number of Uruks compared to the total number of angelic cultists- numbers which were already skewed thanks to the angelic ranged superiority and the smaller unit sizes of Uruks), the Jaguars predictably take the opportunity to strike.
The smattering of spearmen standing in their way are cut down, their spears hitting empty air, their gambesons insufficient to stop the claws and teeth of the mutant felines. The archers, casters, and crippled spearmen are likewise eviscerated. On the other hand, while the Jaguars are agile, and their thick hides provide natural armour, they are ultimately significantly less sturdy than their ponderous pottery counterparts, and lucky strikes by spear or dagger ensure their staying power is limited.
Moments before being dragged to the ground by a Jaguar, the last Angel's Voice starts their new spellsong ((briefly seen in Xa-Nam above)). The demoralising refrain sweeps through the demonic formation, and their resolve falters. However, at the same time, the counter-refrain that the angelic soldiers are compelled to sing overrides the (long unmentioned but constantly present) Song of Soothing. Though it does not actively demoralise, the usually present morale boost fading away leads to the angelic soldiers (who have been on the back foot for some time) faltering as well.
Though half the Jaguars are by now either slain or driven back, the larger Alpha Jaguars and their mounted Pack Lords corral the remainder into repeated strikes at the rear of the angelic formation. Though the pressure from the front has been somewhat reduced thanks to the Uruks wavering morale, the fear of being clawed in the back leads to some of the angelic spearmen disobeying orders and turning to face the rear.
Confusion sets in as the formation is disrupted. When a (already injured) minotaur is briefly left without proper support, a trio of CHADS take the opportunity to overwhelm it, then push on through the angelic line. Angelic officers respond as best they can to the deteriorating situation, but it becomes clear that their position is untenable, and the retreat is sounded.
Following this battle, Magoc's minions are able to bring the rest of their forces to reinforce the commanding position. Nevertheless, the angelic army makes a spirited attempt to dislodge them.
Heavy Uruks, Wailing Wyverns, Mutamist Globadiers, Monks of Minos (without shields), and various other bits and pieces have an impact, but the key factor is the efficacy of Golem Cavalry. Better suited to larger-scale engagements, and with orders to ignore the Jaguars, their devastating charges would've been sufficient to break the demonic formation, had it not been for the demonic vanguard having the time to prepare the field better (creating makeshift barriers and obstacles to disrupt their charge), and the Heavy Uruks presenting a more effective charge recipient (their training in tight formations means they don't get knocked down quite as easily, and their better armour means they take a bit more beating to knock out of action).
After the Golem Cavalry is spent, the demonic army is reeling, but still able to resist the demoralising effects of the Antiphon of Apathy. Though the Uruks are eventually forced to quit the field, the angelic forces are almost as badly beaten, and the prowling packs of Jaguars make pursuit infeasible.
Continued hit-and-run attacks by Jaguars, incessant harassment by Devil-Crows and Devil-Rats, and Magoc's forces ability to recover from the battle better than before lead to the angelic officers opting to encamp rather than attack the demonic fort immediately.
Neither side makes progress in Darrin, but the Angelic side has the advantage.
Lesimor
Lawless Capital
Big events in Lesimor! Exciting events. You see, a new king means new policies, and in this case it is a very controversial tariff on agricultural imports from Xa-Nam. The tariff does not apply to staple grains and hard cheeses. Needless to say, this causes factions to emerge in the court, as those nobles whose lands are agriculturally productive support the new tariff, whilst those whose lands import food are fervently opposed. Negotiations are tense, as the-
SURPIRSE!
IT'S THE LESIMORIAN INQUISITION!!
THE TARIFF RUSE WAS A... DISTACTION!!!
The new king, as it turns out, is not a fan of eldritch infiltration. Not even a little bit. In order to combat it, he establishes an Inquisition- an agency reporting directly to him, with sweeping powers to find and eliminate eldritch forces and their allies. It is safe to say that few, if any, expected this- most people are surprised to learn that there are eldritch infiltrators in the first place, while those who were in the know are surprised that the new king was able to organise this massive operation in secret. Recruiting Inquisitors, gathering intelligence on both cults, identifying converts and preparing evidence of their treachery... it's a great mystery how he achieved all this.
The newly-formed Inquisition immediately sets to work in the capital. Dozens of nobles (albeit mainly petty ones) are arrested, protests from their allies drowned out by the presentation of undeniable evidence of their eldritch sympathies (some nobles manage to avoid arrest, fleeing the city before Inquisitors detain them- but in so doing, they surrender most of their influence at court, and seriously risk being branded rebels). Hundreds of commoners are likewise rounded up.
Many of the arrested are sent to the gallows; the nobles are forced to sign confessions first, while commoners are summarily executed. Others are locked up in a recently-renovated prison. Some simply disappear, and dark rumours of torture swirl through the city. Not a single one is released- even though it is unlikely that everyone apprehended was indeed conspiring with eldritch forces, it seems the Inquisition has a 'better safe than sorry' policy.
Scholarly Towers
Oh, did you think the Inquisition would restrict its activities to the capital? You precious summer child. Inquisitors unveil themselves throughout the western regions of Lesimor concurrently with those in the Lawless Capital, quickly arresting a number of local nobles and scholars, as well as swathes of commoners. While it is obviously harder to detect the presence of eldritch forces in a province steeped in magic, the Inquisition has unearthed an old spell that can detect the presence of elemental Good/Evil, and have enlisted loyal wizards to cast it for them.
Fortified Frontier
The Prince's rebellion goes unaddressed- contained, but not put down-, as the army is embroiled in the Inquisition's activities. While the generals demand a higher standard of proof from the Inquisitors, the proof is in many cases there, and soldiers and officers alike are purged. No one is safe from the Inquisitors- with the exception of the Venerated Veteran, an old war hero who has recently reared his head in the region. Not even the Inquisition would dare to interfere with the living legend, whose mere presence inspires the army.
So, remember how I said there is a slight random aspect to infiltration? The above is what happens when all three provinces in a lane roll Mortal Crackdown at the same time. Very unlikely stuff. As such, the Inquisition is special- it will stick around, in addition to whatever other events occur. Their efficacy will be less dramatic, but they won't go away until this king does.
Dolgoth
Ostentatious Capital
Things are far less exciting in Dolgoth. The king's paranoia abates slightly, and recently dismissed (read:executed) officials are replaced by 'trustworthy' figures, as recommended by his closest advisors. The new officials promote their own underlings in turn, and so on and so forth, drawing a new cadre of actors into Dolgothic politics. When news of Lesimor's Inquisition reaches the court, it is dismissed as the insanity of natives- just more evidence of the superiority of the king's countrymen.
Wartorn Wastes
Though the onset of winter renders the southern sun a little less scorching, neither side opts for any major offenses this month. The Southern Realm seems to be suffering from rodents disrupting supplies, and the familiar travelling medics in the region are joined by a few new competitors. Skirmishes take place, villages are plundered, the gears of war grind up lives and resources- same old, same old.
Trade City
Comet sighted! But nothing happens. An eccentric astronomer (usually employed in the creation of star charts for naval navigation) warns that the comet heralds doom and destruction, but nobody seems to care.
New stuff:
Okay so at this point I am just desperate to get this thing finished, so I'm just going to copy the descriptions from the equipment spoilers.
Angelic advances:
-Venerated Veteran: Once a commander in the Lesimorian military, who won a miraculous victory that saved the country. Went on to solidify the military as an institution. Famous in Lesimor, and well known elsewhere. Has been made several decades younger by Heliel, but is otherwise an normal human. Charismatic and inspiring, and capable of leveraging his fame to bolster the angelic cause. Travels with a bodyguard. Unique
-Golem Cavalry: Heavy six-legged cavalry that are devastating on the charge. Less agile and more predictable than a living being, but not by much. Made of ceramic segments inscribed with glyphs to reinforce the enchantments that animate the golem, each with a hard-to-access crystal for power. A simple artificial spirit controls the golem. Deployed in small squads. Uncommon
-Heliel's Preservation: A technically functional food-preservation spell. Only works on fresh food, lasts a week, food cannot be consumed until spell wears off, decay sets in quickly after spell wears off, and casting is somewhat energy-intensive. Common
-Antiphon of Apathy: A spellsong where the initiator starts Refrain A, which compels the listener to sing Refrain B, which has effects similar to Refrain of Regret. Refrain B, in turn, compels a few listeners to sing Refrain A, perpetuating the cycle. Due to the similarity to Song of Soothing, angelic soldiers are much more likely to sing Refrain A than fall victim to B. However, it does 'overwrite' Song of Soothing, meaning the Antiphon will gradually return angelic morale to baseline levels. Common
Demonic developments:
-Soulfang Jaguars: Jet-black felines, mutated large enough to carry an Uruk into battle. Their saliva is toxic, damaging the soul of those bitten (physical flesh is not prerequisite to being bitten by them). However, they are somewhat unreliable. Operate in smallish units. Uncommon (Essentially obsolete)
Soulfang Packs: Alpha Jaguars (slightly stronger and significantly more obedient), ridden by Pack Lords (better trained Uruks), leading packs of smaller, less mutated Lesser Soulfang Jaguars. Unit size is increased. Still Uncommon.
-Touch of the Hemophile: An effective healing spell that uses blood as a vector to siphon vitality from a 'donor' into the target. Requires some concentration and a mostly-unmoving donor. Common
Caress of the Hemophile: A more advanced version that can, in addition to healing injuries and sickness, restore youth to the target- at the cost of the life of a young 'donor'. Uncommon
-Devil-Rats: Basically the rat version of a Devil-Crow. Common