Turn IIV
The two of you make a hasty pace towards the command tent, a short walk away from your tent, and currently under the supervision of your vice-captain. Or so it would be, weren't she currently walking besides you, giving her report of the situation.
While she talks, you do a quick check of your equipment – you did the same half a candle before your unsuccessful attempt at sleep, but making sure has grown into a habit.Most important and valuable part of your war-gear, is your spell-silver staff, a great focus for any mage, but doubly so for you. Melding it into other forms, is far easier to do than with other metals, and serves you well in melee combat. Not that you experience it much outside of training, but it does happens at times.
The only metal you can control easier than your staff, is your own - the pact with your demon (it would stir at the mere thought of its name, of which you will abstain for now ), has long since gifted you with nails and teeth of silver. Normal silver, but yours. You much prefer to use the staff though, instead of ripping out your nails or teeth. Very, very much so, in fact.
Giving yourself a different set of teeth, though, was a guilty past-time of yours at the start. After the second time you almost bit of your tongue, you stopped doing that. Which was two decades ago, mind you.On the belt which holds your enchanted robe in its place, are several satchels filled with more mundane metals, mostly marble-sized steel balls, but also all kinds of oxidised metals. Your robe itself has also several special pockets, filled with much of the same. The reason for carrying steel, is that melding existing material, allows you to cast far more spells. Even temporary metal takes a lot out of the caster, while conjuring it true is almost a fools errand.
The spells you commonly use the steel with, are the aptly named
“Bolt Salvo” and
“Harpoon Shot”, but such names are more for the benefit of ones comrades, than an actual necessity of casting. For example you often cast a “Mace Shot” on heavily armoured enemies.The important bit, is to not inconvenience anyone from your own side with your spells, especially during battle.
The different kinds of rust, are used in one of your most effective long-range spells -
“Rust Cloud” turns the targeted kind of metal, and alloys based on it, into brittle scrap, and with that their wearers into easy kills.
Even deadlier, but also far more taxing, is your
“Cold Smelt”, which you can only cast on closer targets. The effect, is as simple as it is deadly, with metals turning into an oozing liquid, not fit for attacking nor protection.
Finding everything in order, and your mana reserves acceptable, you conclude your check as successfully completed.
~
There aren't many details of your assumed enemies yet, so while on the way, you quickly become privy to the following details.
Your nightly visitors, are a presumed raiding party of badger-beasts, over a hundred strong, and moving towards your position.
It will take them at the very least a full candle to do so, even if they were to change into a quick march.
The scouts sent a message upon first notice, and should have more details by now. Which they do.
Arriving at the tent, you quickly take a seat at the table, and activate one of the more expensive artefacts that is in possession of your band - a lesser message stone. The three fistfuls of crystal, can only reach around five leagues of distance at most, instead of connecting different countries, but that much is already plenty for your needs.
You are greeted by the one holding on to its sibling, a wood-elven and gnoll halfblood, the head scout of the band and only mutt-blood in your employ, that you would brand as invaluable. Kirmik is a revolting sort of mixture, even going by low half-elven standards, but he is more than worthy of his position. His elven heritage has gifted him with common intelligence, while his lesser heritage has strengthened his instincts to a staggering degree. It isn't uncommon for him to find enemies, long before any of the wards do, often even while they are far out of sight, even against the wind. Best part of all, is that he has become hooked since being gifted a pact with a lesser demon. Your promises of further power are more than enough to keep him loyal and where you want him - which incidentially is here, as your head scout.
His follow-up report, is far more detailed.The raiding party hasn't changed course, and is about a measly 150 strong – at which you can only snort. The beasts are as dumb as they are unprepared, as you have close to double that number in heads alone. That is not taking into account that the beasts have armed themselves with simple bone and copper weaponry, shoddy short-bows, and their elite warriors may even sport a scale-armour made from the local beasts, instead of simple leathers.
“Two companies, should do plenty.”, is your assessment after hearing the report.
This, gives the tent a short pause. Sending a third less than the enemies numbers, should prove an easy battle by your estimates, though Ashting voices another option.
“Going by their equipment, couldn't one company of cavalry do?”"They seem pretty brawny. If they would resist instead of fleeing, they might manage to take down a few horses with them."You find that would be far too heavy a price to pay, and the other two agree. The half-gnoll offers up that having even numbers, would give an even more dominating victory.
He has a good point, but doing so would screw up the night rotation more than needed – you'd really like to give the soldiers their deserved rest.
After some back and forth, your decision is the following;II) Pick two to three companies for the task at hand.I) For that, pick the Troop Composition of your mercenary band bellow, and appoint your vice-captain to one of them.
~
In line with the low fertility of your race, you lead only three companies of your people. Most of those men and women, hail from your own clan, though there have been some sign-ups since you succeeded the position short of a decade ago. That being said, you also command two companies of "mutt-bloods", filled with people that need to fulfil but one requirement – to have at least a quarter of elven blood. Most of your cousin races, wouldn't think to recognize, much less enlist and work with half-breeds. For mercenary work, the lot serves just fine though. At the very least, their competence still stands above most races, as diluted their blood might be.
That among them there is a number of full-blooded outcasts and former slaves from other elven tribes, and plenty of blight-elf bastards as well, might also have something to do with that stance.
For the later, you blame those males among your kind, which have bound a demon via carnal tribute. Not that it matters. Much.I) Troop CompositionYou have 3 “Points” to spend on the selection of your troops.The several wagon-loads of riches and plunder that you currently carry with you from the war, might be traded and worked into another 1 of those. Choose accordingly.
Mutt-Blood UnitsPick two at your discretion.
Magic Infantry
Outfitted with leather armour, spears, sword and shield, all out of materials which allow a modicum of magic power to be used. Even with only lesser conjurations and body-enchantments, these warriors are a few steps above the rabble which makes up most normal infantry.
Harry Archers
The spatial awareness of elves, lends itself to long-range magic and the bow alike. Added to that heritage, are poisoned arrow-tips, lightly enchanted bows and often enough magic capabilities of their users. A potent mix.
Ravagers - 1 Point
You took the most pure-blooded and magically promising mutts, and had each of them make a contract of possession with a lesser demon. Drawing on their contractors during battle, they are a devastating force on the battlefield.
Blight Elf UnitsPick three at your discretion. Decide which of them is led by your vice-captain.
Magic Guard
The shield of otherwise fragile blight-elven armies, these kind of warriors are outfitted with enchanted, light plate-armour, broad shields and swords – much of which is made of the corrupted steel-silver alloy that your race employs.
Archers
The spatial awareness of elves, lends itself to long-range magic and the bow alike. Armed with enchanted bows and magic capability, your kin combine both of that, to good effect. Common and iconic, as far as elven tactics go.
Warlocks
These mages, are what most others would associate with your race; Talented from birth because of their aptitudes, then schooled with knowledge gathered over many generations. Adepts of many spells, their combat use is mostly mid-range bombardment of enemy lines.
Hallowed Guards - 1 Point
With the help of your warlocks and a good deal of resources, you had a full company make individual contracts of possession with common demons. Not only vastly more effective in melee combat, this also enriches their bloodlines.
Summoners - 1 Point
These warlocks have specialized in the arts of summoning. While having them call and send forth their individual demons is fine for smaller fights, their ritual summonings allow for greater demons to join the battle on your side. Sadly only for a limited time, and a price.
Conjurers - 1 Point
Warlocks that have bound a demon, to gain greater access to elemental conjurations. Their speciality is mid- to long-range bombardment of enemy lines, though some care must be taken on the field, so that they don't hamper each other due do their different elements.
Hallowed Knights - 2 Points
Heavy Elven Cavalry, is not something often heard of, nor commonly employed by your cousin-races. With demon-blooded steeds, and demonic possession, these heavy-clad riders are overwhelming, if not at least a match, against most foes on the battlefields.
Nightmares - 2 Points
A company of conjurers, seated on the infernal breed of horses after which this unit is named. Combining the mobility of cavalry with the ranged wide-area attack spells of mages, makes these kind of elites a feared opponent for most armies.
End of the rail-road. The choices will be far more free-form from now on.I'm a bit hung up about my text formating though - it seems.. drab, for a lack of better words. Any thoughts on how to better that / what you might find wrong with it, would be appreciated.
(I mean, giving their speech another font, helped loads. But the rest of the text, still seems lacking to me.)In other news, the background of this work, is growing. By which I mean that I have fun writing "around" it. Map is also a WIP. Don't expect it next turn.Right, right. Before I forget; Can you see the hidden messages? ;3