Event Resolution Event 1:
Your troops march to join the others. No doubt the Invaders are shaking in their boots at the thought of the full might of the Grand Army facing them down!
Event 2:
The War Council had decided in a moderate Nawra investment. With this a bonded group of Winged Hussars and three Units of Cuirassiers now fight under their flag thanks to the supplies provided by the allied nations. They are eager to prove themselves to be worth the support.
Event 3:
Grimtusk has turned the decision over to the War Council, who in turn decided to return the loot to Drezzen. The Sultan of Drezzen personally thanks the War Council for the safe return of his citizens and their stolen wealth. This thanks carries no monetary value, but it will prevent infighting between the allied nations. You are able to keep items left by the invaders that are considered worthless including their supply carts, modified food, and non-commercial animals in stasis.
Event 4:
Alchemists will enter the Unit pool as an Artillery Unit.
Alchemists are units trained in the handling and deployment of various alchemical substances. Typically equipped with leather masks that are full of reagents that bind to the various toxic fumes they use, flasks of different liquids some of which are magical in nature and a pistol as a sidearm. They use many alchemical and gas-based weapons and can also serve as frontline medics with their healing balms, potions and general medical knowledge
Event 5:
This time your researchers are sent to investigate the Invader's method of communication. Attempts at analyzing their wings for the source of the constant droning they emit in combat prove fruitful, but not for the expected reasons. It is found that the Invaders have an array of pheromone glands located near their wing joint. These compounds are released onto the wings which and are then spread by swift vibrating, the source of the Invader's sound. Other Invaders pick these scents and repeat the message, allowing it to travel a significant distance (especially if relayed by a Fly Rider). The number of compounds suggest a complex system of signaling that allows them to function as an army rather than a simple swarm.
Further research is likely needed to reproduce the pheromones necessary to communicate with the Invaders, to read the Invader's communications, or to issue false reports to the Invaders.
Deployment Phase 3Battlefield 1: The main force in High Rus remains a threat despite repeated combat with the Grand Army. Their expansion has been slowed by your efforts, and they have as of yet been contained in the former borders of High Rus without spilling out into the surrounding nations. It is expected that the civilian population of the capitol is undergoing something similar to the kidnapped citizens of Drezzen - or they have been used for whatever purpose they where collected for. As before we are expected to slow, stop, or push back the main force depending on the strategy and Units sent to this area. We expect major casualties should a full on battle take place. Expected battlefield is a large range including frozen forests, wide fields filled with plants that love the cold, villages, and occasionally snowy hills. Most of the enemy remains Line Infantry, with confirmed Anti Air Artillery. Other artillery support is likely. Raiding units have taken heavy damage from previous fights and now exist mainly as a vanguard force.
Battlefield 2: Far to the West, the Elf city of Fairview is theoretically the next target for attack. Fairview is a city made of hollowed out trees rather than conventional buildings, with rope bridges and ziplines connecting the various tree houses together. The Elves have traditionally relied on defeating any approaching army in the jungles and woods surrounding their homeland rather than rely on massive castles, so their current defenses are minimal compared to the more well defended Human settlements that have previously been targeted. Unknown enemy Units. Battlefield is expected to be "urban" combat, forest combat, and improvised defense positions.
Battlefield 3: To the south, the coastal city of Adria expects to be assaulted around the same time as Fairview. It seems we have grown too comfortable expecting smaller attacks on single capitols. Adria is a diverse city accepting races from around the world, focusing on trade as a rival to Terve. They are known for their complex network of canals in their city, which open up into the nearby ocean. Enemy units are unknown. Battlefield is expected to be Urban Combat, Canal Combat, and fortress defense.
Battlefield 4: While the defense of Tensali was a resounding success, the survivors have regrouped. Rather than returning to attack the capitol they are now raiding the surrounding countryside for food, supplies, and any living thing they can get their hands on. It goes without saying that they must be stopped before they can capture what is ours and bring them back to the main army in High Rus. Expected battlefields include villages and fields and the surrounding countrysides. Surviving units include Lancers, Line Infantry, Light Infantry, and a small contingency of Fly Riders.
Forces of the Grand Army Name: Veikka Puomi
Nation Bonus: Almost always on the defensive every soldier in the relatively small Kingdom of Tensali is drilled on the importance of maintaining both mobility and overwhelming firepower when it comes to fighting the enemy. This drilling lets most soldiers maintain some level of cohesion and offensive capabilities even while on the retreat to often devastating effects for the attacking enemy. (Retreats faster and better on the defensive)
General Bonus: Veikka Puomi has trained heavily in the importance of artillery warfare on the battlefield and has successfully used this knowledge to help defend Tensali from enemy incursions multiple times in his carrier. (Good with Field Artillery)
Units: 3 Field Artillery, 2 Line Infantry, 1 Dragoons, 1 Ship of the Line, 1 Grenadier
Mount: A giant snow minx the traditional animal of the Kingdom of Tensali
Backstory: Veikka is a gruff old human man with a well-trimmed blond mustache and shaven down beard once a lesser noble now decorated in a vibrant military uniform of the traditional Tensali coloring covered in merits from his years of service to his King. Situated near the High Rus the Kingdom of Tensali is the last remaining fragment of the once glorious Empire of Tensal that over its history has seen its sovereignty under threat and its land slowly whittled away by its jingoistic neighbors still holding a grudge over the actions of a long-dead empire. It is the hope of king Broris III of the Bauluna dynasty that by participating in this coalition relationships can finally normalize and perhaps Tensali can get back some of its long-lost lands that High Rus took from them many years ago.
Name: Great Unity Allion & Hura
Nation Bonus: Due to their unique natures, Nawra cavalry are much sturdier and more effective than Grand Army standard. However, should their mounts fall, so will the soldiers within them.
General Bonus: Hura and Allion have a bond that can only be formed by years of working together in the field. Additionally, being the same creature helps somewhat. There will never be delay between thought and action, and their effectiveness is unmatched by any other cavalier
Units: 1 Heavy Winged Hussar, 1 Winged Hussar, 3 Cuirassiers
Mount: A colossal levitating serpent-like creature by the name of Allion, at home beneath the sands and in the sky alike. His beige-scaled bulk blots out the sky beneath it as he slithers across the horizon, his back inflating with the gaseous substances that both keep him afloat and allow him to emit puffs of potent enzymes that dissolve anything solid they touch.
Backstory: The Nawra are a race of symbiotic oozes that bond with creatures via weaving their body throughout their nervous systems, taking control of anything without it's own sentience and communing with anything that can have feelings. As they dry out quickly outside of a host or a body of water, you will often see them within the forms of various creatures from both the deserts in which they live and from other nations. Hura is the Nawra bonded within the Glintscale Serpent Allion, the Great Unity of the Nawra Tribes.
Name: Admiral Everett
Nation Bonus: The Terve Merchant Empire is incredible at the complex task of logistics. They are an island nation that has spread its influence to ports all around the world. Their impressive fleets of ships are best served carrying great amounts of cargo to ports and up rivers. Their reach and expertise mean they are typically very skilled in acquiring goods and getting them where they need to be.
General Bonus: Coastal and river raiding. Admiral Everett is well known and reviled for his deep strikes against soft and civilian targets and his ruthless and effective raids. His ships serve as a base for his Wyvern core to launch off and attack from as they sail up and down rivers.
Units: 1 1/2 Winged Hussars, 4 Light Infantry, 1 Anti Air Artillery, 1 Ship of the Line, 1 Field Artillery
Mount: Wyvern. They are about 50% larger than a horse not including wingspan. They have elongated forelimbs that have a fleshy membrane that acts as a wing. They have long necks and nasty fangs that drip with dangerous venom. However, their skin is thin and their bones are light since they need to be light to be able to fly. These fish-eating creatures infest many isolated islands, often in vicious, territorial swarms.
Backstory: Everett is a tall, skinny man, missing his left arm. His skin is battered and weathered from long days in harsh sea weather. He is cold, uncompromising, and brutal. He has fought in several campaigns when other nations have refused to allow Terve merchants to trade. He achieved great success in convincing them to reconsider but earned himself considerable infamy in the process. The Terve Merchant Empire is happy to use his infamy to threaten uncooperative nations.
Name: Grimtusk Bonegrinder
Nation Bonus: The Goblins of Gobbleshire are not very physically imposing, but they are lightweight, nimble and very annoying. A unit of Goblins typically consists of more individuals than usual, due to their smaller stature and fecundity.
General Bonus: Grimtusk is capable of filling the fallen with necrotic energy that will let them continue fighting even if they suffer fatal wounds. One per Deployment phase, he may raise a fallen Unit (on either side) to become his undead minions. Putting them out of the fight for good will often require them to be either armless, or headless. Undead Units may be maintained across deployment phases with the use of either this ability or a Wizard action.
Units: 4 1/2 Light Infantry, 1 Dragoon, 2 Wizard, 1 Light Infantry (Undead), 1 Ship of the Line
Mount: A bone giant, comprised of millions of bones. This undead monstrosity heeds any order without question and obeys only one voice. It looks kind of like a dinosaur.
Backstory: Goblins have been a menace to civilized society for millennia, and their reputation of ill temperament and violence is not undeserved. Feral tribes of goblins can be found all over the place even to this day, though following the advent of gunpowder the goblins have ceased to be a serious threat to the established nations.
Grobbleshire is a nation of goblins that had been established centuries ago, and is a place where you can find relatively more civilized goblinkind. It is here that the goblin necromancer Grimtusk Bonegrinder emerged from, who commands respect due to their sheer arcane power. Grimtusk has witnessed that times are changing, and seeks to redefine the goblin's place in the world while it is still possible to do so.
Name: Western Prince Ted Yamamoto
Nation Bonus: The cowboy armies of 人外 ("the land of the men left behind") are famous for their sniper-like sharpshooting in all weather conditions. Ranged units receive buffed accuracy.
General Bonus: The Golden Dragon Emperor's words are backed with nuclear dragons. The Golden Family have been breeding dragons for centuries, and, whenever the Emperor is in the theatre of battle, his finest war-trained drakes follow, providing the equivalent of an artillery unit in fiery bombardment.
Units:2 Line infantry, 1 Grenadier, 1 Cuirassiers, 1 Anti Air Artillery, 1 Ship of the Line, 2 Light Infantry, 1 Field Artillery
Mount: The Dragon Nexus Ōtokage is definitely not a robot and you should report anyone who tells you it is to the secret police.
Backstory: The Golden Dragon Emperor Eiji "Ted" Yamamoto won his first war for his country, against the hated weeb furry menace, at the age of 13 and has been tremendously bored ever since. Needless to say, when he heard about creepy alien bugs falling from the sky, he immediately wanted to get in on that. Where is this "west" that his strange technology comes from? Most of his subjects assume it is some kind of hell dimension populated by demons with which the Emperor has made a blood pact.