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6/18/2025, 3:30:00 AM
>>6260260
As Dormandal leaves, you say nothing. But your thoughts run wild thinking of what he meant by that. What's a natural fit?
=================
Your force of one hundred runecarved skeletons achieves victory in the field.
It is not a flawless execution, but your plan went well. They did not dedicate as many forces to responding to your attack on the western wall as you would have liked, but the militia did not succeed in breaking through in either the northern or the eastern fronts. The Third Company did break north to flank the retreating civilians with the First and Second, but few if any civilians broke south to escape in the night.
The Fourth Company performed above and beyond your expectations, thanks in large part to its commander - the skeleton of an old barbarian warlord whose warband the Empire put down a century ago. They did not just make noise and draw fire, no, they used their iron claws to scale the wall and slaughter the defenders down to a man. When they broke east, the morale of the remaining defenders crumpled. The unarmed civilians threw themselves at your skeletal soldier's mercy, and were given the mercy of death.
All in all, four hundred and thirteen corpses pile high in the center of town. Dormandal put the wailing children to sleep in one of the longhouses, weaving a spell of deep slumber that will see them rest without withering until a magistrate arrives to sort them out.
Meanwhile, you've claimed one of the buildings as your own.
>The lord's manor. As the field commander who conquered the village, it's only right you take that building for yourself until your position is relieved.
>A merchant's manor. While not as fortified and lacking a throne and a hall, it has the finest accommodations. If you don't take it, Dormandal has called dibs.
>The apothecary's atelier. A smaller place, but delightfully cozy. It holds many tools in which you have at least a passing interest.
>The blacksmithy. Not only do you get to take the wealthiest tradesman's accommodations, but you get to have an early start on looting the village.
>(Write in)
Once you've taken your rest and broken your fast, what's the first order of business tomorrow?
>Pillaging the village. There are no doubt many shinies here that by right of conquest... belong to the Empire. But, among the Dreadknights, "dibs" is a time honored tradition, as long as you don't go too far.
>Hunting down any stragglers. There may be fools who thought to hide rather than run, so a thorough examination of the village is in order.
>Desecrating the Church. It's a shame she's not a virgin anymore, but the liege lady's connection to the land and its blessing will have to do.
>Fortifying this position. You know not what allies the rebellion had, just that the Marchers of the Thornlands have not crossed the border. Improving the fortifications on the east side of the village will be important.
As Dormandal leaves, you say nothing. But your thoughts run wild thinking of what he meant by that. What's a natural fit?
=================
Your force of one hundred runecarved skeletons achieves victory in the field.
It is not a flawless execution, but your plan went well. They did not dedicate as many forces to responding to your attack on the western wall as you would have liked, but the militia did not succeed in breaking through in either the northern or the eastern fronts. The Third Company did break north to flank the retreating civilians with the First and Second, but few if any civilians broke south to escape in the night.
The Fourth Company performed above and beyond your expectations, thanks in large part to its commander - the skeleton of an old barbarian warlord whose warband the Empire put down a century ago. They did not just make noise and draw fire, no, they used their iron claws to scale the wall and slaughter the defenders down to a man. When they broke east, the morale of the remaining defenders crumpled. The unarmed civilians threw themselves at your skeletal soldier's mercy, and were given the mercy of death.
All in all, four hundred and thirteen corpses pile high in the center of town. Dormandal put the wailing children to sleep in one of the longhouses, weaving a spell of deep slumber that will see them rest without withering until a magistrate arrives to sort them out.
Meanwhile, you've claimed one of the buildings as your own.
>The lord's manor. As the field commander who conquered the village, it's only right you take that building for yourself until your position is relieved.
>A merchant's manor. While not as fortified and lacking a throne and a hall, it has the finest accommodations. If you don't take it, Dormandal has called dibs.
>The apothecary's atelier. A smaller place, but delightfully cozy. It holds many tools in which you have at least a passing interest.
>The blacksmithy. Not only do you get to take the wealthiest tradesman's accommodations, but you get to have an early start on looting the village.
>(Write in)
Once you've taken your rest and broken your fast, what's the first order of business tomorrow?
>Pillaging the village. There are no doubt many shinies here that by right of conquest... belong to the Empire. But, among the Dreadknights, "dibs" is a time honored tradition, as long as you don't go too far.
>Hunting down any stragglers. There may be fools who thought to hide rather than run, so a thorough examination of the village is in order.
>Desecrating the Church. It's a shame she's not a virgin anymore, but the liege lady's connection to the land and its blessing will have to do.
>Fortifying this position. You know not what allies the rebellion had, just that the Marchers of the Thornlands have not crossed the border. Improving the fortifications on the east side of the village will be important.
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