Broken+City+EoT+22

Stats MIL: 4 WEL: 6 ESP: 9 MAG: 7 (+0.5) MOR: 6 REP: 0 INF: 0

Stat Cap: 20/25

Traits: Bloody Business, The City Must Be Fed, Expanded Tunnels, Assault Tunnelers, Commerce House, Sav Altulas Metro, The Digging Beast, The Grid, Fortifications 5

MIL: 4 1. All my military will go to the fortress of the traitor legion and reinforce them against the Orcs.

WEL: 6 1. 3 will go to digging the transport tunnel from my territory into the shattered lands to allow me to bypass Sav Altulas. 2. 3 will go into preparing supplies and hiring mercenaries in the Shattered Lands to replace any casualties.

ESP: 9 1. 2 will go into getting Urso Bloodhand into the fortress of the Traitor Legion. 2. 7 will go towards helping in the battle against the Orcs by scouting out their weaknesses. Also they should be alert for any other people who might be planning to reinforce the Orcs. Especially the Wardens. Other SGA members may send espionage to help, in which case my espionage should coordinate with them.

MAG: 7 (+0.5) 1. 7 will accompany my army to the fortress of the traitor legion and use their blood magic to fight off the Orcs. If possible they might also use their magic to enhance my soldiers. But I don't know if my soldiers would go for that. 2. 0.5 will go into studying more advance blood magic.

MOR: 6 1. 2 will help the Mercantile Guild build their farms. 2. 4 will go into motivating my forces to fight more effectively in the battle.

REP: 0 INF: 0

VIPs Urso Bloodhand Bloodhand will lead my forces in the defense of the fortress of the Traitor Legion against the Orcs. The battle plan is fairly simple. My forces, as well as those of the Mercantile Guild and possibly Rhodarmer will use my tunnelers to reinforce the fortress directly. The blood mages will stay behind the walls using their magic. They will test various blood magics against the Orcs to see if anything particularly frightens them, such as making their blood literally boil or mutating them into grotesque monstrosities. If so they will use that to try and break the Orc morale. If the Orcs are unphased by that, no idea if they have any morale boosts for being engineered, then the blood mages will simply use their most effective death spells. If the Orcs prove resistant to magic, also possible from being engineered, then the blood mages will attempt to boost my own forces by healing if more intrusive modifications don't go over well. If everything goes south because of some unforeseen outcome, for example the Wardens throwing their entire army into the fight in alliance with the Orcs, then my mages will retreat back into the tunnels as they are my most important and vulnerable asset aside from Bloodhand who I'm not very worried about.

Meanwhile Bloodhand himself will lead my soldiers in the defense of the walls, but he will make active use of my espionage and the mobility offered by my assault tunnelers to make sallies out of the fortress to hit the Orcs at their vulnerable points and then retreat before they can bring their main forces to bear. Targets of interest are any siege weapons they might have, their leaders, and their supplies. Any Orc military units that can't break through the walls on their own are fairly low priority.

If Bloodhand happens to meet and kill Deerblood in the fighting then Deerblood should be dismembered and put up on different walls in exactly the manner he threatened Bloodhand with in order to demoralize his troops. This isn't a very high priority for Bloodhand though, just something to do if the opportunity arises.

The Conductor The Conductor will continue to work on improving the Grid as long as he isn't threatened by the Wardens, in which case he should take appropriate measures to defend himself.

Felix Urd Urd will continue to use the assets of the Exchange to further increase the Exchange and establish it in the cities financial markets.

Jess Furs Furs will continue to hide the extent of the reborn Exchange.