Part 25: The Stronghold - Part 2
Last time, after over 10 chapters, we finally reached Tahra. However, the city is already surrounded by Imperial forces, and is under assault from a group of soldiers lead by Rist, in violation of his superior's orders. Glade and his knights are holding off the assault, but they can't last forever, so we need to reinforce Glade and then escape into Tahra, to prepare for the upcoming siege.---


(The red circles are ballistas)
409.png)
And here we are. Glade's a long way away, we need to hustle to save him. Today we've brought Karin, Seram, Carion, Fergus, Olwen, Nanna, and Selfina along with us. Although the scrolls are going to be trading hands a lot, for the time being Olwen has Odo, Karin has Hezul, Neir, Baldo and Fala (she's about to level), and Seram has Heim and Sety. Leaf also has the King Sword to act as a charisma bot.
411.png)
Karin can't do anything right now due to enemy ballistas (she could always dismount, but we want her to be able to fly). Right now, she settles for staying out of any ballistas' ranges, and teaches herself Wrath.
413.png)
415.png)
Glade takes of all his subordinates iron lances. Weapons are expensive, and the knights are going to die anyways. It would also be a catastrophe if Glade's Silver Lance broke before we could reach him.

417.png)
Seram takes a ballista bolt.
419.png)
The arch knights split into pairs. One pair deals some minor damage to Fergus, another heads west to Tahra.
425.png)
For the time being, Rist isn't joining his forces' charge.
420.png)

Leaf takes one of the Arch Knights, while Olwen takes another.
423.png)
Seram moves into a forest and heals. I'm really only showing this because I managed to capture a frame where the menus are gone but the icons aren't. Look out for the giant floating magic tomes!
424.png)
Back in Tahra, Glade's knights prepare for their inevitable death, surely cursing their commander for stealing their weapons.
427.png)
428.png)
The dangers of the Charge skill. Ballistas have 0 AS, and so, so long as Selfina has more Hp then them they get to attack her twice. She dodged one bolt, which ended up saving her life.
433.png)
Fergus gets attacked by the three Arch Knights (the third showed up as a reinforcement, that'll happen for the next couple of turns), but dodges all their shots. Also, Glade's knights make first contact with the enemy. It goes about as well as you would expect.
435.png)
First Olwen takes out the ballista, while Nanna and Seram heal Selfina and Fergus respectively.
443.png)
You may not be a good fighter Leaf, but damn if you don't have style.
444.png)
The last two are taken down by Carion and Fergus, who head west posthaste. At the same time, Karin waits just out of the the ballistas range. I'm lucky Karin picked up a point of move, ballistas have a range of 3-10 spaces, and so with 9 move she can wait 11 spaces away, and then dart into 2 spaces away, keeping her safe.
446.png)
Speaking of the west, Glade hits and runs against an enemy. The escape tile is also a fuck you tile, so long so as Glade stays on it during the enemy phase he's very durable.
064.png)
Which is fortunate, because he's going to be holding the army off by himself very soon.
059.png)
Leaf is like candy to Ballistas. While Leaf isn't very good, his high Hp and decent defense means he can tank ballitas quite well, making him ideal ballista bait (especially because he's quite highly prioritized in the enemies AI.) He also tanks a hit from the Arch Knight reinforcement.
066.png)
Karin does what I said she would.
068.png)
Fergus and Carion keep on trucking.
070.png)
And with some help, Seram takes down the weakened Arch Knight.
[Seram: Lv. 6, Hp: 23, Str: 0, Mgc: 9, Skl: 6, Spd: 7, Luk: 2, Def: 2, Bld: 4] A mediocre level, except for the point of move he picks up. Unfortunately, he uses this point of move as an invitation to coast level-wise for the rest of map

073.png)
[Nanna: Lv. 14, Hp: 26, Str: 8, Mgc: 6, Spd: 12 Luk: 17, Def: 4, Bld: 7] Well that's nice. Strength is good I suppose.
074.png)
Meanwhile, Glade keeps on fighting.
077.png)
This isn't good.
078.png)
Nope, not good at all. Luckily, they miss.
079.png)
Run away!

081.png)
082.png)
088.png)
Karin and Seram net some kills, while Carion and Fergus blitz their way through the center island.
089.png)
Exit is actually on top of attack in the menu. So you really have to take care to not have Glade accidentally bail. Even the menus hate you.
092.png)
097.png)
I'm glad you people voted in Fergus and Carion, not only can they take care of themselves, but they can cover a lot of ground fast.
102.png)
This is the real reason you have to hurry to Glade. Rist and his Killer Lance can easily take down Glade, especially with Glade's abysmal luck.
107.png)
Fergus takes down the ballista, while Carion gets unlucky and doesn't critical the armor. (He has to get unlucky not to critical with a generic weapon

109.png)
[Carion: Lv. 17, Hp: 41, Str: 15, Mgc: 5, Skl: 15, Spd: 20, Luk: 13, Def: 13, Bld: 13] This is a very unsurprising level, but more strength is always great.
118.png)
Nanna, Olwen and Karin are lagging behind our powerhouses, but they'll have caught up soon. I could have moved Olwen further, but even though she has ambush now, I'm too much of a coward to let her do her thing

113.png)
117.png)
I wanted to use Selfina to weaken the enemy (letting Seram get the kill), but the numbers don't work out and he settles for healing her.
120.png)
Fergus dodges the armors javelin, and nets a level from it.
[Fergus: Lv. 20, Hp: 36, Str: 15, Mgc: 2, Skl: 12, Spd: 12, Luk: 14, Def: 9, Bld: 11] It's sparse, but great. Also, he's ready for promotion

124.png)
A bunch of soldiers and archers surround Fergus. Fergus is Fergus, and they're just random soldiers, so they all miss. Or do one damage. Does it really matter?
127.png)
128.png)
The far off bishop misses with his psychic staff.
129.png)
Rist continues his march, he'll be on Glade next turn.
131.png)
[Karin: Lv. 18, Hp: 33, Str: 11, Mgc: 8, Skl: 12, Spd: 20, Luk: 20, Def: 8, Bld: 4] More strength

133.png)
134.png)
Nanna via Olwen gives Carion the Odo scroll. Not for the growths, but rather for the crit immunity.
135.png)
Carion weaves his way around some enemies to assassinate Rist. Notice how capture isn't an option. Rist has 20 build, which renders him un-capturable, even by mounted units.
136.png)
Rist, meet Carion's armorslayer.
137.png)
It can and it is

138.png)
139.png)
[Carion: Lv. 18, Hp: 42, Str: 15, Mgc: 5, Skl: 15, Spd: 20, Luk: 14, Def: 13, Bld: 13] That's just plain bad, Carion. I mean, you would literally still be a great unit if you never got another point of anything for the rest of the game (not a challenge Thracia 776), but still.
143.png)
With Rist dead, not only is Glade safe, but the remaining enemies are going to be easier to take down too, as they no longer have his leadership stars propping up their accuracy and evade.
147.png)
Also, Fergus kills a soldier.
150.png)
After Rist dies, two odd things start happening. First, a mage, a bow armor, and two lance armors appear from the north. They won't be stopping for a long time.
153.png)
Secondly, the soldiers already on the map starting running away.
154.png)
Including the two priestesses, which is bad, because we're running out of heal staffs. And if I don't have heal staffs, how will they miss?

157.png)
Karin's going to take down this cruelly placed ballista.
158.png)
While everyone else tries to saw through the retreating forces, in order to stop the priestesses from escaping.
160.png)
162.png)
164.png)
The whole Arch Knight thing stopped recently too, so Selfina, Leaf and Seram are gradually making their way to where the action is.
166.png)
More reinforcements

169.png)
Stop those priestesses!
171.png)
173.png)
And there goes the ballista.
174.png)
Nanna's going to help! She shouldn't die, her Earth Sword should manage to keep her alive (as a refresher, it heals Nanna for all damage she deals, and has a 1-2 range.)
179.png)
Carion captures one of our targets...
181.png)
And lets Olwen take its inventory then free it.
182.png)
Fergus is going to plug the gap, to stop the remaining priestess from escaping.
187.png)
Pictured: The Earth Sword doing what it does best.
188.png)
191.png)

[Nanna: Lv. 15, Hp: 27, Str: 9, Mgc: 6, Skl: 12, Spd: 13, Luk: 17, Def: 4, Bld: 7] More strength!

194.png)
Not much happens on the enemy phase, beyond more reinforcements arriving, and the reinforcement already present advancing on Glade.
196.png)
And that's our second goal.
200.png)
Damn you Thracia 776 and your 99% cap on accuracy

201.png)
202.png)
204.png)
[Carion: Lv. 18, Hp: 42, Str: 15, Mgc: 5, Skl: 15, Spd: 20, Luk: 14, Def: 13, Bld: 13] I said it wasn't a challenge game

Guess what time it is everyone!
208.png)
210.png)
Hoo yeah! Although his promotion isn't as good as the ones we've seen so far, it's still quite robust. From it, Fergus gets 2 strength, 1 magic, 3 speed and skill, 2 defense, 1 build, and 1 move. Furthermore, he gets a rank in swords, although I believe he already had an A.
211.png)
Our new promoted Fergus (now a Forrest Knight) is working with Carion to make a bottleneck.
218.png)
We're under attack!
219.png)
[Glade: Lv. 3, Hp: 35, Str: 12, Mgc: 2, Skl: 13, Spd: 12, Luk: 4, Def: 10, Bld: 12] Surprisingly good, I'm impressed.
221.png)
217.png)
Seram gets attacked by a bow armor

225.png)
Seram kills the armor with his spooky floating faces

241.png)
We manage to push through some of the bog of enemies, and create a perimeter. From here, we can keep our weaker forces safe, but still able to get some controlled experience and serve as mules for captured foes. Well, almost a perimeter, Selfina is in danger.
243.png)
That'll do.
248.png)
[Nanna: Lv. 16, Hp: 28, Str: 10, Mgc: 6, Skl: 13, Spd: 14, Luk: 17, Def: 5, Bld: 7]

250.png)

251.png)

261.png)
Seram's going to bait out the bow knight here, for more experience. Anyways, the reinforcements keep showing up until turn 32, so you'll forgive me if I abbreviate somewhat.
266.png)
We capture some enemies (or try)...
275.png)
Kill some enemies...
270.png)
And level up...
[Fergus: Lv. 2, Hp: 37, Str: 18, Mgc: 4, Skl: 15, Spd: 15, Luk: 15, Def: 11, Bld: 12]
279.png)
[Seram: Lv. 7, Hp: 24, Str: 0, Mgc: 9, Skl: 7, Spd: 8, Luk: 2, Def: 2, Bld: 4]
We also chat a little bit too!
---

320.png)






Next is Glade and Selfina:

292.png)

















This is why Selfina came, to get us the Brave Bow. The Brave Bow, like the rest of the brave weapons, gets two consecutive hits per attack. It's also not exclusive to Selfina, so she won't actually use it.
Alternatively, if we hadn't talked to Leaf first:




Maybe you shouldn't have sent them to fight with no weapons Glade






Lastly, if we had brought Fin:








---
Anyways, back to leveling.
312.png)
[Carion: Lv. 19, Hp: 43, Str: 15, Mgc: 5, Skl: 16, Spd: 20, Luk: 14, Def: 13, Bld: 13]
319.png)
[Nanna: Lv. 17, Hp: 29, Str: 10, Mgc: 6, Skl: 14, Spd: 15, Luk: 18, Def: 5, Bld: 7]
330.png)
[Olwen: Lv 3, Hp: 25, Str: 6, Mgc: 11, Skl: 9, Spd: 11, Luk: 6, Def: 3, Bld: 6] That's a thing of beauty right there. These are the kinds of levels Olwen desperately wants.
336.png)
[Seram: Lv. 8, Hp: 25, Str: 0, Mgc: 9, Skl: 7, Spd: 9, Luk: 2, Def: 2, Bld: 4] Nobody wants these levels though.
345.png)
[Glade: Lv. 4, Hp: 36, Str: 12, Mgc: 2, Skl: 13, Spd: 13, Luk: 5, Def: 10, Bld: 12]
348.png)
I eventually end up sending Karin down to capture the Bishop, and then visit the village. After going through three of his vulneraries trying to capture him, she eventually kills him (for real) with a critical. Oh well.
[Karin: Lv. 19, Hp: 34, Str: 11, Mgc: 9, Skl: 12, Spd: 20, Luk: 20, Def: 8, Bld: 4] Ugh, I feel like I've been getting way more bad then good levels this chapter.
That technically hasn't happened yet though, so let's see what happened while she was working on the bishop. (Here's a hint, levels)
353.png)
[Seram: Lv. 9, Hp: 26, Str: 0, Mgc: 9, Skl: 7, Spd: 9, Luk: 2, Def: 2, Bld: 4] You're killing me here Seram.
363.png)
[Carion: Lv. 20, Hp: 44, Str: 15, Mgc: 5, Skl: 17, Spd: 20, Luk: 14, Def: 13, Bld: 13] Et tu, Carion?
Is that a 20 I see? You know what that means.
364.png)
367.png)
Carion's promotion to Paladin is nearly identical to Fergus's promotion, albeit with one less speed. Just look at those stats. It's downright beautiful, I tell you what.
373.png)
[Leaf: Lv. 17, Hp: 37, Str: 10, Mgc: 1, Skl: 5, Spd: 13, Luk: 12, Def: 9, Bld: 6] I'd say finally, some skill and some magic, but it turns out this is actually his third point of skill. He starts with 2. 2.
375.png)
[Seram: Lv. 10, Hp: 27, Str: 0, Mgc: 9, Skl: 8, Spd: 9, Luk: 3, Def: 2, Bld: 4] C'mon Seram, you have some pretty strong competition, you do realize that right? You'll need to do better than this.
376.png)
[Fergus: Lv. 3, Hp: 37, Str: 18, Mgc: 4, Skl: 15, Spd: 15, Luk: 16, Def: 12, Bld: 12] Defense is nice I suppose.
Oh yeah, a while back I sent Olwen to visit the village we missed on our way to Glade.
---
380.png)
381.png)
---
387.png)
Zilch. And you had such a good run Nanna.
This is about when Karin killed the bishop, leaving her free to visit the house he was guarding.
---
389.png)
390.png)
---
392.png)
[Seram: Lv. 11, Hp: 27, Str: 0, Mgc: 9, Skl: 8, Spd: 9, Luk: 3, Def: 2, Bld: 4]
We visit the last village too.
---
394.png)
---
398.png)
[Fergus: Lv. 4, Hp: 37, Str: 19, Mgc: 4, Skl: 16, Spd: 15, Luk: 16, Def: 12, Bld: 12]
[Glade: Lv. 6, Hp: 37, Str: 13, Mgc: 2, Skl: 14, Spd: 13, Luk: 5, Def: 10, Bld: 12]
402.png)
And finally, it's turn 30. Reinforcements will stop coming in two turns, but if Carion gets attacked one more time he'll be fatigued, and the next chapter is a doozy. So, I decide it's time to bail, a mountain of captured thunder tomes coming along with us.
404.png)
---

405.png)
407.png)



---
New Recruits:
Glade:

Hp: 60% Spd: 35%
Str: 45% Lck: 35%
Mag: 5% Def: 30%
Skl: 35% Bld: 15%
Mov: 1%
Class: Duke Knight (promoted Lance Knight) Weapon Ranks: E (Swords), A (Lances) Movement stars: 0 Skills: None PCC: 1
Glade's pretty much your typical prepromote, he's got lower than average bases and lower than average growths, meaning he doesn't bring much to the table beyond being usable with little effort. Well, he also has a leadership star, which is a definite feather in his cap, although one leadership star is only +3 accuracy and avoid.
---
Dean: (Start of next chapter)

(I timged his original art, rather than resizing it like I've been doing with the rest. Which do you prefer?)
Level. 3
Hp: 36 (75%) Spd: 12 (30%)
Str: 12 (55%) Lck: 5 (40%)
Mag: 2 (5%) Def: 13 (30%)
Skl: 13 (50%) Bld: 12 (30%)
Mov: 9 (1%)
Class: Dragon Knight Weapon Ranks: A (Swords), A (Lances) Movement stars: 1 Skills: None PCC: 3
Dean however, is not your typical prepromote, and is in fact, quite great. He's got a good PCC, fairly solid growths, great weapon ranks, a movement star, and he gets a unique weapon with the brave effect next chapter. His bases aren't great though (especially his luck), and Dragon Knights suffer terrible dismounting penalties. He's still great when you need a flier though (especially if Karin doesn't turn out, although our Karin is pretty good).
---
Eda:

Level. 5
Hp: 22 (65%) Spd: 9 (60%)
Str: 7 (40%) Lck: 12 (30%)
Mag: 3 (20%) Def: 9 (20)%
Skl: 6 (35%) Bld: 5 (5)%
Mov: 8 (3%)
Class: Dragon Rider Weapon Ranks: D (Swords), B (Lances) Movement stars: 0 Skills: None PCC: 1
I've already talked about Eda back when we did the Elite Book vote, without it, she really can't measure up to Dean.
---
Current Resets:

Next time on Thracia 776: Marita's ascent into godhood (hopefully).