Day 4
The next day we get to watch as the dwarves with the help of Ivan put up the wall in a flurry of motion. They didn't finish the whole thing but they used a mix of magic, and dwarven work to make a lot of progress in a burst.
Our forces had more than doubled overnight once more. With the help of the Chirurgeons, our forces had grown to 7020 strong, in war zombies.
Finally the local wildlife had started to run dry. Thankfully we are an adventuring city, and oh so many adventurers get injured, pulled out of the dungeon, and then die. Good for us though because we get to keep their bodies, and use them to create more soldiers.
We also started slaughtering horses, and turning them into another form of the Centaur. They weren't the same as most of them were crappy draft horses, and the corpses we were stitching onto their torsos were usually goblin corpses but they landed in the high C rankings usually, so whatever.
By the end of the day I am forced to build another Chirurgeon, and our forces have again, more than doubled, eventually landing at about 14040 war zombies. This number seems un-impressive thinking about the usual number of zombies required to make a difference in any large scale fight. I mean the twenty five thousand sent with the caravan even seemed a little lax to me, but luckily Theo offered to go with. But, also a war zombie is easily 5 times more dangerous than a regular zombie.
Day 5
Milo has confirmed it. Two days from now, on the seventh day, the Orcs will arrive. They have begun their march. Because they are Orcs, and incredibly stupid they seem to all be moving to take the western pass which is completely fortified. The bad news is that they number about 50,000 strong. We believe they either have someone in the S classes leading them, or multiple A rankers collaborating. We pray for multiple A rankers, because if they have a S classer with them, we are all doomed.
Our forces have once again more than doubled, and land at about 37900 war zombies. This is actually very problematic because they are flooding the streets, and taking up more space than we have so I've started redirecting groups into the pass to wear them down before they arrive.
Each group is about 1000 strong, and we are redirecting them out into the pass every three hours. I also dispatched the wolf pack led by Luther on horseback to lead them in harassing the enemy, and gathering information.
We are only going to dispatch troops until we drop down to thirty thousand, I don't want to go any lower than that.
I also started redirecting the Chirurgeons to create amalgams made up of masses of goblins, in the favour of quality over quantity.
A common creature created by high level necromancers is lovingly called the abomination. Basically you mash the flesh of tens of bodies together, and create giant blobs of flesh. This flesh will then surge through the battlefield, and will grow by consuming the dead. They usually start at about the high D ranks but if they consume enough they can grow to consume entire buildings, and if the necromancer has enough mana even peak into the A ranks.
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I set the Chirurgeons to only make abominations using the goblins we were still pulling out of the dungeon. Each abomination requires a couple hundred bodies though, and hours of work, so by the end of the day we have 5 Abominations. They are all in the high D ranks, but I immediately set them upon the piles of corpses being extracted from the dungeon. Hopefully by the next morning they will have grown.
DC
I simply can't believe the quantity of goblins being extracted from my dungeon. This could be considered mass genocide. So much so that I've stopped pulling them from the EV floors, and I've just been converting stone to meat to turn into goblins, and give to the zombies. Luckily the creatures in my dungeon are generating such a large quantity of mana that it's not really a problem, but it's still an annoyance.
Alistair
Day 6
By the next morning the abominations have already reached into the high C ranks. Hopefully by the time the Orcs get here tomorrow they will be in the B ranks. We've also created another 4 Abominations in the high D ranks. Since they are much less grown they will probably not live for nearly as long as the other. A well fed abomination against the right enemy can sometimes grow quicker than they take damage, and absolutely destroy an enemy army. Sadly I think they will be focused down by the enemy commanders before they can become true threats.
The dwarves have built shelters deep into the mountain sides where civilians are being evacuated into. The civilians are even being evacuated into the dungeon, or into the disabled sewer incinerators below the ground.
Pretty much any adventurer above F ranked has been drafted with the promise of persecution if they do not join, and tax breaks, and we’ve also managed to put together a militia of regular humans who we have armed with bows, and arrows to act as the rank and file archers. These all add together to number at about 5,000 or so melee fighters, and about two thousand archers.
Milo has also managed to put together a decent sized army of mercenaries at around 2,000 or so adventurers. Most of them are C ranked, but there are also some weaker ones who mostly specialize in archery.
There are three B ranking Artillery mages, mages who specialize in large scale long range attacks. Each is about B rank, and were sent as representatives for various guilds like Oats, Flamekeepers, and the Gilded manes.
The Gilded Manes are one of the rare few groups that originate from the Herdlands, and so have offered to spearhead the melee as long as they get large tax breaks. We of course agreed, no one can match a minotaur in combat, not even an Orc. This is another one of those things about different races being stronger or weaker regardless of actual rank. A Minotaur will always dominate in the melee against other species of the same race.
Sadly there aren't many of them, only a 200 or so of them, but those 200 will shred in the melee. They also have a small force of 400 or so satyrs who will mostly stay at range, but will hold their own in melee if necessary.
In total we have about 34,000 regular melee troops, as well as 735 elite troops, not including my 8 Abominations. 4 of them have peaked into B ranks, and the other half are only just in the Mid C ranks. We have 3 high ranking Artillery mages who we are just gonna plant on the walls with a large retinue of guards, and have them fire away, as well as having about 2400 decent archers, who will also be planted on the walls, and lastly around 2,000 adventurer mages of varying rank.
Our plan to redirect about 7000 zombies to slow them down, failed. Luther has reported back that they didn't slow them at all, but they did reduce the numbers to about 47,000. As well as destroying the majority of Archers, an already rare commodity in an army made up of Orcs.
Luther's reports say he believes there are a minimum of two commanders at about A ranking, as well as having a small group of three mobile catapults, manned by teams of goblins. All three catapults were destroyed, but it doesn't mean that it isn't concerning, as no Orc is capable of that kind of engineering.