>>6008227The final group of the refugees arrives in your settlement by foot and by horse. They number in about 100 and are sharpshooters with guns, hitting moving targets 1cm wide across the shooting range. Good engineers as well. Thing about them is: they carry a disease within them that makes their bodies rot unless proper treatment is applied. They have the inexpensive supplies with them, but taking care of themselves renders them incapable of training for half of the day. The disease is not highly contagious, but prolonged exposure will lead to infection nevertheless. They call themselves the Lepers, a disgraceful moniker that some of the people called them before and they eventually accepted upon themselves.
>Recruit the Lepers and give them a separate dwelling lest the disease spreads>Recruit the Lepers (but plan to expel them after the battle)>Send the Lepers on their wayThe Lepers tell of one final danger among the owlmen. They only saw it from afar, but there was a colossal object on the horizon when they fled the city they were in. It made great blasts of fire that roared for many kilometers across the land. You would need something to deal with a big moving fortress or whatever it was that they saw back then.
There are two options that come to mind. Training of more special ops squads to disable the thing from the inside is on the table. The other way is to simply pack enough firepower to blast it apart. The Port Traders could use up their remaining favours to get you either, but the weaponry or devices likely wouldn't arrive in full with this little time.
>Train more spec ops>Purchase heavy artillery>Write-inOne day, an owlman bearing a white flag approaches one of your outer forces, requesting a meeting with the leaders. You call the council quickly, and soon enough, he delivers his request. The messenger says that the Ravaging Hosts are merciful in their conquests, and if 1/3 of the populace of the city is given to them as slaves and 1/3 of the riches as loot, they will leave you alone and move on with their pillaging. He also declares that anyone joining the Hosts as warriors will be spared the fate of the slave. The council obviously refuses the deal, but you notice some hesitation in the words of the Patriarchs and the Necromancer... You wonder if you should remind them of their pledge in some way, or convince them somehow.
>Write-in(2/2)