My spreadsheet estimates a Diwi with 100 hits, 200 attack, 10 flyer move, and nothing else at 2 E 05.
To get back on topic, some OOC clarifications first:
1) As may be somewhat obvious, the prologue will not last much longer. I'd like to try and get into a proper scenario (bigger map, you get custom units with specials, etc.) The trigger for ending the prologue, however, would intimately involve Oldcastle (not telling how/why OOC - that'll be IC when the time comes).
2) Good catch about the cargo - Dwagons have 12 cargo, not 10.
3) I should clarify that the King and Miranda are actual units.
4) I'll post more about what I'm thinking about changing for the campaign proper in the OOC thread.
5) Parodies are certainly a possibility, and if you guys want more funny stuff, I'll gladly throw it in...
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IC:
"Miranda, what is so special about Oldcastle? What chance would we have, should some of us retreat there? Won't the enemy just pursue us next turn and finish the job?"
"That'd be another turn for us to call for help from- hold on."
"Excuse me, Miranda. I think it's time for me to reveal the truth about Oldcastle. Give me a full broadcast Thinkagram to all of our knights, please.
Knights of Cameria - Our kingdom faces its darkest hour, with a monstrous enemy army within striking distance of nearly all our cities - the stuff only seen in legends, right before the brave hero swoops in to save the day. Only for us, there is no hero.
Or so you think. Many of you have wondered about Oldcastle, and heard Miranda's story about the barbarians that sacked our sister kingdom. That story, unfortunately, is not quite true. Don't blame Miranda though, for it was I who told her the lie.
Oldcastle is an old city, a very old city, perhaps as old as the Titans. In its heyday, it was a powerful city, too: the glorious center of the greatest empire Erf had ever seen - though its name has since been lost to the sands of time. It was a beacon of good, of peace and prosperity, and its reign was long and, amazingly, peaceful. But its power attracted the evil and the warlike, and eventually, a great war erupted.
Despite all her power, the empire could not hold off her attackers forever, and eventually they laid siege to the city itself. Fearing what would happen if the city fell and the attackers gained control of its power, the last ruler of the old empire cast a final spell. Attackers, defenders - all were destroyed in its aftermath; the city and much of the surrounding lands were reduced instantly to ruins. Some even say that the Erf was broken in the casting, and that the river changed its course that day.
Of the great empire, only a level 1 warlord and his stack of pikers survived, having been evacuated to serve as the final guardians of the city after its destruction. He went on to found the Federation of Alkimia, hoping to build a large and powerful empire to protect a small, neutral kingdom. If the empire had ultimately fallen for attracting too much attention, he would make sure its successor attracted none.
As soon as he could spare an heir, he spun off the new kingdom - Cameria.
So there was a side based at Oldcastle that fell to barbarians - but thousands of turns ago. And it was to protect Cameria and Oldcastle that Alkimia became the power that it is. So my story to Miranda was not completely false.
Much of the knowledge of Oldcastle was lost in its destruction - but the ruins still hold some of the old power, enough to make the city a dangerous weapon. In this, our darkest hour, it is with reluctance that I have come to the decision to go to Oldcastle myself to take up what power I can muster. I can only hope that it will be enough, but not too much.
May the Titans smile upon us.
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King Alfred (lvl 7 Knight - Ruler), mounted on a lvl 3 Horse, prepares to move to Oldcastle.




