Fixing Problems (Part 2)

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Within an hour after the initial assault, the enemy defenses were cleared and secured. The remaining Knights and rebel Biorno soldiers retreated to the main cave, ostensibly to do a last stand. However, Shevaun called off a general attack, for the caverns in front of us were still unexplored, and she deemed it risky for our forces.

Instead, the federal army were ordered to dig in around the entrance. Patrols were also sent around the area to scour and secure possible exits the enemy could use to escape or bring in help from their sympathizers. Our trench lines were two-fold—an 'inner' one facing the cave for in case those inside would sally forth, and an outer defensive works for any outsider reinforcement attempts. Those were hastily dug, hence the shallow construction, for the high command thought that our stay here would be temporary while they debated on the next course of action.

"We can attempt to seal the cave entrance and choke them to surrender," came a suggestion.

"That's one solution. However, if they know another way out of this place, then we'd only unnecessarily expose the entire army to the poison of these forests. Remember, we haven't explored these parts yet!"

"The Lord Sargdhenerri is proposing that he approach them under a flag of truce."

"If it's the rebels from his clan, the Lord Sargdhenerri's plan may succeed. But, we're also dealing with the remnants of the Knights of Cassandra David, with minds now twisted from their prolonged contact with the blight of this land."

There were many of the suggestions put forward and shot down by the other generals as 'unsound' that the war council devolved into bickering. Not even the overall commander of our forces, Shevaun Ilkes, could come up with a better solution to our dilemma. As for me, I was just in one corner watching the ridiculous scenario unfold. My concern was, the longer we stayed here, the greater the chance the enemy could regroup and lick their wounds.

I mean, we're the ones who are running after time, not them. Looking at the bigger picture, the ones who'll lose in this battle of attrition would be the federals, not the rebels.

"..."

Something has to be done, and soon.

"Anyone here who can use wind magic?" I asked, drawing the attention of everyone to me.

"We haven't brought a dedicated magicians' regiment, but we can ask around," a general offered. "What do you need them for, Lord Greg?"

"Well, before I answer your question Sir, do we also have alchemists with us?"

"This army would never march into battle without them," another general revealed. "They are at the rear, producing grenades and gunpowder for our forces."

"Great. Can they make poisonous powders?"

"I believe these alchemists with us are among the best that can be found all over Cherflammen," Shevaun told me. "If you only need poisonous powder, then they can surely do it. Do you have a plan in mind, milord?"

"See, if we can't retreat, or starve the enemy to submission, or conduct an assault against them," I took a piece of paper and wrote my ideas on it, "Then we'll force them to come to us. Mortals like you and me absolutely need air to breathe, right? So, to flush them out, we'll deprive them of it."

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Poison gas. They came in many forms, like the highly-irritating chlorine gas, or the much 'milder' tear gas. Though its use was considered a war crime and was prohibited under the '1899 Hague Declaration Concerning Asphyxiating Gases' and the '1907 Hague Convention on Land Warfare', it saw extensive deployment during the dark days of the First World War. Designed to be fatal to the opposing force, it was soon realized that poison gas was more effective as a 'harassment' weapon that polluted and disrupted the battlefield, and demoralized an unprepared enemy.

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