
by ErraticErrata
In the soot-choked landscape of Callernia, the eternal struggle between Good and Evil is not merely a moral debate but a set of hard-coded laws dictated by the heavens and the hells. Here, individuals of destiny are granted Names—metaphysical roles like the Black Knight, the Lone Swordsman, or the Squire—which manifest as physical power, unique aspects, and narrative weight. Catherine Foundling, an orphan from the conquered Kingdom of Callow, refuses to kneel to this deterministic system. Instead of waiting for a heroic destiny that would only bring further ruin to her homeland, she chooses to step into the shadow of the Dread Empire of Praes, claiming the transitional Name of the Squire under the tutelage of the infamous Black Knight. Her cheat is not an overpowered system or an ancient artifact, but her keen understanding of narrative tropes and her ruthless willingness to exploit the rules of the game to her advantage.
This hybrid genre masterpiece fuses high-stakes military fantasy with meta-textual deconstruction, transforming classic fantasy tropes into tactical chess pieces. Catherine's journey begins in the brutal classrooms and muddy training fields of the War College, where she is assigned to the bottom-ranked Rat Company. Surrounded by cynical orcs, pyromaniacal goblins, and suspicious human cadets, she must navigate a system designed to grind the weak into dust. Her path is forged in the blood of war games and the subtle poison of the Imperial Court, where she learns that a villain's greatest weapon is not a dark spell, but the audacity to cheat. By using necromancy to animate explosive-laden animal carcasses and negotiating alliances with her rivals, Catherine constantly subverts the expectations of both her teachers and her enemies.
She stands as a pragmatic pivot in a world where heroes are driven by fanatical contrition and villains are consumed by grand, self-destructive designs. Catherine's rise is a masterclass in tactical improvisation, forcing her to balance the defense of her Callowan heritage with her growing integration into the military apparatus of the Empire. As the shadows of a continent-wide crusade loom on the horizon, she must temper her reckless streak and learn the hardest lesson of command: that every victory demands a price, and some debts must be paid in the blood of those she swore to protect.
I’ve found that the best way to win at shatranj is usually to turn into a giant snake and tear my opponent’s throat out.
A Practical Guide to Evil
Saddled with the bottom-ranked Rat Company on the eve of a brutal war game against the undefeated First Company, Lieutenant Catherine Foundling is dropped straight into the deep end of military command. The exercise begins in disaster when the legendary captain Juniper, known as the Hellhound, launches a ruthless pre-dawn ambush that decimates Rat Company's camp and captures their mages. Refusing to accept a standard defeat, Catherine makes a series of split-second tactical decisions, ordering a fighting retreat into the valley while personally slipping through the shadows to steal back her company's standard. Recognizing that she cannot win a straight-up confrontation against Juniper's superior forces, she turns her attention to the battlefield's chess board. She orchestrates a swift, brutal counter-ambush at a key watchtower, capturing an enemy sergeant for interrogation, and uses the intelligence to launch a daring raid on the First Company's secondary prisoner camp. Armed with rescued mages and a handful of goblin sappers carrying volatile alchemy, Catherine leads a desperate assault on the undefeated fort itself. She turns the eastern wall into a blinding cloud of smoke, splits Juniper's defenses, and scales the ramparts under heavy crossbow fire. When Juniper closes her trap at the victory point with rolling logs and a charging shield wall, Catherine taps into her Squire Name to slow time, leaps past the barricade, and rams the enemy standard into the socket to force a shocking draw. This audacious performance earns her the captainship of Rat Company, but her victory is short-lived as she realizes she has caught the attention of the deadly high nobility of Ater. Her introduction to the Imperial Court becomes a trial by fire where she must navigate the poisonous whispers of the aristocracy and face the mocking gaze of her nemesis, Akua Sahelian, who waits to spring a trap.
Catherine proves her tactical brilliance by turning a guaranteed defeat into a shocking draw through unorthodox maneuvers.
Entering the dark marble halls of the Imperial Tower, Catherine is thrust into the heart of Praesi politics, a ruthless environment where assassination is considered an art form and weakness is a death sentence. Flanked by the Black Knight, she is presented to Dread Empress Malicia, standing as one of the only two people who refuse to kneel before the throne. This display of raw power draws the immediate ire of the Trueblood nobility, spearheaded by her elegant rival, Akua Sahelian, the Heiress. When a haughty noble girl insults Catherine's Callowan heritage, Catherine responds with brutal pragmatism, grabbing the girl's hand and breaking her finger in front of the entire court. However, this act of violence plays directly into Akua's hands. The Heiress uses the incident to question Catherine's fitness to command the newly proposed Fifteenth Legion, publicly baiting her into a high-stakes wager before the Empress. To claim her commission, Catherine must lead Rat Company in a legendary five-way melee against the top four companies of the War College, with her career and the legion command hanging in the balance. As the court watches with mocking amusement, Catherine realizes she has been played like a fiddle, her hot temper leading her straight into a political trap. She must return to the War College and devise a strategy to defeat the undefeated, knowing that her enemies have already begun to stack the deck against her through memory-sealing blood magic and sabotaged starting positions. With only days to prepare, she must unite her deeply flawed officers and forge alliances with rival captains, all while knowing that a single slip on the battlefield will doom her to a shallow grave and cement the absolute triumph of the Truebloods.
Catherine's hot temper leads her into a high-stakes wager against her rival, forcing her to fight for her future command.
The five-way melee begins in complete darkness, with the participating companies scattered across a harsh, unfamiliar battlefield. Catherine's Rat Company is assigned the worst starting position, forcing her to initiate a series of complex double-crosses to survive. She forms a temporary truce with Captain Morok of Lizard Company, only to betray him to Aisha Bishara's Wolf Company in a brutal flank attack that wipes out Morok's terrifying ogre vanguard. Seeking to knock out the heavily fortified Fox Company, Catherine then aligns with the goblin captain Snatcher, plotting to sandwich the Wolf Company from both sides. However, the arrival of Juniper's undefeated First Company throws her plans into chaos, forcing her to withdraw her forces and adapt on the fly. Holed up with Snatcher behind his massive stone ramparts, Catherine realizes she must think outside the box to bypass Juniper's devastating ballista and crossbow defenses. She taps into the dark, cold depths of her Squire Name to pioneer a horrifying new tactical weapon: undead suicide goats packed to the brim with volatile goblin munitions. Using these necromantic constructs to clear the minefields and blow the fort's gate, Catherine forces her way into the stronghold. Rather than fighting to the death against a superior force, she sits on a fold-up stool in the middle of the smoking ruins and offers Juniper a shocking proposal: a mutual draw that will secure Juniper's position as the highest-ranked officer in the newly formed Fifteenth Legion. Juniper accepts, and the double standards rise in the sky, securing Catherine's command and leaving Akua Sahelian's grand schemes in ruins. Yet, as she prepares to lead her new legion, she learns that a massive rebellion has erupted in southern Callow, led by her old nemesis, the Lone Swordsman, who has returned from the realm of the Fae with terrifying new powers.
Catherine uses creative necromancy and bold diplomacy to secure a draw, bypassing a military defeat to claim her legion.
Six months later, the southern provinces of Callow erupt into open rebellion, spearheaded by William, the Lone Swordsman, who has emerged from a year of brutal training in the Fae realm of Arcadia with the terrifying aspect of Triumph. Marchford falls to the rebel forces, and William publicly executes fifty Praesi prisoners, setting a grim, uncompromising tone for the war. Assigned to lead the half-strength Fifteenth Legion, Catherine marches to Summerholm, a pressure cooker of civilian unrest and hidden hero cells. She discovers that a Thief, a Bumbling Conjurer, and a Bard have joined William, launching a campaign of brutal assassinations against Legion officers. When the heroes set the Comital Palace on fire with green goblinfire, Catherine is forced into a chaotic, multi-front confrontation. She engages the spear-wielding Hunter in a brutal melee, only to be ambushed by the Lone Swordsman himself, whose holy blade easily shears through her armor and shield. Outmatched by William's superior swordsmanship, Catherine is saved only by the timely intervention of Senior Mage Kilian and the terrifying, reality-bending arrival of the Warlock. Though the heroes manage to escape under the cover of smoke, Catherine must deal with the immediate aftermath of the battle, including a massive wave of desertion among her Callowan recruits. Refusing to resort to the traditional Praesi punishment of mass crucifixion, she establishes the Forlorn Hope, a penal battalion of Callowan criminals and deserters forced to fight at the vanguard of her army. As the lines of the coming conflict harden, Catherine prepares to march her legion south to face the Silver Spears, knowing that the fate of Callow will be decided in blood.
Catherine establishes the Forlorn Hope to salvage her deserting Callowan troops, preparing for a decisive clash against the rebel coalition.
As an orphan from Callow, Catherine seeks to reform the system from within by claiming a villainous Name. She possesses the unique ability to tap into the cold depths of the Squire Name, using aspects like Learn and Struggle to adapt to superior opponents. Her journey through the War College and the streets of Summerholm forces her to make morally grey compromises, from animating undead suicide goats to establishing the Forlorn Hope penal battalion. She balances her loyalty to her Callowan heritage with her duty to the Empire, constantly fighting to carve out a future where her homeland is not merely a battlefield for larger powers.
The infamous Black Knight is the architect of the modern Legions of Terror and the staunch supporter of Dread Empress Malicia. He views the world through the lens of a massive, turning machine, eschewing the grand, self-destructive designs of past villains in favor of patient, institutional reform. As Catherine's teacher, he guides her through the complexities of Name lore and military strategy, offering cryptic advice and ruthless lessons on how to step on those who get in her way. His pragmatic approach to Evil makes him a likeable monster, but his ultimate goal remains the absolute stability of the Empire, even if it requires sacrificing Callow to achieve it.
Driven by a traumatic past involving the execution of his own sister to protect his family from Praesi retribution, William is sworn to the Choir of Contrition. He wields the Penitent's Blade, a holy weapon of legend, and possesses the newly acquired Fae aspect of Triumph. His rebellion in southern Callow is a solitary, uncompromising crusade against the Empire, leading him to execute prisoners and launch brutal urban campaigns. He views the greenskins and their allies as monsters that must be put down without mercy, setting himself up as the tragic, fanatical mirror to Catherine's pragmatic villainy.
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