The seasons turn, and Orphan's story ends.
There isn't anyone powerful enough to take Orphan head-to-head for a week's ride in any direction. But her sorcery is crude for all its power, and her shields don't extend through every dimension known to arcana.
Orphan runs out of gold one day, and her army rides to the nearest castle.
The baron there in seeming folly rides forth with his own army to meet her.
Orphan's first casually-tossed inferno disperses to the carefully prepared counterspell of a wizard, for such are the hazards of having a predictable signature spell.
The wizard doesn't survive for long. Orphan becomes more powerful when she feels strongly about something.
But by then Orphan's army is already riddled by an archer's salvo, and the baron's elite knights have come to within a dozen paces of her.
And in the midst of those knights, a man who's forsaken dark robes to dress, for the day, in armor indistinguishable from theirs; a student of arts that some might call ill-advised, and powers that some might consider unnatural or even ill-advised.