ActionsYour army quickly mobilizes, and before long has marched through the narrow border you share with Rantessa. A few local defenders attempt to stop your advance, but you ultimately defeat them in the Battle of Orlan Pass. Upon interrogation of the survivors, it is revealed that they were Royalists. Your army continues north, meeting little resistance. The army soon divides into contigents, prioritizing the evacuation of foreign citizens and diplomats. However, the main contingent of 3000 meets trouble at Entranti, where they are denied entrance by the so-called King of Candria (Candria is a province in Rantessa). On top of this, several dozen Dunikan soldiers are being held captive in the city, with no offer for their release. General Krass orders the city bieseged; by the end of the season, the siege has not yet been broken, but a battle occurred (see: First Battle of Entranti).
Your soldiers, despite fears that the locals would view them as aggressors, are met with the favor of the local peasantry, many of whom are opposed to the Royalists. A few hundred foreign citizens are located and returned home; several were of Dunik, but most came from Serica. They express their gratitude for the aid.
( -2 Military Power, -1 Diplo Power, +Supply Cost [military; -8 income], +Relations [Loyalists], -Relations [Royalists], +Relations [Sericans], 8000 Soldiers [South Candria], See: Battle of Orlan Pass, First Battle of Entranti )
Inspired by the peacekeeping efforts in Candria, thousands sign up with the army; many are actually turned down, as there are simply not resources to arm all the recruits.
( -1 Military Power, -10 wealth, -1000 manpower, -2300 resources, +1000 Soldiers [SK 1], Upkeep: [-2 income, -35 resources, -15 manpower] )
Training goes exceedingly well; the training grounds provide a place for the recruits from last season to prove themselves, and their skill increases.
( -1 Military Power, -10 wealth, -200 resources, -2000 Soldiers [SK 1], +750 Soldiers [SK 2], +1000 Soldiers [SK 3], +250 Soldiers [SK 4], )
The Police System’s organization is improved and expanded, allowing for additional officers and improving overall effectiveness.
( -1 Admin Power, +Police Agency [Large; -10 income (-5 more)], -25 wealth, -500 resources )
The country’s agriculture is improved, but additional investment will be required to fully bring it to your expectations.
( -1 Admin Power, -20 wealth, -500 resources, +Progress [Agriculture LVL 2] )
Money and resources are used to jumpstart the country’s economy to great success, leading to a financial boom. The long recession is expected to end, as profits among privately owned businesses rise. Though this large of an effect was not expected by the grants, it is a much-needed expansion of the country’s economic capabilities.
( -2 Admin Power, -30 wealth, -1500 resources, +150 econ size [+8 income], +Domestic Growth [temporary; +econ] )
An alliance is forced with Narsis, and two hundred mages join your peacekeepers in Candria.
( -1 Diplo Power, +Alliance [Narsis] )
Extra income comes in the form of fines on foreigners entering the country (see: immigration policy). Hailing from Istania, they come to spread their faith - but atleast they have the coin to back it up.
( +10 wealth )
The fortifications on the border will have to wait, as the country’s resources are stretched too thin to start large construction projects at the current moment.
With this new breakthrough in steel production, the country is scoured for all private sources of charcoal, and production for the substance is ramped up to meet future steelworking demands. A continuous source of wood will be required for a continuous source of charcoal, however.
( -1 Admin Power, -15 wealth, +Coke [Charcoal (Limited Uses)] )
Further progress is made to develop steelworking techniques, but they have not quite figured out how to rid the iron of its impurities; though, one theory suggests that not only does the iron have to be rid of impurities, but something has to to be added to truly be considered steel. Also, researchers believe they have figured out how to refine the iron into more useful wrought iron, which might be applicable to military use.
( -1 Military Power, -20 wealth )
A new subsection of the University is established, specializing in magic. Within days of its opening, dozens of citizens - both humans and elves - had signed up.
( -1 Admin Power, -15 wealth, -200 resources )
Your scouts fail to find anything fantastic or magical, despite considerable effort to do so.
( -1 Diplo Power, -20 wealth )
Expansion of the roads begins, and groundwork is laid down to easily maintain the roads (which will obviously be a requirement with these improved roads). The engineers report that they at least another season, perhaps two, will be required to finish the roads.
( -1 Admin Power, -20 wealth, -500 resources, +Construction [Roads LVL 2] )
Cities are funded to recruit local guardsmen to patrol towns and roads in the area, tasked with maintaining public order.
( -1 Admin Power, -20 wealth, Guard LVL 1 [-8 income, +1 PO/Turn] )
Your spies manage to increase the level of infiltration in Istania; they are planted in the government, allowing you greater intelligence regarding the country’s actions. Note: you may now see ACTIONS spoilers; only what happened, not what they are going to do (you may not see what they have planned for the next season).
( -2 Diplo Power, -20 wealth, +Infiltration LVL 3 [Istania] )
Your spies report success in Serica, with the successful evacuation of the agent in captivity. There was...a problem, however. They managed to snag the assassin without much trouble, but he was shot, and died of his injuries on the way back to Rakdar. None of your spies were killed or captured in the prison break.
( -1 Diplo Power, -5 wealth, +Corpse [Serican Assassin], -Spy [Captured by Serica] )
Two thousand fresh recruits arrive in Risyrr, drawn from volunteers around the country.
( -1 Military Power, -2000 manpower, -5150 resources, -20 wealth, +2000 Soldiers [LVL 1], Upkeep: [-103 resources, -40 manpower, -4 income] )
Training goes well, and the skill of your recruits rises to more suitable levels.
( -1 Military Power, -10 wealth, -200 resources, -1500 Soldiers [SK 1], +1000 Soldiers [SK 2], +500 Soldiers [SK 3] )
The Velite plans are finally finished, and the new unit introduced. These units are heavily armored skirmishers, designed to harass heavy units with missile fire and attack lighter ones. Their armor is roughly the quality of medium infantry, and they are equipped with a large array of throwing weapons (more than the normal unit). They also possess decent melee weapons. All this weaponry and armor makes them require a large amount of resources (medium resource cost).
( -2 Military Power, -20 wealth, +Unit [Velite] )
You supply arms, training, and goods to the noble rebels in Rantessa. The King of Candria (a province in Rantessa) sends his personal thanks; a month later, he sends word that Dunik has besieged his capital city, and requests aid.
( -1 Diplo Power, -30 wealth, -1000 resources, +Relations [Royalists] )
The Black Robes send back a report of what they found on the island. At night, a strange pink mist descends, burning anyone caught within it. It is unknown what the origin of this phenomenon is. Several black robes were killed by the mist.
( -1 Diplo Power, -10 Black Robes [LVL 1] )
The Economic Act fails to really get the economy rolling; despite considerable investment into the private sector, there isn’t a whole lot to show for it. You do earn some wealth from the sale of resources and magical gems, however.
( -1 Admin Power, -2500 resources, -Magical Gems, ~Nature Gems, +40 econ size, +50 wealth )
Construction on the port in Kvao is delayed until the end of the season due to weather and incompetence on the part of the architect; plans are finally laid out for it, however.
( -1 Diplo Power, -10 wealth, +Plans [large port, Kvao] )
One of your more powerful astral mages discovers a source of Gems on the island with the pink mist.
( -1 Admin Power, -10 wealth )
No information regarding the Syndicate in Narsis is uncovered.
( -1 Diplo Power )
The Narsis servants are better trained to act as a police force; unlike normal soldiers, their focus is on the preservation of public order and emergency defense of cities, and are retasked to this purpose.
( -1 Military Power, -1 Admin Power, -20 wealth, +Retraining [Narsis Servants] )
Research is conducted into the properties of the material-horn sword, and the possibility of its replication. The head researcher says it might be possible to magically reproduce the effect, but there is no material besides unicorn horn that will act in this manner naturally (which should be obvious). He also expresses doubt as to whether the effect could be prolonged indefinately; it is probable that it would only be possible to enchant weapons with the effect in short bursts. In theory, however, any material should be possible to enchant with the effect.
( -1 Military Power, -10 wealth, +Research [unicorn-horn] )
Despite a thorough search, no great minds are discovered within your vassal state.
( -1 Diplo Power, -10 wealth )
Just under a hundred refugees are accepted into your country from Rantessa; they are mages, craftsmen, and businessmen who should prove beneficial to your country. Several had to be supplied with state funds, but most had their own wealth stored away.
( -1 Diplo Power, -15 wealth, +50 econ size, +Immigrants )
The magical training system is established, where over a thousand citizens sign up for magical detection classes. About seventy citizens, more than are usually discovered in a year, come back positive and enroll in the state-provided university classes. On a side note, one of your mages has an interesting theory that magical ability is passed down from parents to children; it might be possible to selectively breed mages into the population pool.
( -1 Admin Power, -25 wealth, +Mages )
Before the Rakdaran spy could be escorted to his retirement home, something happened…
In the middle of the night, several black-clad figures broke into the Imperial Inspectorate’s holding cells. Two people went missing; the captured spy and the religious extremist. Though it is not entirely certain, it is very probable that their goal was to liberate the captured Rakdaran spy. On the other hand, however, it is possible that the goal was to break out the extremist, and the spy merely escaped in the chaos. In any case, both men have escaped. None of the figures were captured, but blood was found leading away from the Headquarters, so it’s possible that one of them was killed. In any case, the Inspectors have been scouring the country since the incident, but have been unable to come up with any leads.
The Inspectorate was too busy with other the prison break and other actions to start the anti-espionage program; it will have to be attempted when they are not stretched thin.
( -Captured Spy, -Religious Extremist )
Despite considerable effort, the Inspectorate is unable to find anyone associated with the assassination attempt. The paper trail does point to the extremist and his friends belonging to Serica and not another nation, however.
( -1 Diplo Power, -10 wealth )
You implement counter-tariffs on Istanian goods, decreasing the overall value of the trade route but increasing your own profit. Normally, domestic industry would benefit from this, but your nation is the leading industry, and would therefore benefit from more trade rather than less.
( +12 econ size [Istanian Trade Route] )
Your prospectors fail to find any additional minerals. (BTW, just to clarify, you can work iron, but the problem is 1. Only the methods for making cast iron [or similar types], are known, but it is brittle and useless for things like weapons and tools, 2. It is inferior to bronze unless made into steel/wrought iron [which hasn’t been discovered yet], and 3. It is incredibly expensive until ironworking is developed to allow the mass-production of steel. Iron is actually quite valuable even without ironworking, it just isn’t really that useful - more decorative than anything).
( -1 Admin Power, -15 wealth )
Your divination program continues as it has been; your researchers say what they’ve always said (just one more month and we’ll have it!). So essentially, no new developments.
( -1 Military Power, -15 wealth )
The Empress orders the border secured, and the army complies. Three thousand soldiers move to the border with Rantessa, securing it to prevent any of the chaos interfering with Serica. Another ten thousand men are on standby, ready to mobilize from the cities incase hostilities break out.
( -1 Military Power, 3000 Soldiers [Rantessan Border], 10,000 Soldiers [Standby] )
The recruits who have yet to be trained are taught the ways of war; Command sends a request for the construction of a training ground; a place to train young soldiers staffed with skilled military teachers would greatly increase the speed and efficiency of training.
( -1 Military Power, -10 wealth, -200 resources, -1500 Soldiers [SK 1], +1000 Soldiers [SK 2], +500 Soldiers [SK 3] )
Several thousand refugees flee into your land, many of whom are escaping Royalist-occupied Candria (Rantessa’s provinces on the mainland). On the other hand, many are supporters of the Royalists who are fleeing Dunikan soldiers in the south. With the people comes news; Dunik has secured much of South Candria, helping foreign citizens return to their homelands; many citizens who flee into Serica are actually Serican citizens who became trapped in Rantessa. Some would not have made it to Serica without the help of Dunikan soldiers.
A letter also arrives at the Palace, addressed to the Empress. It comes from the so-called King of Candria, who requests your aid. Dunik has besieged his capital of Entranti, and has been oppressing his supporters in the South. He fears that Dunik’s goal is to annex Candria in a blatant power grab. If Serica could support his claim on the throne of Rantessa and aid him against Dunik and the other pretenders, he’d be most thankful - a deal to the benefit of both parties might be made. To express his goodwill toward you, he informs you that he’s dispatched a large sum of wealth from his territory farther north. It is requested that assistance be sent urgently, however, as he will likely be executed if Dunik successfully seizes Entranti. This letter was taken to you by a Candrian spy who passed Dunik’s soldiers disguised as a refugee; until the siege is lifted, however, a reply might be impossible. The work of mages might be able to circumvent this, though.
( -1 Diplo Power, +3000 Population, -5 wealth [-30 from action, +25 from gift], Relations [Candria] )
You build new roads connecting the cities, which quickly becomes the base of the trade network. (Note: further upgrades of roads are essentially what you want; better communication, waystations, trade depots, improved roads, etc.)
( -1 Admin Power, -75 wealth, -1500 resources, +Roads LVL 1 )
Agriculture is expanded even further, and the state invests more money into the country’s food supply. The massive project takes hundreds of workers, tons of resources, and lots of wealth.
( -3 Admin Power, -100 wealth, -1250 resources, -500 manpower, +Agriculture LVL 2, -8 income )
Things in the Capital settle down, but there’s a slight tension in the air among the common folk. Whether or not anyone is aware of your involvement with the Blood Moon incident, slight distrust has built against the government; unrest grows.
( -1 Admin Power, -15 wealth, -300 resources, +3 Public Order, -Unrest [capital], +Unrest [lower class] )
The Nation Watch is expanded, primarily using those who were deemed unfit for the Moon Agencies.
( -1 Admin Power, -5 wealth, -200 manpower, +200 Watchmen LVL 1, -1 income )
The New Moon fails to find any suitable recruits.
( -5 wealth )
Thirty soldiers join the ranks of the Lunar Guard.
( -1 Military Power, -30 manpower, +30 Lunar Guard [30: LVL 1], -10 wealth, -2 income )
Your diplomats to Rantessa find out some...interesting things. So the political landscape of Rantessa is in utter turmoil, but it can be broken down into three distinct groups: the Loyalists, who are loosely organized on the Rantessan islands; the Royalists, who appear to be based in Candria (the Rantessan mainland); and the mob, who appear to be sick of all the political bullshit. The Royalists are led by the self-named King of Candria, but the other factions don’t appear to have any apparent leaders. The King of Candria met with your diplomat and explained his situation; the South had been consolidated, but the sudden invasion of Dunik destabilized the region and led to further fighting. The introduction of Avezolan troops led to large-scale battles, and the Dunikans have besieged his capital at Entranti. He desperately requires military aid, and would be willing to repay you for such assistance.
( -1 Diplo Power, -5 wealth, +Faction [Candria] )
Your missionaries in Rantessa meet some measure of success, but it’s very dangerous for those that have gone; several missionaries have already gone missing, decreasing the amount of willing evangelists.
( -1 Diplo Power, -10 wealth, +Religious Spread [Rantessa] )
Your Moonlit Agents infiltrate Rantessa successfully, but there isn’t really anything for them to spy on. It’s complete chaos over there…
( -1 Diplo Power, +Infiltration [Rantessa; 10: LVL 1, 20: LVL 2 Moonlit Agents] )
The Captain of the Lunar Guard informs you that he suspects the spy is from Rakdar; he, at times, ‘slips up’ (as the captain puts it) and displays mannerisms inherent to the rival country. The Captain is unsure what information the “spy” possesses. The spy claims he wants to return to his home in the Capital, which is exactly where he goes upon his release.
( -1 Diplo Power, +Possible Spy [Under Watch] )
The Commander of the New Moon informs you that it’d be too risky to send any spies to Xerithania; none who go there return, so the chances of his men dying would be great.
( No Change )
Your Agents fail to discover the cause of resistance to religious conversion in your country is, and their intrusive antics attract the ire of the people. Though it doesn’t cause the loss of any public order, the people (not EVERYONE, just some) will be even more resistant to conversion.
( -1 Diplo Power, -5 wealth, -Religious Spread Capability [Istania] )
Your missionaries continue to spread the faith in Avezol, Dunik, and Serica. It is more costly to spread the faith in Dunik than the other nations, due to the fine that all foreigners must pay to enter the country.
( -3 Diplo Power, -25 wealth [10: fines to Dunik], +Religious Spread [Avezol, Serica] )
You supply your troops in the field with Grain (note: this will reduce the supply cost of your soldiers, which only comes into effect when they are in hostile territory).
( -Grain [in use], -Supply Cost [soldiers] )
The call for warriors is issued, and is responded to. Twenty-five hundred young men and women join the military; ready to train, fight, and (if necessary) die for their country.
( -2 Military Power, -25 wealth, -2500 Manpower, -5875 resources, +2500 Soldiers [SK 1], UPKEEP: [-5 income, -50 manpower, -118 resources] )
Your armed expedition into Xerithania gathers from around the country, before setting off north into the foreign land. Not long after their arrival in the forests of Xerithania, they are set upon by an army of savage animals and wild beastmen, who cause a great deal of casualties before being driven off (see: Battle of Silvestre). Despite the large number of casualties taken, the men keep their spirits up and continue north, where they stop at an abandoned town, ringed with a wooden stockade. The town is claimed in the name of the Mother, and is used as a base. The survivors of the battle are currently stationed there.
( -1 Military Power, Battle of Silvestre, +Supply Cost [-2 income; discount: grain] )
The scarce amount of soldiers sent to Rantessa are turned back at the border; the road along which they tried to cross into the country was defended by Rantessans bearing unknown markings; they did not appear to be loyal to the King of Candria, however.
( -1 Military Power )
The Government does not have the wealth to be investing into a new militant order; to the financial crisis the country is currently facing, the project is stopped in its tracks.
( No Change )
The country is already too far into debt to be spending it on construction projects right now.
( No Change )
In order to pay for governmental actions and not possessing enough wealth to do so, the government starts selling resources and getting aid (sometimes forcefully) from the private sector to balance the state’s coffers. The private sector suffers as a result (due to the forcing stuff, not the resource selling).
( -3000 resources, -100 econ size, +174 wealth )
Serica has enacted counter-tariffs on your trade route, reducing your income from it.
( -18 econ size [trade route: Serica] )
You send four thousand soldiers through Dunik into Rantessa to help calm the situation. They split into several army groups, and march through South Candria, searching for refugees and seeking to calm the peace. However, a band of soldiers run into trouble at the town of Desmalora (see: Battle of Desmalora). Though victorious, your men sustain heavy casualties, and fall back to reconnect with their army group. Once they regroup, the force, consisting of nine hundred men, marches on Desmalora. Although no hostiles can be found, the general of the army group, General Heidrich, torches the town as punishment for attacking Avezolan soldiers; over two hundred civilians are massacred. Continuing through Candria in pursuit of the hostiles (who had been spotted fleeing along the road), they again find action at Fort Carrack, located along the sea. The fort is defended by just under four hundred men, and the army group’s numbers have by now been reinforced to fourteen hundred. After several days of exchanging missile fire, Heidrich orders an assault on the castle (see: Siege of Carrack). The fort falls and over two hundred soldiers taken captive; after interrogation, it is revealed that these soldiers are militia fighting for the Royalists, loyal to the King of Candria.
Meanwhile, another army group, led by General Banks, advances north rapidly, and are soon close to the capital of South Candria, Entranti. They run into trouble against hostile forces there, but ultimately defeat the opposing army (see: Battle of Castor Shore). Banks’ army group is camped several dozen miles west of Entranti.
( -2 Military Power, Battle of Desmalora, Siege of Carrack, Battle of Castor Shore, Supply Cost [-5 income] )
The skill of your police and ministers improves after extensive training.
( -1 Military Power, -1 Admin Power, -15 wealth, -10 Ministers [LVL 2], +10 Ministers [LVL 3], -400 Officers [LVL 0], +400 Officers [LVL 1] )
You start to spread rumours of Mabuz’s attempted assassination, but someone finds out about the plot. The individual (whose identity is currently unknown) exposed the conspiracy and turned the public against the government.
( -1 Diplo Power, -10 wealth, +Unrest [all] )
The spies sent to infiltrate the escaped slaves do so successfully; you now have a handful of spies in their midst.
( -1 Diplo Power, -10 wealth, +Infiltration [Escaped Slaves] )
You fail to find any great people. Again. One of your advisors suggests that if you REALLY wish to acquire more educated people, perhaps you should improve your country’s education system by building new academies and schools, or instituting reforms or programs. People have really started to get sick of this continued hunt for great people.
( -1 Admin Power [-2 MP], -20 wealth, -3 Public Order )
You continue to push the idea of Progress on the public, but receive unexpected backlash. A large group of your population under the sway of religious ideals from Salatia have formed a radical faction devoted toward the conservation of older ideals. Among their complaints are the idea that technology feeds the military industrial complex, using the size of the army as an example of the government’s militaristic urges. They rally around the location of the speech, actually acquiring a bit of public support for their cause.
( -2 Admin Power [-4 MP], -10 Wealth, +Faction [Salatian Conservatives] )
Before you have a chance to expand the amount of sugar cane under cultivation, the escaped slaves raid the island on which it was located. The settlement was heavily damaged, and the crop stolen or destroyed. In any case, you’ll have to start from scratch; though, the fact that the crop was raided does not mean the island is no longer suitable for its growth - it’s still a potential trade good, it will just be more expensive to establish it as one.
( -1 Admin Power [-2 MP], -25 wealth )
You fail to find any hostile spies within your nation.
( -1 Diplo Power, -5 wealth )
Your mages in Narsis are recalled to the Capital.
In the course of only three months, the Holy Temple is erected. Thousands of faithful work on the project, often for only what it takes to feed them, greatly reducing employment costs. The only thing that remains is the spires; a skilled architect will be required to build them (note: this does NOT mean you need a great person, but there IS a chance of hardcore failure if you get a bad roll without one).
( -2 Admin Power, -120 wealth, -6000 resources, +Holy Temple [under construction] )
The writer you offer to promote humbly turns down your offer, telling you that Dint has come to him in his dreams, telling him of his fate. His destiny does not lie in that direction, but the Gods no doubt have great things in mind for the country.
( +Person of Note [Jahan Golias] )
Your faith spreads slightly within your nation.
( -1 Diplo Power, -5 wealth, +Religious Unity )
The recruits are trained in the ways of war. Rasantidar tells you that the construction of a training field/compound could aid the training of soldiers.
( -1 Military Power, -15 wealth, -300 resources, -1000 Soldiers [SK 1], +500 Soldiers [SK 2], +500 Soldiers [SK 3] )
Your Tricksters fail to find any foreign spies.
( -1 Admin Power, -10 wealth )
Your government takes drastic measures to balance the coffers.
( +37 wealth, -1000 resources, -30 econ size )
The Ut Mendacii cannot be expanded currently, as the treasury does not possess enough wealth to do so.
With all the country’s workforce tied up in the Capital and lacking the wealth to pay anyone to do construction work on the border, the government decides to postpone the construction of defenses (same goes with the prospectors).
You begin taxing those of other faith; however, the outrage that it receives causes you to cancel it before further hostile reaction occurs.
( -5 Public Order, +Unrest [other faiths], -1 Admin Power )
BattlesThe advance guard of your army, made up of about one thousand of your more hardened troops, spot an enemy battalion at Orlan Pass, the rough road that connects Dunik and Candria. After a brief discussion between your army commanders, it is decided that the advance guard would assault the enemy army, which appeared to consist of very few men.
Though there were a few small defenses put in place, they failed to offer much protection against your men. The bulk of the infantry charge uphill while your archers pelt the enemy behind their palisade. A select few infantry vault the palisade, killing several enemies before opening the gate. The rest of your men charge in and overwhelm the defenders. You took very few casualties, while the entire enemy army was annihilated.
Winner: Dunik.
Casualties: No Dunikans (negligible amount - under ten), eighty-five Royalists. Five Royalists captured.
The Dunikan army camped outside Entranti for several weeks, laying siege to the city. On the morning of the sixteenth day, a Royalist army arrived from the north. The army consisted of eighteen hundred men, backed by reinforcements from Entranti consisting of nine hundred men, resulting in a Royalist army of twenty seven hundred soldiers. The Dunikan army consisted of three thousand one hundred men. At first light, the Royalist army charged yours. Your battle line held against the initial charge, and proceeded to engage in hand to hand combat. Your men were obviously superior to the enemy troops, as was proven in the close quarters fighting. After the initial charge, the group from the city sallied forth and attacked your flank; however, your men managed to shift the line to meet the attackers. Within six hours, the battle had ended. The Dunikans drove off the enemy forces, massacring any who weren’t fast enough to make it to the city.
Winner: Dunik.
Casualties: Eight hundred Dunikans, Seventeen hundred Royalists.
As Istanian forces travel through the forests of Xerithania, they are ambushed by thousands of savage beastmen. The Istanian forces are initially defenseless against the onslaught, being comprised of mostly cavalry and archers. However, within half an hour the Istanians regrouped and counterattacked the enemy, who, though deadly melee fighters, were uncoordinated. Lacking spears, they could not mount a proper defense against repeated Istanian cavalry charges, and were eventually driven into a full rout.
Winner: Istania.
Casualties: Twelve hundred Istanians, fifteen to twenty-five hundred beastmen.
One hundred fifty Avezolan soldiers march through Desmalora, searching for refugees and offering assistance to any who require it. Once they arrive at the market, however, militia rain down arrows from the roofs, scattering the Avezolan soldiers. Fire is returned, and the fighting brought to a standstill. The militia are eventually routed when Avezolan infantry make their way up to their hiding spots and engage in melee combat, killing many and forcing the rest to withdraw.
Winner: Avezol.
Casualties: Eighty Avezolans, fifty-five militia.[/i]
Fourteen hundred Avezolan soldiers assault Carrack, manned by under four hundred Royalists. The Avezolan infantry charge through a devastating hail of missile fire; despite this, they make it to the walls and raise ladders. Avezol’s archer corps unleash volley after volley behind the fort’s walls, preventing a coordinated defense and killing many defenders. Once the hand-to-hand fighting starts on the walls, the battle’s just about over; two hundred Royalists surrender and are captured.
Winner: Avezol.
Casualties: One hundred twenty Avezolans, One hundred eighty Royalists. Two hundred Royalists captured.
On the sands of Castor Shore, fifteen hundred Royalists march against eighteen hundred Avezolans. Several volleys are exchanged before the Royalists, being obviously overpowered at range, charge the opposing battle line. They meet a triple line of longspears, and are unable to break through. Forced to retreat, hundreds are cut down by cavalry.
Winner: Avezol.
Casualties: Three hundred Avezolans, one thousand Royalists.