3821, the fourth month of the year, and the second month of spring.
Adeeb Wasirri, Lord Governor of Dhum-Blud
20 years old
Health and Physical Abilities
Fit
Healthy
Social Skills
Practiced in Court Manners
Rogueish Charm
Practical Skills
Competent Swordsman
Competent Tumbler
Mediocre Rider
Novice Sneak
Novice Field Commander
Personal Possessions.
A well bred riding horse. (Mare.)
An aging riding horse. (Stallion.)
A Fine Duelling Saber.
Several Sets of gentleman's clothes.
Walders old clothing and perfumes. (The former is gaudy and a little big, and the latter is a little too strong.)
Councilors, Vassals, Allies and Agents.
Formal Councillors
Aldagor. Barrister, Elderly noble courtier.
Balpher. Garrison Commander, noble courtier.
Desan. Steward, young noble courtier.
Elerik. Junior Garrison Commander,Low-born Wasirri Guardsman.
Agents
Vest. Friend, Lowborn duellist and former smuggler.
Eduard. Lowborn Courtier.
Adventuring Trio.
Vassals
Mayor Veera
Sir Madagor
Holdings.
Bonewatch
-Tiny Stone Keep on a hilltop.
--Sparse Furnishings
--Well Stocked Larder (Decent quality, including wine, salt pork, local spices and the other imported goods)
--Small dungeon under the castle. 12 cells.
-Stables (11/25)
-Barracks (Sufficient space and bedding to hold a little over a hundred men.)
-Armoury (Stocked with Spears, swords and bows of mediocre quality. Stocked with Quilted armour and padding of poor quality. Stocked with plenty of poor quality arrows.)
-Rickety wooden outer palisade.
-patchy overgrown "dirt" roads.
-Mostly Unmanned rickety wooden watchtowers.
-a handful of wooden homes within the walls.
-A well with plenty of fresh water.
-A few nearby farming families.
Bleak-Haven
-Village
--The Wretched Mut A seedy Tavern
--A well maintained Windmill
--A small shrine to the local patron spirit
--A few scattered homes.
--A few poor craftsmen.
-Your Manor
--A few Fine furnishings.
-Overgrown Patchy "Dirt" Roads
-An interconnected farming community in the local area.
Military
-Bonewatch Garrison. (53 soldiers of passable discipline and mediocre combat training, but decent morale. Armed with bows, spears and short-swords of varying quality. Girded in quilted linen armor, steel caps, and the occasional breastplate. Wearing the King's colours.)
-Unnamed Fortified Watchtower Garrison (20 soldiers of good discipline, wearing the King's colours.)
-Household Gaurd. (19 Skilled Fighters trained in urban and close-quarters combat. Armed with arming-swords, bucklers and longknives. Girded in Quilted Doublets, steel breastplate,open-faced helms, greaves and bracers, all of good quality. Loyal to your family and wearing your family colors.)
-Bleakhaven Community Watch. (A group of locals that fluctuates in number, protecting, keeping watch on and patrolling the town and outer farms.)
-Bleakhaven Garrison. (6 soldiers, functionally identical to Bonewatch Garrison)
Assets
-A heavy bag of gold "Crowns" (7/8)
-A chest half full of Silver "Crowns" (Many clipped and restamped.)
-Nine Light Riding Horses (local breed, frisky and quick, but also small and unsuited to long, hard travel)
-4 Rickety Wooden Carts
-6 Months worth of poor quality local grain. (at current consumption)
-4 Months worth of Imported Food-Stuffs (at current consumption, includes beans, pickled vegetables, salt, butter and wheat flour all of decent quality)
Firstly, you attempt to clarify your reasoning and motivations in regards to your garrison commander. You explain the poor state you originally found your garrison in, and though your situation has improved at your own urging, you still don't trust Balpher to attend to his duties if you ever needed to rely on his own initiative. You also state that you don't want to stretch your authority too far so soon after taking your position by stripping one of your advisors of their own authority. You have a hard time reading his response, but your vassal listens carefully to your concerns as you speak, and you believe he understands your concerns. His response is blunt, though even and respectful. "
You are concerned about your inability to rely on this particular servant, and want to avoid the difficulty of dismissing him. This is understandable, but you are still dismissing him. I will indulge this... political move, without complaint if you will it, but if you were to dismiss him openly, and he were to respond badly, you would at least have legitimate cause to be rid of him entirely."
With that, you both move on to matters that your vassal clearly seems to consider more important. You discuss his desire to be raised in rank, and explain you are amenable to his request. You will of course, first require him to to renew his vow of fealty to the King, and you through proxy. You, he and your officials will decide the exact details of the grant later, and if all goes well, you will raise him to Baron once he has captured the enemy stronghold and you are confident in his abilities to manage that land. He interjects briefly that he hopes you will honour the spirit of your words once the time comes. Once you inquire as to how he will get the materials to build his castle, he explains that he will form quarries for the task on the newly acquired land, something both in your interest and his. He states that he will need a suitable stronghold to properly launch military efforts from if the two of you plan on turning the tide.
The initial negotiation finished with you invite him to dinner, stating that he can renew his vows while he partakes of your hospitality. When a few hours later you and your court are gathered with your vassal at table he does just that, with only a little ceremony. Once everyone is seated and he has eaten your meat and drunk your wine he kneels down before you at the head of your table, laying his sword at your feet. There he vows to defend the Kings interests, and obey his commands as a vassal to the crown, and as such, as your vassal by proxy. The meal is short, the food and drink simple fare, but your Knight makes no complaint. Several members of your court seem a great deal more reserved than usual, possibly owing to the presence of your vassal. Balpher and Aldagor in particular, seem rather intimidated by the man, though there is palpable relief once he's said his vows to serve you. Once everyone has had their fill, and the servants have carried away the table scraps for their own dinner you call war council.
...
You, Sir Madagor, his squire, Balpher, Elerik and the trio of adventurers all seat yourselves around one corner of your rather large council table. There, your hirelings discuss in detail the stronghold they found, with the aid of updated maps drawn up by your scribe. The maps you look over include mostly just the territory of you and your vassals, and as you consider them you are struck with just how vast the province is, the area depicted is not unsizable, and yet it makes up a fraction of Dhum-Blud, with this sense of scale provided, you realize you've heard of small kingdoms about this large. After taking a moment to appreciate the enormity of the task placed upon you, you turn your attention to the topic at hand. The ruined castle is seated on a hill that seems to have partially collapsed long ago, leaving a third of one of the walls, and a tower with it, in crumbled ruin. That seems to be the primary weakpoint of the fortress, though it has been fortified. A palisade and wooden gatehouse have been built into that section of wall, wooden stakes driven into the earth narrow the path to the makeshift entrance, and a scaffold has been built around this, which could potentially allow archers to rain arrows down, though they themselves would be exposed in doing so. These makeshift defences seem to be unweathered and freshly built, though they appear somewhat crudely cobbled together. The path to these defences is itself improvised, and uneven terrain, wheras the path to the original gatehouse is much smoother. The gate there however, is rusted and unused, probably even inoperable, and has even been crudely barricaded. From what your adventurers observed, they seem to at least partially subsist on trapping and foraging, and they noticed one rider depart from the ruin to deeper into Dhum-Blud, though they did not attempt to track them. Madagor observes that the estimate of at least thirty fighters might be a little conservative, no matter how little activity your adventurers may have noticed. The building of such defences, even crude as they are, would require more men than that. They may have additional, common labourers among them, who themselves would likely be drafted into it's defence, possibly even twice that in combat-ready soldiers. He notes however, that being so close to your own holdings such a force should have been very noticable, so it is unlikely that they are quite that strong, and may have even had outside assistance in establishing their defences.
With the situation established, your council begins to discuss possible tactics and strategy. A little intimidated by the summary given, Balpher suggests it might be prudent to siege the place, and starve them out. Sir Madagor acknowledges this as possibly legitimate, but also mentions that it's likely that the bandits entrenched at the ruin are probably allied or even part of one of the three prominent outlaw factions. With this in mind, he states it might be better to harry them with some of your weakest troops, goading them into ambush and hopefully destroying the strongest of their force. Depending on how such goes, it can be decided on whether to siege or assault from there. Balpher seems rather discontent with the risk, but mostly allows himself to be intimidated into silence. If you do attack, breaching the gate or palisade will be the trickiest part. You and Sir Madagor currently both lack any kind of sophisticated siege equipment or powerful spellcasters, so your options are limited mostly to ladders, ram's or at best, a crude field catapult. Elerik offers little during this discussion, mostly observing as you are. He does however, offer that if you can get the Wasirri Gaurdsmen in the wall or within the keep, that they would make short work of any resistance in the chaos of combat, such close quarters being their speciality.
Seeming to realize your lack of understanding at the mention of the bandit factions, Sir Madagor explains. "
There are three powers among the provincial outlaws. I suspect this group is tied to the Vultures, who are a common sort of outlaw group, mostly smugglers and thieves. They and the second group, the Red Kinsmen have an uneasy understanding, often squabbling and skirmishing, but also trading and working together against the third and strongest of the factions, Jackar's claws. The Red Kinsmen are rebels as much as bandits, made up of those who don't recognize the authority of the King on these lands, and while the Vultures are mostly disorganized, the Kinsmen have a few experienced commanders among them. The claw's are a little more enigmatic, led by a sorcerer named Jackar, who's probably pretty old by now, though they are currently outside our domain of influence, and i've been unable to slip scouts by into their territory."
Sir Madagor asks you what you plan on contributing to the offensive yourself. He also mentions that if you command him to send for a greater portion of his forces he will obey. After casting a brief look at your fashionable clothing he offers to spare a helm and a shirt of mail for your use if you have nothing suitable. Though he does not mention it, you wonder wether you should call Mayor Veera to arms, or gather a levy from Bleakhaven, and who among your court you should bring, and whom you should leave behind.