Forenia, 913Fighting at the edge of the mountains has ground to a halt. The Arstotzkans have been able to retain ownership of the southern mountain castles, but neither side has achieved any sort of conclusive or even marginal victory due to a series of terrible storms that plagued the mountains for most of this year. Nevertheless, Moskurg has provided a much better showing, emerging in the foothills with powerful new bows to counter the traditional Arstotzkan advantage of their longbowmen. Powerful winds blow away concealment, sans farting noise, and have grown strong enough to scatter summoned swarms of ice and fire wasps, a traditional backbone of Arstotzkan magical supremacy.
Arstotzka now controls the mountains.Despite the efforts of al-Mutriqa and our new recurve archers, we were unable to take back any of our ancient lands. Our spells were able to remove the worst of their advantages, depriving them of those hated stinging wasps, and our bows finally matched them for range, but the constant heavy snows and storms thwarted us at every turn. Unfortunately, we were unlucky. Now that Arstotzka holds the mountains metal equipment will be cheaper for them to make and they will have additional manpower with which to resupply.
Fighting in the jungles retains a similar stalemate. Skirmishes have gone back and forth between the two powers, sometimes favouring one side, sometimes favouring the other. Foot archers strike at one another from ambushes, with Moskurgers favouring the natural terrain whilst Arstotzkans try to create their own cover with spells. Clouds of fog are summoned and then dismissed by winds (thankfully no longer sounding like flatulence), but combat has come for the wizards in particular, as Moskurger apprentices are shot by Arstotzkan snipers and Arstotzkan thanes now travel surrounded by elite bodyguards. Worst of all, Myark has arrived and begun laying waste to sections of the jungle during major battles, blasting away with his great balls of fire amidst the swarm of lesser fireballs cast by his mages. No land is gained, but no prisoners are taken or routers slain.
It looks like two of our largest advantages here in the jungle are being taken out in one stroke. The Arstotzkans have fielded elite guards around their thanes of their best bowmen and swordscarls, as well as supporting apprentices to launch fireballs. As such, they are able to eliminate our mystics before they can carry thoughts back to our people and plan attacks. They have also been able to take out some of our better wizards in the process, especially those casting the lucky strike spell, so the enchantment on our archers has been especially unreliable during this year.
The plains remain troubled, with few gains. Moskurg remains militarily dominant, especially since the departure of Myark from the theatre, but powerful storms blowing down from the mountains cause a great deal of problems throughout the year. It is as if the gods themselves are favouring the proud Arstotzkan forces. The Moskurgers reveal their latest weapon, the recurve bow, a shortbow that fires with the strength of a longbow, though not quite as much range. More importantly, its shorter profile means that it can be wielded effectively on horseback, and mounted archers give Moskurg yet another advantage in skirmishes across the plains. Despite their luck, Moskurg is still able to conquer a few villages. Further success might grant them significant gains.
God is apparently favouring the enemy today, but His ways are mysterious. Our horse archers are proving a major advantage in skirmishes across the plains, and we have a clear military advantage across the board here. We are simply unlucky.
With gusts of wind blowing away fire wasps before they can reach their target sails, the seas have returned to parity. In the eastern sea, Arstotzkan forces have begun taking back portions of the coast.
No armies were lost this year, on either side. We have reinforced ships in the eastern sea in the hopes of winning the battles there and providing support on the coast.
The Princess: Both sides have courted Princess Sophia at length, with the Arstotzkans offering the real and conrete promises of the great southern castle of the mountains, where she might overlook Moskurg and fire down on it at length [+1], as well as the offer of their pricess artefact wand of fireballs as a dowry [+2].
Moskurg, meanwhile, has sought to tempt the princess over by appealing to her more romantic side, writing her poems in her name and publishing pro-Moskurger propaganda [+1] and commissioning a portrait of her royal highness to hand upon the Moskurger palace's walls [+2] and several valuable gifts [Reaction: 1d3-2 = +1]. Although she is not particularly swayed by the gifts of gold and jewels, having them aplenty herself, she is a keen rider and is flattered by the gift of Moskurg's finest riding horse, but what really excites her is the tamed, trained tiger captured from the jungle, which she names Rajah and will keep at her side as a bodyguard and pet.
[Arstotzka: 1d3+3=5] [Moskurg: 1d3+4=5] As a practical woman, Princesss Sophia knows that Arstotzka is the sensible choice, but her young heart is tempted by the romance of Moskurg. [Coin Toss: Heads = Arstotzka, Tails = Moskurg.]
[Coin: Tails!] In a victory for romance over pragmatism, Princess Sophie accepts the hand in marriage of the King of Moskurg. Both her beauty, wit and wealth have joined the side of Moskurg.
Moskurg has gained an Expense Credit. This can be spent to reduce the expense of any one design, present or future by one rank.
Seven times I sought for love
Yet never did I find it
'til the day fair Sophia
*landed on my shores
Nine-hundred names doth god have
Yet how many does my love?
Just the same, and maybe more
truly she's divine
Emerald boughs in the west
Sweeping flatlands in the east
Shining cities in the south
Woodlands in the north
All of these I offer you
if you answer my request:
be mine bride and make of me
the happiest on the isle
-Signed, King Moskurg. (With assistance from al-Mutriqa)
At 24 years of age, King Moskurg is younger than "King" Arstotzka by almost ten years. From an early age he recognised that the wealth and power his God given birthright provided him was at odds to the meagre wealth of his loyal subjects. He knew they would toil in the sun kissed fields, ensuring this grand nation was fed and supplied, and he seeks to emulate their devotion to Moskurg, its people and its ruling family. All who dedicate themselves to Moskurg, providing only what is within their means, are in turn cared for, kept safe and cared for. This compassion for even the lowest of Moskurgers even stretches to the deluded souls North of the border. Cold & bitter, Arstotzka's climate and people are not conducive to the healthy liege-vassal relationship enjoyed in Moskurg. Instead they are taxed for everything they own in order to fund this brutal war.
At the age of 17, King Moskurg suffered a personal and national disaster. Both parents, along with many loyal servants of the Crown, were lost at sea. From what little can be observed of the wreck, it is believed to be Arstotzkan sabotage that forced our King to ascend the throne so young. By this time, King Arstotzka had been clutching his Crown for five years, after his parents too died in a "hunting accident".
A patron of the arts, King Moskurg enjoys the company and works of many great artisans, a profession almost unheard of in Arstotzka, and is known to dabble in a choice few himself. Whilst filled with raw talent, he is humble enough to learn from masters such as the royal painter Sant Evicti and the poet Lauriet, Nukus. He is also an avid athlete, who enjoys archery, fencing and, the nation's favourite pastime, horseriding. The wide floodplains, rolling hills and light forests are a delight to view, especially on horseback. The royal stables boast the finest examples of Moskurgian horses, quite literally the fastest and nimblest on the continent, far shy from the bad tempered cart horses of Arstotzka stock.
The King is a shining example of Devotion, Compassion, Culture and Charisma. Those who are loyal to him receive all that they require, those who are devoted to him receive all they request and those who are precious to him receive all that he can offer.
This did not add a concrete bonus, but I found it too entertaining not to include.
Decision TimeAfter centuries of warfare, the rise of magic has called into question what to do with prisoners in this new age. After a particularly bad battle, victors are often able to capture routing enemy soldiers and traditionally it has been up to local commanders whether to release, ransom or execute prisoners. Yet more and more these days authority is evolving to the King to make such decisions. Your Kings have asked your advice on how to proceed.
Each side may vote on what Prisoner Policy they adopt. From hence forth, this will affect all future battles and in a fluff sense how I describe routs.Chivalry: You can arrange to have prisoners released after capture, once they have been divorced of weapons and armour. Many prisoners may be too injured to survive, but this will spare a great many as well. Your people will be heartened by their reputation as honourable combatants.
[This will reduce enemy casualties by 1 army per turn, but grant your troops a permanent morale bonus.]Pragmatism: Everybody loses men in war. Instead of letting these fools go freely, you can ransom them for wealth, or your own captured men back. If they can't pay the ransom, then you execute them to prove that you are men of your word.
[This will reduce your casualties by 1 army per turn, as you trade men for men.]Terror: Let the skulls of your enemies be mounted upon your standards. Any enemy captured will be butchered, there and then, to send a message to your foe that their gods/God will not save them. Whilst you cannot expect much mercy from your enemy as a result, they will most certainly fear you.
[Casualties will happen as normal for both sides, but your enemies will suffer a permanent morale penalty.]It is now 914, the Design Phase.Northern Taiga: 4/4 Arstotzka
Central Mountains: 4/4 Arstotzka
Western Jungle: 1/4 Arstotzka, 3/4 Moskurg
Eastern Plains: 2/4 Arstotzka, 2/4 Moskurg
Southern Desert: 4/4 Moskurg
Northern Sea: Arstotzkan
Western Sea: Disputed
Eastern Sea: Disputed
Southern Sea: Moskurger
Mundane Equipment
Sabre: Officer weapon. A single-edged blade that favours cavalry combat over infantry combat. Requires training to wield, one-handed. Expensive.
Spear: General infantry weapon. Essentially a dagger on a long stick. Very cheap, requires minimal training to use. Can be used double-handed, or single handed with a light shield. Cheap.
Buckler: General infantry equipment. A small iron shield, held in one hand. Only protects a small area, but can be wielded alongside a shield. Moderate cost, requires training to wield properly.
Padded Armour: General infantry armour. Very cheap, just layers of cloth, but doesn't protect against much. Well ventilated in hot conditions, though. Cheap.
Scale Mail: Officer armour. Scales of steel on a leather backing. Expensive, but lighter than chain mail. Expensive.
Recurve Bow: General infantry weapon. A light bow composed of laminated wood and horn, curved backwards to provide more force. Inexpensive enough to equip many troops with, with very reasonable medium range and power. Can be wielded by horse archers. Tendency to break limbs when strung.
Arabian Horse: A light riding horse, from short-lived Iberian settlers in the past. Very fast and manoevrable, but not too strong. Expensive.
Sailing Ship: Wind-propelled wooden ship. Fast, requires minimal crew, cannot carry many passengers. Very Expensive.
Magical Equipment
Wand of Heroism: Makes a squad fight beyond human levels. A National Effort.
Detect Ambush: Reveals non-magical ambushes prepared by enemy troops or physical traps.
Lucky Strike: Magical guidance makes a squad shoot or strike true far more often than usual. Expensive.
Detect Thoughts: Read the mind of an enemy commander to determine their tactics ahead of time. Very Expensive.
Teletalk: Short-ranged psychic communication between mystics. Very Expensive.
Gust of Wind: Evokes physical force to create a heavy gust of wind, sufficient to disperse fog and most minor concealments, as well as disperse irritating swarms. Expensive.