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.With control of the mountains, you are now able to finally exploit them to their fullest, as was done in the days of glorious Arstotzka past. You will receive an effective Expense reduction for all primarily metallic mundane items you design in future, for as long as you retain control over this region. In addition, now that the borders are safe proud Arstotzkan settlers can move into the mountains and live fruitful lives extracting the needed ore. This provides more materiel and more recruits for our warbands, so we will see an increased resupply rate whilst we hold the mountains.
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.
Our elite guard are proving their worth. When sneaky Moskurger mystics approach, our bowmen shoot them down before they can carry out leaders' thoughts back to their troops. As such, we have been able to preserve the leadership of our thanes across the battlefields this year. Given the sudden change in our fortunes here, it seems that the Moskurger ability to effectively knock out our leadership before this has really been making a difference. Additionally, we are able to take out wizards of opportunity as well, so we've been able to cut out some of their support spells (though they still keep lifting our cover). Myark has reported no sign of al-Mutriqa, though, he seems to have been reassigned to some other region.
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.
The gods must favour us, because we have succeeded despite military inferiority across the board. Myark's absence has made this whole territory more vulnerable. Moskurger horse archers are surrounding troops easily before peppering them with bows. They aren't much extra help in the main battle, but they are a major asset to skirmishes.
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. Our King has chosen to reinforce the mountains, plains and jungles, to give us clear numerical superiority.
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
Broadsword: Officer weapon. An iron age classic. A double-edged blade designed for speed, flexibility and force. Requires training to wield, can be used one or two handed. Expensive.
War Axe: General infantry weapon. Can be used as a tool in a pinch, this is a single-handed weapon that does well against heavily armoured foes. Can be used with minimal training.
Wooden Shield: General infantry equipment. Couples well with an axe, cheap, easy to replace. Works best in heavy melee. Can be used with minimal training. Cheap.
Hide Armour: General infantry armour. Cheap, thanks to the plentiful sheep in the taiga. Turns aside weak blows. Cheap.
Chain Mail: Officer armour. Expensive, due to the steel required. Very effective against most weapons. Expensive.
Longbow: General infantry weapon. Difficult to find wood and requires a lot of training, but long ranged and powerful. Expensive.
Shire Horse: A heavy riding horse. Survives and rides well in cold weather. Powerful charge. Expensive.
Longship: Oar-rowed wooden ship. Slow, but sturdy, and can carry large numbers of landing troops. Very Expensive.
Magical Equipment
Wand of Fireballs: Hurls fireballs at a distance, able to destroy whole squads at a time. A National Effort.
Anti-Wizard Guard: Guard thanes against mind-readers and other threats by shooting them. Also partially negate spell support of other units.
Conjuration Spellbook
Obscuring Mist: Cloaks a squad in a fog cloud, hiding their numbers and equipment, and making them harder to hit at range.
Summon Swarm: Conjures a swarm of stinging wasps to harrass foes. Expensive.
Variant (Fire Wasps): Conjures stinging wasps that can start small fires. Expensive.
Magic Lance: Conjures a set of lances for a cavalry squad. Currently useless in their intended role due to fragile cross-section. Expensive.
Webs: Conjures a sticky web, immobilising an entire squad and preventing them from moving. Very Expensive.
Minor Fireball: Hurls small balls of fire that explode on impact, not as devastating as full fireballs but much easier to cast. Expensive.
Fireball: Hurls fireballs at a distance, able to destroy whole squads at a time. Damaging side effects harm morale. A National Effort.