LordsSix Lords are granted castles along the marches. These Hedge Lords are entrusted with protecting the border and expanding the domain of King Alkabar.Once a Thornish enemy, Aywen Ayes defected to King Alkabar's cause and was able to keep her castle, The Oak and Ash, and be made Marchioness. She knows of the nearest Thornish fort: two Thornish holdouts hold a fort at 8/8 strength in P11.
Marchioness Aywen Ayes
Background: Thornish Defector
Castle Name: The Oak and Ash
Castle Location N-13
Border Colour: Red
Army: 4/13
Defence: 10/10
Wood Production: 1
Recruitment: 1
Gold: 5
Income: 1
Debt: 0
Features: Mustering Yard, Coppicing Grove, Barracks
Forts : None
Artefacts: None
Equipment: Siege Engine
Special Units: None
Countess Andice Glorinisits, of high noble birth, has been granted a castle on the remote southern island, Point Swearing.
Background: Noble
Castle Name: Point Swearing
Castle Location 14-S
Border Color: Hot Pink
Army: 3/10
Defense: 10/10
Wood Production: 1
Recruitment: 0
Gold: 10
Income: 1
Debt: 0
Features: Shipyard, Coppicing Grove, Library
Forts: None
Artefacts: None
Equipment: None
Special Units: None
Seasoned Naval Captain, Fritz Ferdinand von Bockhoven has been granted a fine castle in the north, Bockelstein.
Marquess Fritz Ferdinand von Bockhoven
Background: Naval Captain
Castle Name: Bockelstein
Castle Location: C13
Border Colour: Yellow
Army: 3/10
Defence: 10/10 (if it reaches 0 and your castle has 0 units left defending it, you lose)
Wood Production: 1
Recruitment: 1
Gold: 5
Income: 1
Debt: 0
Features:
* Coppicing Grove: +1 wood production
* Mustering Yard: +1 recruitment (+1 army size per turn, up to your max)
* Shipyard (coast only): -2 wood required for making ships. Boats hold +1 army.
Forts (location, defense 5/5, armies assigned): n/a
Artefacts: None
Equipment: 2 boats
Special Units: None
The King's own builder, the Marquess Gerald Wright, has raised up the Castle Wright.
Marquess Gerald Wright
Background: Master Builder
Castle Name:
Castle Location K14
Border Colour: Maroon
Army: 3/10
Defence: 10/10
Wood Production: 1
Recruitment: 1
Gold: 5
Income: 2
Debt: 0
Wood: 0
Stone: 3
Features: Coppicing Grove, Mustering Yard, Marketplace
Forts (location, defense 5/5, armies assigned): n/a
Artefacts: None
Equipment: None
Special Units: None
Prince Mackial FitzHarbort, a royal bastard who was an inconvenience to the court, has been sent away to the tower of Shandston's Folly.
Background: Useless Relative
Castle Name: Shandston's Folly
Castle Location: H14
Border Colour: Orange
Army: 3/11 (10 Base + 1 Tower)
Defence: 14/14 (10 Base, +1 Tower)
Wood Production: 0
Recruitment: 1 (0 Base +1 Mustering Yard)
Gold: 6
Income: 2 (1 Base +1 Marketplace)
Debt: 20
Features:
- Library (+1 rumor /turn)
- Mustering Yard (+1 recruitment /turn)
- Marketplace (+1 income /turn)
- Tower (+4/+4 defence, +1 army cap)
Forts (location, defense 5/5, armies assigned): n/a
Artefacts: None
Equipment: None
Special Units: None
Finally, the unsettling Ambrosio Vulk has settled in Castle Mysterious.
Background: Bone Reckoner
Castle Name: Castle Mysterious
Castle Location P14
Border Colour: Blue
Army: 3/13
Defence: 10/10 (if it reaches 0 and your castle has 0 units left defending it, you lose)
Wood Production: 1
Recruitment: 1
Gold: 5
Income: 1
Debt: 0
Features: Mustering Yard, Barracks, Coppicing Grove
Forts (location, defense 5/5, armies assigned): n/a
Artefacts: None
Equipment: None
Special Units: 1 Skeleton 1 Skeleton Archer
TURN 1The marcher lords look westward at the wild country beyond...Resource increases happen at the start of your turn. From here, it's your responsibility to keep accurate records on your sheet, so update them accordingly.
Library Research- Countess Andice Gloronisits learns that in R4 is the Shield of Earth (the army wielding this is considered to have +1 defence at the start of every combat, as if they were siege defenders)
- Prince Mackial FitzHarbort learns that in C8 is the Crimson Tower (Keep/Tower/Bloodforge) Defence 17/17, - Dai the Bloodsinger has a Bloodforge in which 3 armies may be sacrificed to create a new artefact (and become anathema to all).
So main question is if lands being connected by the sea counts in general, or just for my island to the nearest coast.
Skipping ahead across water to get to prime locations is maybe worth having to jump through some hoops in the late game to join things up with a castle to get more points. There can be artefacts or sites which will give additional victory points, so it might not be the end of the world if you're spread out.