TURN 16 REPORTmarch 1 army on L14: The undefended village is retaken.
march 1 army on L15: The unmanned fort is taken without resistance.
march 1 army on K7: The empty forest is taken back.
march 1 army on K6: The empty marsh is taken.
march 1 army to K9: The empty lair is taken.
march 1 army to M7: The unmanned fort is taken without resistance.
send scout with 8 gold to buy 2 cats: cats are purchased.
Scout M7 - use Sundering claw to cut the corner between M7 and N6: a path is cut through the mountain. No dragon comes. The scout sees two Wisps, a Bloodsinger in the Juniper Cape (a scout isn't stopped by monsters) at the quarry and withdraws to safety.
Scout L5 - K5 - J4: The scout discovers Lake Longing - (Water makes this tile impassible except by boat or ship. Spills over onto adjacent tiles. Won't spawn on a coast.) They turn back.
March on E12 with 1 army: The undefended village is absorbed into the county.
March on C12 with 1 army: Your armies attack (4), with no enemy units defeated.
The enemy attacks back (6), killing one of your armies. Your armies have been defeated.
Your total losses: one.
March on E10 with 1 army and the Wolf Crystal: The 15 wolves go over to your side! The boar, boar, boar and boar attack first (1, 3, 8, 1, 5, 2, 4 and 6), killing zero of your armies. A wolf is killed. Then the rest run away. You take too many casualties and your force retreats. A bog cat side wins but the unique site is immune to marsh conversion.
Your total losses: one wolf.
March on B9 with 1 army and the Rhuddy Cape: Another tanglebat appears. Your armies attack (one wearing the Rhuddy Cape) (6, 6 and 7), defeating two of the enemies (tanglebat and tanglebat).
All enemies are defeated and the lair is absorbed into your county.
Scout A7 by boat with 1 army and the Golden Net: No treasure found. The scout sees the lair with the tanglebat.
Continue the siege of the Selkie court with:
* 1 ship carrying 4 armies and 5 wolves
* 1 ship carrying 3 armies and 4 wolves
The enemy hides behind their walls and keep (19 wall strength).
Your armies attack (with nine wolves) (4, 7, 6, 8, 2, 6, 7, 4, 3, 3, 6, 8, 2, 6, 4 and 6), damaging the walls (7) with no enemy units defeated.
The enemy attacks back (2), from behind their walls, with none of your units defeated. A siege continues!
Wall up awful hellbat lair (-10 stone): The Cave of the Night Scream is closed!
- March F6 (5, Verbian Tusk): x1 Boar joins your side. It attacks first twice (0,7), killing one bog cat. Then the rest of your force attacks.
Your armies attack (4, 2, 7, 4 and 7), defeating two of the enemies (bog cat and bog cat).
The enemy attacks back (9 and 6), killing two of your armies (an army and a boar)
Your armies attack (1, 2, 0 and 5), defeating one of the enemies (bog cat).
The enemy attacks back (2), with none of your units defeated.
Your armies attack (3, 7, 8 and 1), defeating one of the enemies (bog hag).
All enemies are defeated and the marshland is absorbed into your county.
Your total losses: one army, one boar.
- March G4 (1, Black Claw). Your army attacks with the Black Claw (5, 2, 7, 6 and 5), defeating one of the enemies (Squelsh barbarian).
All enemies are defeated and the village is absorbed into your county. A bog cat appears at the fort in J9.
- March E4 (3): Your armies attack (3, 4 and 6), defeating one of the enemies (Squelsh barbarian).
The enemy attacks back (9), killing one of your armies.
Your armies attack (2 and 2), with no enemy units defeated.
The enemy attacks back (5), with none of your units defeated.
Your armies attack (8 and 9), defeating one of the enemies (Squelsh barbarian).
All enemies are defeated and the village is absorbed into your county.
Your total losses: one.
- March H4 (1): One armies march into a hill beyond the border. On the tumbling bluffs they find and take a quarry. Abandoned in the quarry is the Black Lance which is taken. (Cursed item: cannot be destroyed, sacrificed, gifted or traded. Whoever defeats an army wielding the Black Lance will gain the Black Lance.) (You never attack first in combats, but on your first attack all your attackers will attack three times. The turn after slaying someone with the lance, Dragons will preferentially fly one square in your direction when flying to a new home. When this first discovered, place the Dawn Dragon on M6 (the Dawn Dragon counts for 15 armies)).
From the hill:
NW: you see an unusual site: a yawning crevice!
N: you see a village
NE: you see marshland
E: you see an unusual site: A forest with something moving in it.
SE: you see marshland
S: you see marshland
SW: you see marshland
W: you see hill
- March H5 (1): One army marches into the Swarm: Forest containing 3d4 [6] tanglebats (if there are any tanglebats at the start of combat, and no side has defence, a new tanglebat will spawn for each living opposing unit). Littered on the corpses of unwary travellers, is 8 gold, two bows, and a random artefact [the Shimmering Coin (+2 on rolls that determine gold amounts)]. This can only appear once 20 sites have been revealed.
Another tanglebat appears. Your armies attack (
, defeating one of the enemies (tanglebat).
The enemy attacks back (4, 8, 5, 3, 3 and
, killing one of your armies. Your armies have been defeated.
Your total losses: one.
Sacrifice 3 cats from the cat bag to the Taghairn Cave: Three cats are cruelly fed into the furnace. Out of which Vulk pulls the Marrowfat Sceptre (if the sceptre isn't owned by the Squelsh, at the end of each enemy phase, every Squelsh in the sector will move one tile towards the sceptre (fighting anything enroute). Each time a non-Squelshman takes the scepter, they gain +30 reprisal chance and +60 if they destroy, sacrifice or otherwise remove it from the county. A scout can drop the sceptre on any tile they pass through. If owned by the Squelsh, the Sceptre causes 1d6 enemies to flee at the start of combat.)
March R4 with 1 army holding Black Cloud: You take the Marshland without issue.
Send 1 scout to O8 and purchase 3 Cats: Cats purchased.
March Q8 with 16 armies:
The skeletal warrior, skeletal archer, skeletal archer, bone reckoner, bone reckoner, skeletal warrior, skeletal warrior and skeletal warrior attack first with the Crimson Drum (5, 3, 7, 1, 4, 5, 5 and 6), killing two of your armies.
Your armies attack (3, 4, 8, 4, 6, 2, 1, 6, 1, 8, 4, 6, 8 and 3), defeating six of the enemies (skeletal warrior, skeletal warrior, skeletal warrior, skeletal archer, bone reckoner and skeletal archer).
The bone reckoner and skeletal warrior attack (2 and 6), killing one of your armies.
Your armies attack (1, 8, 4, 3, 1, 1, 6, 8, 2, 4, 4, 2 and 6), defeating two of the enemies (skeletal warrior and bone reckoner).
All enemies are defeated and the hill is absorbed into your county. You take the Crimson Drum.
Your total losses: three. Nothing new learned from hill report.
March R6 with 1 armies and 8 skeletons holding the cat bag: Your armies attack (with eight skeletons) (4, 5, 2, 4, 5, 1, 3, 7 and 1), defeating three of the enemies (bog cat, bog cat and bog cat).
The enemy attacks back (
, killing zero of your armies. (Killing one skeleton.)
Your armies attack (with seven skeletons) (1, 2, 5, 7, 3, 3, 1 and
, defeating one of the enemies (bog hag).
All enemies are defeated and the marshland is absorbed into your county. You take the Saint's Knuckles.
Your total losses: one skeleton.
March R8 with 1 army and 5 skeletons: Your armies attack (with five skeletons) (4, 4, 2, 3, 6 and 4), defeating one of the enemies (Squelsh barbarian).
The enemy attacks back (7), killing zero of your armies. (Killing one skeleton.)
Your armies attack (with four skeletons) (3, 2, 6, 8 and 6), defeating one of the enemies (Squelsh barbarian).
All enemies are defeated and the village is absorbed into your county.
Your total losses: one skeleton.
March R5 with 1 army and 3 skeletons: Your armies attack (with three skeletons) (2, 6, 7 and 4), defeating two of the enemies (wolf and wolf).
The other two wolves flee north where they take the village with the moat. All enemies are defeated and the marshland is absorbed into your county.
March N6 1 army and 3 skeletons: Your armies attack (with three skeletons) (3, 3, 8 and 4), defeating one of the enemies (wisp).
The enemy attacks back (2 and 1), with none of your units defeated. The Bloodsinger slinks away with the Juniper Cape, east, where he takes over Taghairn cave and takes the new artefact, the Marrowfat Sceptre!
Your armies attack (with three skeletons) (4, 4, 6 and 4), defeating one of the enemies (wisp).
All enemies are defeated and the hill is absorbed into your county. You take three gold, one stone, and one wood. Nothing new is learned from the hill report.
Scout S5-S4-R3: You scout through the first land, discovering a forest. In the dark copse they find a Thornish Fort with three Thornish holdouts defending, and walls at 6/6 strength.
Your scout withdraws to safety.
11 armies marches on J10 Sundered Spire: The empty castle is recovered.
3 armies attack Forest K15: Your armies attack (6, 3 and 7), defeating one of the enemies (bloodsinger).
All enemies are defeated and the forest is absorbed into your county. You take the Black Horn!
Send a scout from Fort Howling to C3: You scout through the first land, discovering a marshland. In the foul bog they find two Bone Reckoners, with one skeletal warrior.
Your scout withdraws to safety.
Scout to A6: You scout through the first land, discovering a unusual site.
SPECIAL EVENT!
The Alkabrian Outpost joins Castle Aubade (Special! If this would appear, it appears in the revealing player's primary castle instead (possibly rerolling a tile if discovered while scouting or marching). Players can send a scout to the Outpost in friendly castles to send a special envoy to King Alkabar. The scout doesn't return. Choose one of the following actions for the envoy:
- Spend 10 gold and declare one unconquered tile uncontestable: King Alkabar will give dispensation and allow it to remain independent. This is only checked when triggering the end of game. If someone conquers an uncontestable tile anyway, they will owe +20 debt for inconveniencing the King.
- Ask for a loan: gain 20 gold and 20 debt.
- Send a gift (-1 artefact of your choice, +20 score at the end of the game, cursed items cannot be sent. -2 less score for each successive artefact anyone sends.)
- Wipe out any amount of debt by spending 2 gold for every 1 debt.
The effects are immediate. Outposts can appear for any player without one.You scout through the second land, discovering a unusual site.
In A6 is The Knuckle Yard - Ritual death ring of the Squelsh natives. Owner may choose at any time to close down the yard (+20 reprisal chance). While operational: +2 income, if possible, two Barbarians from two different random squares will leave their post to fight at the start of each enemy phase, one one will return a Squelsh Champion (counts as two units, +1 to its attacks).
Scout C2: You scout through the first land, discovering a forest. In the dark trees they find nothing by eerie silence.
Scout A7: A7 is still a lair with a Tanglebat, as expected.
- [I9] The dragon flies north-west.
- [K13] The dragon flies south-east.
The dragon (part), dragon (part), dragon (part), dragon (part) and dragon (part) attack first (8, 4, 4, 2 and 3), killing one of Ayes' armies. Ayes' have been defeated.
Total losses: one
- [O6] The Dawn Dragon flies west.
Barbarians from A4 and T12 fight in the Knuckle Yard. T12 wins and returns a Champion.
Barbarian-occupied tiles 6 (G14), 7 (K4) send someone to the moot.
- Reprisals:
--[Vulk 32%] The Squelsh are quiet... for now.
--[Dolton 4%] The Squelsh are quiet... for now.
--[FitzHarbort 3%] The Squelsh are quiet... for now.
--[Ayes 2%] The Squelsh are quiet... for now.
--[Sol 0%] The Squelsh are quiet... for now.
--[Bockhoven 0%] The Squelsh are quiet... for now.
There are Thornish forts so the Lodestone doesn't trigger. [K13] grows in size.
[J6] Grows in size and the soldiers march on the marsh at K6:
The Thornish holdout, Thornish holdout, Thornish holdout and Thornish holdout attack first (2, 1, 5 and 3), with none of Ayes units defeated.
Your armies attack (7), defeating one of the enemies (Thornish holdout).
The enemy attacks back (5, 1 and 1), with none of your units defeated.
Your armies attack (1), with no enemy units defeated.
The enemy attacks back (2, 4 and 3), with none of your units defeated.
Your armies attack (3), with no enemy units defeated.
The enemy attacks back (6, 5 and 1), killing one of your armies. Your armies have been defeated.
Your total losses: one.
[K11] grows in size and the four Thornish holdouts march on the undefended marshland of K10. Three Holdouts return to their fort.
[S5] grows in size and the four Thornish holdouts march on R5, attacking the one army and three skeletons!
The Thornish holdout, Thornish holdout, Thornish holdout and Thornish holdout attack first (2, 1, 4 and 6), killing one skeleton.
Your armies attack (with two skeletons) (3, 1 and 7), defeating one of the enemies (Thornish holdout).
The enemy attacks back (2, 8 and 3), killing one skeleton.
Your armies attack (with one skeleton) (5 and 3), defeating one of the enemies (Thornish holdout).
The enemy withdraw to safety.
Your total losses: two skeletons.
- [A7] No new monsters come.
- [E10] No new monsters come.
- [G11] No new monsters come.
- [J9] Joining the fort is three wisps.
- [J14] Joining the lair is five wolves and a bog cat.
- [L2] Puzzle Dungeon: Joining the lair is four rampaging boar.
- [L10] Fort: Joining the lair is four wolves.
- [S3] Giant's Toe: No new monsters come.
The four boar, Bloodsinger with the Torrential Torc, two skeletal archers, three skeletal warriors, and bog cat march on D11. The Bloodsinger ill-advisedly activates the Torc, drowning the entire area in water, destroying everything there, including the occupants of the fort at D11, and themselves.
The three wisps, 12 boar, hag and ten bog cats march on the Sundered Spire. First the Boar attack twice: (8, 2, 4, 7, 1, 1, 7, 5, 7, 8, 6, 6, 5, 3, 5, 1, 7, 5, 4, 1, 8, 7 and 5), damaging the walls (2), breaking into the castle, and killing eight of your armies.
Your three armies attack back with the Watchtower (1, 6, 5), killing two boar.
The enemies attack back (1, 7, 5, 8, 5, 2, 2, 2, 8, 2, 8, 3, 4, 2, 1, 1, 6, 4, 5, 4, 5, 4 and 4), killing three of your armies. Your armies have been defeated.
Your total losses: eleven
The three wisps, ten wolves and two bog cats in J14 join the siege of the fort at I11.
The five giants, one tanglebat, four boar, and two wisps march from the Puzzle Dungeon! They head through the Stone Circle, paying the giants, and attack the Fort at E5! It's unoccupied so they take it without resistance. They have with them a siege engine but they don't have to use it.
The eight wolves, four boar and one bog cat in L10 march on N11. It's unoccupied and they take it without resistance.
The siege continues at I11. Your forces are behind defences (2 wall strength).
The boar, boar, bog cat, bog cat, wolf, wolf, wolf, wolf, wolf, wolf, wolf, wolf, wolf, wolf, wisp, wisp, boar, boar, tanglebat, tanglebat, tanglebat, tanglebat, tanglebat, tanglebat, tanglebat, tanglebat, tanglebat, tanglebat and wisp attack first (3, 1, 6, 8, 6, 5, 2, 8, 5, 6, 3, 4, 8, 8, 1, 2, 1, 1, 7, 6, 7, 5, 8, 4, 4, 3 and 2), damaging the walls (2) and breaking through into the fort, killing three of your armies. (Including two archers.)
Your armies have been defeated.
Your total losses: three.
Bryn the Brawn wielding Bryn's Club (A giant wielding this rolls each attack dice twice when attacking, picking the highest result) and three more giants: (8, 5, 2, 3, 3, 4, 7, 2, 1, 1, 8 and 3), killing one of your armies. Your armies have been defeated. They take the Black Cloud back to their castle.
Your total losses: one.
Repopulating the Wicked Gorge: five wolves, four wisps, three rampaging boar
TURN 17ResearchIn D2 is The Order of Obeisance (Castle with Keep/Moat/Mustering Yard/Barracks/Garrison) Defence 19/19, Recruitment 1 - Remote Thornish knightly order, made up of 13/13 Thornish Knights.
- Thornish Knights: (Knights are heavily armoured and die on a 7+ in open combat, they preferentially kill monsters and artefact-holding units).
- Garrison: (For each recruitment over cap, 1 guard appears in the Garrison. Guards can never march or be redeployed, but will defend; if you have multiple Garrisons, the new Guards are split between them evenly, with excess going to the main castle)
- When not beseiging or being beseiged, Knights and allies will march, each leaving one unit behind. They will (separately) seek to take or beseige either the nearest fort, nearest village or nearest castle belonging to the Anathema. (Which kind of tile is randomly selected).
- The Anathema is whichever Lord has the most monster units on their side + sacrifices made + artefacts held + Bloodforges owned + Knights killed (minimum 5). If there's a draw, both Lords are the Anathema. Anathema is checked between the player and enemy turn.
- Recruitment and army limit works the same way as players, except that forts also generate one Holdout per turn.
- At the start of each enemy turn, one random Thornish fort or castle will pledge allegiance to the Order. At the end of each enemy turn the Order will try to fully defend any newly owned castle or fort before returning the remainder to existing forts and castles.
- The castle is only found in W or WW sectors. Knights will store all artefacts seized at their main castle if possible, and they start with one artefact in the vault (if it hasn't been revealed yet, the Thornish Lodestone, otherwise random.).
- Non-Anathema Lords may join the Order: from the turn of their joining, excess recruitment (i.e. armies gained over their army cap) is converted directly into 1 gold/army, as the Order take likely candidates for training and pay well in return. Attacking the Order permanently ends membership.
In L1 is Black Cauldron (Cursed item: cannot be destroyed or sacrificed, gifted or traded. Whoever defeats an army wielding Black Cauldron will gain the Black Cauldron.) (If a bog hag owns the Black Cauldron, all hags on their side will attack twice each round and always have the first attack; if anyone else owns the cauldron, 3 bog hags and 6d2 bog cats will spawn and then attack the current holder of the cauldron each turn until all three hags are defeated. Spawning occurs anew each time the cauldron gets a new non-hag owner)
Anathema is something the Knights of the Order of Obeisance care about. Each Lord has an anathema count of the most monster units on their side + sacrifices made + artefacts held + Bloodforges owned + Knights killed. Some artefacts increase this number. Whoever has the heighest score is deemed the current Anathema (there can be multiple Anathemas if there's a draw).
If you think your anathema score is incorrect (because you've traded away monster units etc.) let me know. Anathema is calculated fresh at the end of the player phase, before the enemy phase.
Current Anathema Score
--[Vulk] 4 artefacts (Last Femur, Cat Sack, Crimson Drum, Saint's Knuckles), 15 monster units (14 skeletons, 4 friendly cats), 1 bloodforge, 6 units sacrificed = 29
--[Bockhoven] 3 artefacts (the Rhuddy Cape, the Golden Net, the Wolf Crystal), 24 monster units (24 wolves) = 27
---> 5
--[Ayes] 1 artefact (sundering claw), 3 monster unit (bog cat x2, wolf x1) = 4
--[Dolton] 3 artefacts (Verbian Tusk, Black Claw, Black Lance) = 3
--[Sol] 3 artefacts (Speculator's Rod, Shield of Earth, Cragman's Spike) = 3
--[FitzHarbort] 3 artefacts (Ascupart's Bane, Marrowfat Shield, Black Horn) = 2
In the world
A11 is Cragman's Spike (a scout may pass through mountains)
A11 is Thornish Lodestone (while this remains in the Hedge, whenever no Thornish fort is on the map, another fort is revealed in a sector usually far from the owner of this artefact (most distant of two rolls)
B1 is the Black Trotter (Cursed item: cannot be destroyed, sacrificed, gifted or traded. Whoever defeats an army wielding Black Trotter will gain the Black Trotter.) (One unit attacks first twice at the start of each combat, but each time they kill a unit somewhere a boar will turn into a grand tusk- a giant pig that counts as 2 boar. If no boar are currently on the map, the next X boar to appear will all be grand tusks, where X is the number of units killed by the Trotter.)
E10 is Watchtower plans (Can build Watchtowers for 10 stone. Watchtowers allow defenders to attack first during the first round of a seige, and owner gets a hill report. Doesn't count towards anathema count)
E10 is the Torrential Torc (If the Torc is deployed by a scout or marching army, it will unleash an unholy storm, destroying everything on the tile, including itself and any treasure, leaving only water behind. Use of the Torc incurs +20 anathema score. Cursed items appear safely on an adjacent tile. Castles (but not forts) are partially immune, the torrent instead deals 20 wall damage.)
F9 is Murkblade (a scout will kill any lone human enemy they discover while scouting.)
G10 is Bitter Brew (The set of armies this is equipped to never retreats from losses.)
H4 is the Black Lance (Cursed item: cannot be destroyed, sacrificed, gifted or traded. Whoever defeats an army wielding the Black Lance will gain the Black Lance.) (You never attack first in combats, but on your first attack all your attackers will attack three times. The turn after slaying someone with the lance, Dragons will preferentially fly one square in your direction when flying to a new home. When this first discovered, place the Dawn Dragon on M6 (the Dawn Dragon counts for 15 armies)).
H5 is the Shimmering Coin (+2 on rolls that determine gold amounts)
I5 is Siege Workshop Plans (The owner of this can build a Siege Workshop as a feature (spending 10 stone as normal). Siege Workshop: You can build these two alternative types of seige engine: 1. Battering Ram: destroy walls on a 4+ for one round (or 3+ or 2+ if you spend 2 or 4 more wood). 2. Giant Trebuchet: destroy 1d4 defence before the attack begins. You may spend 1-3 stone in ammunition to add 1-3 d4s to this.) Doesn't count towards anathema count.
J4 is Wellspring Staff (the Wellspring Staff may be cast into marshland by a unit to turn it into a lake (spilling out into all adjacent tiles - units can drown this way without proper precautions). If the staff is recovered (by boat etc) in subsequent turns, the lake remains.)
J6 - Perfidy's Horn (Monster units controlled by a human unit in the vicinity will become hostile third parties, turning on everyone.)
L1 is Black Cauldron (Cursed item: cannot be destroyed or sacrificed, gifted or traded. Whoever defeats an army wielding Black Cauldron will gain the Black Cauldron.) (If a bog hag owns the Black Cauldron, all hags on their side will attack twice each round and always have the first attack; if anyone else owns the cauldron, 3 bog hags and 6d2 bog cats will spawn and then attack the current holder of the cauldron each turn until all three hags are defeated. Spawning occurs anew each time the cauldron gets a new non-hag owner)
M3 is the Rock Ring (With a scout, raise up a mountain wall between any two tiles. You must own at least one of the tiles to do this.)
N7 is the Juniper Cape (a scout isn't stopped by monsters)
N7 is Marrowfat Sceptre (if the sceptre isn't owned by the Squelsh, at the end of each enemy phase, every Squelsh in the sector will move one tile towards the sceptre (fighting anything enroute). Each time a non-Squelshman takes the scepter, they gain +30 reprisal chance and +60 if they destroy, sacrifice or otherwise remove it from the county. A scout can drop the sceptre on any tile they pass through. If owned by the Squelsh, the Sceptre causes 1d6 enemies to flee at the start of combat.)
Q8 is the Crimson Drum (attack first when defending)
R6 are the Saint's Knuckles (take -1 when rolling on the monster table (usually less dangerous results))
Held by Lords
Sol: the Speculator's Rod (a scout scouting an empty hill that they own, has 25% chance to discover a quarry. They instead find a mine if the hill is adjacent to a mountain. The same tile cannot be scouted in this way more than once per turn.)
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)
Whiptide Sail (one boat or ship can travel twice as far.)
Dolton: Verbian Tusk (summons 1d2-1 Rampaging Boars to your side at the start of each combat. Boars don't count towards your maximum army-size.)
Black Claw (Cursed item: cannot be destroyed, sacrificed, gifted or traded. Whoever defeats an army wielding Black Claw will gain the Black Claw.) (+4 dice rolled when attacking, every time someone is killed by a force wielding the claw, the nearest square with a bog cat gains another cat. If there are none, a bog cat will appear in the nearest empty square.)
Ayes: Sundering Claw (assign a scout to crack open a permanent path through any adjacent mountain. 25% chance to call a hostile dragon to the location)
Bockhoven: Golden Net (A scout carrying this across water has a 25% chance of rolling on the treasure table)
the Rhuddy Cape (the unit this is assigned to is now considered a giant)
The Wolf Crystal (wolves encountered will join the army instead (they still all run away when injured)
Vulk: the Last Femur! (1/4 chance of each dead unit being resurrected to your side as a skeleton warrior when they die)
Cat Sack (defeated Bog Cats are put in the Cat Sack instead of being killed if the Cat Sack is held by the winning force. These cats are owned but unfriendly, and any number can be released by an army in any combat, or let loose by a scout in any tile.)
Prince FitzHarbort: Ascupart's Bane (unit has +2 dice vs giants).
Marrowfat Shield (whichever unit is given the shield will be last to be attacked in any combat. Sacred to the Squelsh, any non-Squelsh who takes the Shield gains +30 reprisal chance and +60 if they destroy, sacrifice or otherwise remove the Shield from the county.)
Black Horn (Cursed item: cannot be destroyed, sacrificed, gifted or traded. Whoever defeats an army wielding Black Horn will gain the Black Horn) (Adjacent allied enemies will join in attacks and defences against you. If this is held in a castle or fort, adjacent enemies will attack the position. The horn rallies locals to your side: when defending a village, castle or fort you own, permanently gain an extra 1d4 units at the start of combat.)
Sent to the King:
Hunter's Stand (Archers in the army this is attached to only die on 5s if no other units remain)
Marrowfat Throne (when owned by someone of Squelsh heritage, one Squelsh defector will join your cause at the start of each turn (+1 army production) and adjacent Squelsh armies will join your attacks on non-Squelsh; when owned by an Alkabrian or other, +30 reprisal chance, +100 reprisal chance if destroyed.)
Pellucid Orb (+1 to scout travel distance)
A5 is Castle Aubade (Tower, Coppicing Grove, Shipyard), with the Speculator's Rod, Shield of Earth, Whiptide Sail. Two boats and a ship are also here.
A6 is The Knuckle Yard - Ritual death ring of the Squelsh natives. Owner may choose at any time to close down the yard (+20 reprisal chance). While operational: +2 income, if possible, two Barbarians from two different random squares will leave their post to fight at the start of each enemy phase, one one will return a Squelsh Champion (counts as two units, +1 to its attacks).
A11 is the Selkie Court (Castle with Keep, Moat x 3!) 12/31 defence - The Selkie Queen lives in the Selkie Court. She is a hag protected by 8 royal seals (who act identically to bog cats but with water instead of marshes). In her vault, she has a treasure of 20 gold and two random artefacts (which may be used in defence). The court only appears on coast or water tiles.)
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).
D2 is The Order of Obeisance (Castle with Keep/Moat/Mustering Yard/Barracks/Garrison) Defence 19/19, Recruitment 1 - Remote Thornish knightly order, made up of 13/13 Thornish Knights.
- Thornish Knights: (Knights are heavily armoured and die on a 7+ in open combat, they preferentially kill monsters and artefact-holding units).
- Garrison: (For each recruitment over cap, 1 guard appears in the Garrison. Guards can never march or be redeployed, but will defend; if you have multiple Garrisons, the new Guards are split between them evenly, with excess going to the main castle)
- When not beseiging or being beseiged, Knights and allies will march, each leaving one unit behind. They will (separately) seek to take or beseige either the nearest fort, nearest village or nearest castle belonging to the Anathema. (Which kind of tile is randomly selected).
- The Anathema is whichever Lord has the most monster units on their side + sacrifices made + artefacts held + Bloodforges owned + Knights killed (minimum 5). If there's a draw, both Lords are the Anathema. Anathema is checked between the player and enemy turn.
- Recruitment and army limit works the same way as players, except that forts also generate one Holdout per turn.
- At the start of each enemy turn, one random Thornish fort or castle will pledge allegiance to the Order. At the end of each enemy turn the Order will try to fully defend any newly owned castle or fort before returning the remainder to existing forts and castles.
- The castle is only found in W or WW sectors. Knights will store all artefacts seized at their main castle if possible, and they start with one artefact in the vault (if it hasn't been revealed yet, the Thornish Lodestone, otherwise random.).
- Non-Anathema Lords may join the Order: from the turn of their joining, excess recruitment (i.e. armies gained over their army cap) is converted directly into 2 gold/army, as the Order take likely candidates for training and pay well in return. Attacking the Order ends membership.
D5 is the Puffin Prongs - Hill. High up on each of the twin spires 2 random artefacts can be found (though what each one is unknown before making the steps). Making ladders and steps to get them will cost 4 wood each. Guarding Puffin Prongs is the Fullflood Dragon and the Neapflood Dragon, who will always try to be together and won't stray while the other lives. (Site only appears on a coast or water tile.)
E7 and K1 are the Walking Stone Circles - A pair of sites. They are considered adjacent: units can walk from one to the other across the map. Each is initially defended by three giants. They will let anyone pass through both tiles unharmed in a turn as if they were owned by the traveller, for 1 gold per unit passing (if they do so, they won't join a monster march). Gold accumulates on the first stone circle passed through. Enemies always find the gold for it.
F11 is Lake Sorrow.
F12 is The Grove of Tusks - Holy place of the Squelsh - This is a forest. Whoever owns this has a +50% chance of being attacked each turn by Squelsh, who will target the Grove. Special Action: a scout can be sent to the grove to make a sacrificial offering (worth 10 gold) to make peace with the Squelsh, setting their chance to reprisals to 0. This only works for people who don't own the Grove.
G4 is some kind of crevice?
G10 is Wolfhaven Woods - Forest. Spiritual home of wolf kind. Inhabited by 10d4 wolves (25). These wolves will only flee if less than 10 remain. Any wolves that would otherwise be loyal to a non-wolf, are loyal to the wolves in these woods. Wolves in this forest will never march on anywhere.
H10 is Owl Woods - Forest. Originally guarded by the Dusk Dragon (the Dusk Dragon counts for 10 armies) and seven wisps. The dragon holds Ascupart's Bane (unit has +2 dice vs giants).
K14 is Castle Wright (Features: Coppicing Grove, Mustering Yard, Marketplace, Keep, Barracks) 0/13 defence.
L2 is is the Puzzle Dungeon of Mad Lord Frost (Castle with keep, Seige Workshop) 13/13 defence - Lord Frost, a paranoid and inventive Thornish holdout, has retreated deep into his keep to tinker on his creations and allowed monsters to live in the outer areas. While he holds the Puzzle Dungeon, this castle counts as a lair: roll three on the monster table [2 giant, 2 wisps] for initial population. Any monsters marching from this location gain a randomly typed seige engine. He has stockpiled 2d6 wood [5] and 1d6 stone [2].
L5 is Lake Longing - (Water makes this tile impassible except by boat or ship. Spills over onto adjacent tiles. Won't spawn on a coast.)
L6 is Hogland Hollow - Forest. Inhabited by 3d6 Boar. While it is unconquered, at the end of any turn when there is less than 10 boars in this forest, 1d4 more boar will appear. Your scout withdraws to safety.
M8 is The Hirsute Sage's Hut (while independent, scouts that pass through the hut will ignore the first set of enemies they come across while scouting after visiting the hut. The sage leaves if his home becomes occupied.)
N7 is Taghairn Cave - Owned by Cuthbert Catsbane, a Bloodsinger who wields the Cat Sack if it hasn't appeared elsewhere. Has a limited kind of Bloodforge in which three cats may be sacrificed to create a new artefact. You would first have to find a way of gaining the cats.
O8 is The Hag Market. Marshland. Protected by 9 bog hags and 27 bog cats. Scouts can be sent to the market to buy bog cats (4 gold each) and otherwise may pass through without being attacked. Half the money spent here remains as possible loot. Friendly bog cats have +1 attack in marshland, and while you have a cat, they give -1 (non-cumulative) to enemy attack rolls. Cats cannot be sent to scout, and they cannot be send to attack or patrol by themselves. Monsters won't march from this location."
R3 is The Castle of Bryn the Brawn (Keep/Tower/Tower) Defence 21/21, occupied by Bryn, a giant, and his family, three more giants. The adjacent squares are also within his domain. Bryn will wage war to retake any squares adjacent to his castle, always accompanied in battle by 1d6 wolves.
R10 is the Scout Hut - Initially abandoned and inhabited by a family of 6 boar. Up to three armies can be assigned to the Hut as if it were a fort and they don't count towards your army cap. These armies can scout so long at they begin scouting from a tile adjacent to the hut. Spend 3 wood to dismantle and reassemble the hut on an empty tile you own.
T3 is The Moot - Village with 2d2 (2+1=3) Squelsh Barbarians and a moat (6/6 defense). It is the neutral meeting place of rival Squelsh bands. At the start of each enemy turn, each tile with a Squelsh Barbarian has a 25% chance of sending someone to the Moot. The first Squelsh reprisal each turn will be joined by whomever is in the Moot. If the Moot is conquered, a new Moot (with a new moat) will appear in the most populous Squelsh-held village at the start of the next player turn, or if there are no such villages, it may appear in future tile generation (from scouting, research etc.).
T11 is Hero's Tor - Hill Fort (Steep Path: Siege Engines cannot assail this hill) (9/9). An ageing Squelsh Champion (counts as two units, +1 to its attacks) with the Bloody Standard (+1 all attack rolls) sits in retirement in this fort, with his retinue of 6 Squelsh Barbarians, and two pet wisps.
Notes
- 4 players face serious monster invasions, but you all have the power to avoid being defeated here. Remember, being beseiged isn't the worst thing
so long as they don't kill all your defenders.
- Anathema! You all knew it was coming and here it is. A quick summary: the knights are only interested in defeating one player, whoever's been doing the most forbidden things. Currently only two players are in the running. Other players can sign up with the order, to convert their excess recruitment into gold. Over time, other Thornish forts will join the Order, leaving the other players alone.
- Definitely some missing artefacts in the list. Let me know what else...