Leader: Grand Duke Mortrati
Grout and South Grouting forces engage.
Grout Forces
Archers: 2 Intact, 0 Damaged
South Grouting Forces
Spearmen: 1 Intact, 0 Damaged
A South Grouting Spearmen has defeated a Grout Archers, but sustained heavy damage. [87 vs 77]
Grout Forces
Archers: 1 Intact, 1 Damaged
South Grouting Forces
Spearmen: 0 Intact, 1 Damaged
The attackers have crushed all resistance.
Southern Grouting is almost completely abandoned. The yeti attacks from Terrendale have driven everyone across the borders into other parts of Grouting or Borland. What towns were left have been abandoned and ransacked by a combination of yetis and bandits. No civilians even remain in the region now; the only resistance your troops face is when several of the local bands of outlaws come together in an effort to resist the law being imposed on their hideouts. They do not last long.
Unfortunately the yetis return with similar ideas, seeking to pillage what little remains of South Grouting's food.
A Grout Archers has utterly destroyed a Rogue Yeti! [71 vs 53]
Fortunately your archers were able to prepare a surprise for the half-bears and ambushed them, slaughtering them to a beast.
Grouting has been reunited under the Grand Duchy for the first time since your great grandfather. The formerly rebellious nobility have all bent knee to you, Duke Mortrati, and gather their support to aid your efforts.
Unification Bonus: First of all, the gathered nobility of Grouting pay you tribute in honour of your success. You receive £1000 in silver. Second, they provide access to books of secret lore that they have long kept concealed even from you. This aids your current research effort significantly.
With the help of the knowledge revealed by your errant nobility and the efforts of your scholars, your people are to piece together a working technique for the manipulation of wind. They believe they are able to forge talismans that will create stable cyclones of winds around the main body of attacking or defending troops, greatly reducing the capability of enemy archers, or any other opposed ranged weaponry. A further refinement has also led to a second talisman which will redirect winds in such a way as to aid the flight of arrows, javelins, slingshots and other friendly ranged weapons.
New Technologies: Sorcery [Foundation], Trueshot, Windwall.
New Spells: Trueshot: Provides a bonus of +5 to ranged units when attacking or defending.
Windwall: Summons a stable cyclone of wind around troops to deflect enemy projectiles - provides a malus of -10 to enemy ranged units.
[Your investment was enough that it put the percentage chance of success at >100%. The spillover went into researching the bonus technology, where you were just lucky. Sorcery[Foundation] was part of your unification bonus.]
TerritoriesGrouting C (£500/turn): Palace, Mine. Gold.
(+£50/turn from gold)
(+£200: Mine)
Grouting E (£140/turn): 1 archers.
(upk: -£50)
Grouting N (£106/turn):
Grouting W (£281/turn): 2 light macemen. Coal.
(+£14/turn from coal)
(upk: -£100)
Grouting S (£4/turn): 1+1 archers.
(upk: -£100)
Finances:Cash Reserves: £31
Revenue: +£1295
Bonus: +£1000
Trade Pact(Arcadia): +£125 [Access lumber, game, iron, grain, sheep]
Trade Pact(Brent): +£165 [Access fish]
Upkeep: -£250 [3 archers, 2 light macemen.]
Total: £2366
TechsDiplomacy I
Sorcery [Foundation]
Trueshot
Windwall