Leader: King Sheb McBrent
Your chanellor is able to recruit a band of Free Caulder light cavaliers, but it appears that you have been outbid by the Foul Empire for the services of their horse archers. The funds prepared for this have been returned to the treasury, as has £400 of the fund set aside for the foundation of Empirism as some of the groundwork for the religion had already been laid.
You formalise the institutions of Empirism, having devised and promulgated a scripture based around acceptance of various different faiths beneath the umbrella of Imperial divinity. It is met with scepticism in the provinces for now but in the capital at least there is widespread acceptance, perhaps because they are closest to you and most likely to receive your wrath. Rumours of your continuing descent into madness and solitude are becoming more prevalent, even if they are only ever whispered.
Bearskin marches with his forces north to Lester Central, besieging the fort of Leasebreak where your forces met defeat the prior year.
Brentish and Leasebreak forces engage.
Brentish Forces
War Bears: 2 Intact, 0 Damaged
Light Axemen: 2 Intact, 0 Damaged
Spearmen: 2 Intact, 0 Damaged
Bearskin the Druid
Leasebreak Forces
Archers: 3 Intact, 0 Damaged
A Leasebreak Archers has utterly destroyed a Brentish War Bears [Bearskin]! [86 vs 67]
Bearskin the Druid has been wounded in combat.
A Leasebreak Archers has utterly destroyed a Brentish War Bears! [94 vs 67]
A Brentish Light Axemen has defeated a Leasebreak Archers, but sustained heavy damage. [91 vs 88]
A Leasebreak Archers has utterly destroyed a Brentish Light Axemen! [93 vs 76]
A Leasebreak Archers has utterly destroyed a Brentish Spearmen! [71 vs 48]
A Leasebreak Archers has defeated a Brentish Spearmen, but sustained heavy damage. [91 vs 81]
Brentish Forces
Light Axemen: 0 Intact, 1 Damaged
Spearmen: 0 Intact, 1 Damaged
Bearskin the Druid [Wounded]
Leasebreak Forces
Archers: 1 Intact, 2 Damaged
The defenders have won out!
1 Light Axemen has escaped.
There are two of them, a master and an apprentice. The few soldiers we have captured will not speak of the master. The apprentice's name is Sun Pin, an orc commander long exiled from Villvale with his master by the orcish King Wei. Sun Pin led this battle and the one before it under his master's guidance.
They gathered what seemed to be the body of their force at the front of the fort, ready to meet us on foot and with bow. We anticipated this and cut around to strike their undefended flank by night. They anticipated this also, and by the ill light we did not see the many traps dug and barely covered on the approach. Archers concealed on the far side of the river then rained hail after hail of arrows upon us as we struggled to cross over. All my bears were slaughtered simply buying us time for the axemen to reach them, but in the end we had no choice but to retreat. I suffered wounds and was forced to command much of the battle from a pit whilst my guard dug me out. In the end only I and a contingent of axemen from the survivors of all the regiments were able to escape.
So long as they hold that fort and Sun Pin commands them, it seems we have little hope of taking them.
Commodore Simo leads the fleet east to Alestrom, responding to the rumour of the pirate sails sighted. As expected, a pirate trireme is waiting...
Brentish and Dread Pirate forces engage.
Brentish Forces
Trireme: 6 Intact, 0 Damaged
Archers: 3 Intact, 0 Damaged
Longbowmen: 1 Intact, 0 Damaged
Cpt Simo the Cavalier
Dread Pirate Forces
Trireme: 1 Intact, 0 Damaged
A Brentish Longbowmen [Cpt Simo] has defeated a Dread Pirate Trireme, but sustained heavy damage. [76 vs 70]
Brentish Forces
Trireme: 6 Intact, 0 Damaged
Archers: 3 Intact, 0 Damaged
Longbowmen: 0 Intact, 1 Damaged
Cpt Simo the Cavalier
Dread Pirate Forces
Trireme: 0 Intact, 1 Damaged
The attackers have crushed all resistance.
1 Trireme has been captured.
It was a feint. We found a single trireme, skeleton crew, sitting like a duck. The moment I saw it on the horizon I knew something was wrong; it didn't run, it didn't attack. It just waited there. Turns out the crew were slaves with a handful of men with whips ready to escape by longboat the moment we attacked. We caught up with them and had them strangled, then released the survivors amongst the slaves - we didn't realise the trick until half of them were dead and the ship had taken damage. The trireme will need repairs, but it is intact enough to sail. I've had the men take it to the nearby coast for work.
Roberts is not here. He was never here. Alas, by the time you get this message I fear this will already be apparent to you.
It is. Roberts sailed out of the port of Fastlay in East Farland where the locals had been sheltering his fleet. With your coast now almost completely undefended with Bearskin's attack, the fleet stings the capital ports, Mitre and even Gasket with lightning raids. The light cavalry hired from the Free Caulders arrives unmolested by the fleet, but only after the raid on Gasket has already been conducted. Far worse than any of this, with the fleet now present in the Brentish Channel they are able to intercept any trade ships entering the sea lanes. A blockade is now in effect, essentially sealing the trade hub that has brought Brent such prosperity away from the world and severing the links between north and south.
The only silver lining to this storm is that you now know the full complement of Roberts' forces; four galleons, each with at least a two-third complement of crew. It is reasonable to expect that all of them are used to fighting on sea. Roberts' own ship the Queen Mary flies a black flag with a red rose crossed with swords, a defiant or perhaps just taunting statement against the Brentish crown.
State Religion: EmpirismTerritoriesBrent L (£500/turn): Palace, Fishery. Fish. [Empirism]
(+£25/turn from fish)
(+£100: Fishery)
Empirism Holy Site: £40 in tithes.
Brent S (£234/turn): 1 light cavalry. Cpt Simo the Cavalier. Market.
(+£37/turn from Market)
(upk: -£270)
Brent U (£287/turn): Walls, Deep Mine, Forge. Coal.
(+£14/turn from coal)
(+£400: Deep Mine)
(+£92/turn from Forge)
(upk: -£10)
Brent N (£137/turn):
Sutter E (£252/turn): Market.
(+£40/turn from Market)
(upk: -£50)
Alestrom S (£275/turn): 0+1 light axemen. Bearskin the Druid [W]. Market.
(+£44/turn from Market)
(upk: -£293)
Lester S (£256/turn): Mine, Forge, Fortifications. Marble.
(+£13/turn from marble)
(+£200: Mine)
(+£82/turn from Forge)
(upk: -£20)
Finances:Cash Reserves: £2282
Revenue: +£3028
Raids: -£1255
Upkeep: -£1088 [1 light cavalry, 1 light axemen, 3 trireme, 3 archers, 1 longbowmen. Cpt Simo the Cavalier, Bearskin the Druid. 3 market, 1 walls, 1 fortifications.]
Total: £2967
TechnologiesWeaponsmithy I
Nature Magic [Foundation]
Summon War Bears
Marketplaces
Glazing I
Mariners
Fermentation I
Diplomacy I
Mechanics I
Armies Away2 trireme (+ 1 wounded)
3 archers
0 longbowmen (+ 1 wounded)