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Actions-
Finish the quest!
Smiths are contracted to make weapons and armor
Freed Scholars and Scribes are given free range to write inflammatory material against the crown-let freedom ring!
Question why so many teachers were imprisoned
Theiving continues as planned
You have searched through the Middwand for more then a month and are nearly about to give up when one of your scouts report a camp to the east of you. Arriving there you find a small camp surrounded by a palisade and a moat. A man identifying himself as Jern Missebern welcomes you and congratulates you on finding the camp, though he seems less impressed at you completing it with a whole escort instead of alone...
You receive word that the revolutionary texts spread and the thieving operations are working. Unrest is growing and riots are almost a daily affair now, mostly aimed at nobles but ofttimes pouring into the market square and industrial parts of Rindbronn and Rindreth. Merchants and craftsmen are starting to flee the cities and innkeepers would be making a fortune off of mercenary forces hired by the nobles to protect themselves, if not for the fact that many of them have seen their inns burned down to the ground repeatedly already.
Your attempts at contacting smiths have largely been fruitless as many craftsmen have fled the area and the smithing guild has forbidden all of the remaining smiths to work for the rioters lest they get killed in an attack by their own weapons as has happened to several master smiths already.
An inquiry among the teachers yields no clear results. Most of them know each other in some way and it's clear they are hiding something, but the man that volunteered as inquirer that he hasn't been able to find out what and that he stopped after one of them passed out from the "inquiry" before releasing any information. He suspects that whatever they may be hiding could be either very valuable or very dangerous.
Quietly murder those that knew who I really am, except for the Crimson men with me. Send my men to the various tavern to drink and tell everyone how they saw a misterious man in a cloak save a whole battery or rebel gun an point it at the ennmy, thus stopping net a side attack that would have overwhelmed Denskbord's defense.
As for myself, I'll organize the positionning of the captured gun on the city wall. Most of the militimen must have no ideas how to serve a gun while I can train them with all my knowledge.
Your men manage to cut the throats of those you recruited in their sleep without alerting anyone. You just hope you covered your tracks well enough, because the council of rebel leaders have opened an official investigation on the 12-fold murder.
It's unclear if the rumours are having much of an effect. Many don't believe you or your men because of your foreign accent. The same reason is making it difficult to get people to listen to you when it comes to organizational and tactical advice. They'd rather listen to someone from Denskbord then to a stranger.
Action:
- Take command of the remaining loyalist forces around Denskbord personally. Tell the Crimson Company they should follow me until their leader is able to make his escape. Have scouts travel the nearby area to see if they can find any of the forces that fled and have them rally at Osbord.
- Inform the Viceroy that I have taken command of the remaining troops and inform him of the severity of the situation, ask that he send more men immediately as well as enough pay to purchase the guns in Cessfenn much needed medical supplies and food to rebuild the shattered army before the rebels march on another town.
- Purchase the high quality cannons if the Vice Roy agrees to the emergency funding. Only buy 50 if the Vice Roy gives no funding.
- Have the ships in Perrionne travel to Cessfenn to assist in Naval operations.
Mercenary Guild Forces
Outside Denskbord - 375 Infantry, 60 Cavalry
Denskhahn - 350 Infantry, 120 Cavalry
Cessfenn - 375 Infantry, 60 Cavalry
Osbord - N/A
Randsmed - 350 Infantry, 60 Cavalry
Middbord - 350 Infantry, 60 Cavalry
Tormharb - 350 Infantry, 60 Cavalry
Perrionne -350 Infantry, 60 Cavalry, (10 patrol ships, 1 frigate)- travelling to Cessfenn
Mornplad - 2 frigates, 10 guns loaded
The commander of the Crimson Company on the Denskbord agrees to join forces with you, but makes it very clear they are not under your command and not loyal to you. They will only assist in operations aimed at freeing their leader.
The vice-roy agrees to give you a loan equall to the requested amount, which will not have to be repaid if you manage to reconquer Denskbord within 2 months (2 turns). He assures you that it is of utmost importance that the city falls before then. The loan is just sufficient to buy the 200 cannons. Pray the captain will hold his word
Your ships join up with the forces in Cessfenn.
ACTIONS: Take 100 men from the militia and add them to the construction force. The remaining 150 will patrol the swamps and guard the prisoners as they work. Finish constructing the prison, then start constructing a system of traps and guard posts throughout the Denskmars.
Send orders to the spies to unite the pro-Dechsk groups in Axessven and tell them to start organising combat-ready groups and men willing to stir up riots.
Oliver will take the main force of almost 700 men to the western edge of the Cessmars, and set up camp, trying to avoid the attention of all Imperial patrols and garrisons. Oliver will then try to sneak into the city with his 5 best men and find merchants willing to sail his men to Axessven for a surprise attack.
The prison is finished. As you instructed it's quite a livable place, but still barred of course. There has been some problems with the traps, because since you have no competent map makers at hand, your men run a risk of running into their own traps.
Message is sent. It'll take some time for the reply to arrive.
Your men manage to find a few fishermen willing to help you out, for a fair price of course. You set sail for Axessvenn.
Unfortunately your operation is spotted by a Loyalist patrol and quickly intercepted
Attackers:
35 Fishing boats, weapons: 0.1, armor: 0.1, morale: 2, total strength: 14.0
Base power: 14.0
Army bonus: 1
Other Bonuses: No bonus, Total: 0
Total Bonus: 1
Roll: 9
Defenders:
8 Imperial Ships of the Line, weapons: 1, armor: 1, morale: 1.5, total strength: 24.0
15 Imperial Frigates, weapons: 0.5, armor: 1, morale: 1.5, total strength: 33.75
25 Imperial Corvettes, weapons: 0.5, armor: 0.5, morale: 1.5, total strength: 37.5
10 Mercenary Patrol Ships, weapons: 0.25, armor: 0.25, morale: 1, total strength: 5.0
1 Mercenary Frigate, weapons: 0.5, armor: 1, morale: 1, total strength: 1.5
Base power: 101.75
Army bonus: 1
Other Bonuses: Ambush! +2, Total: 2
Total Bonus: 3
Roll: 134
At first you don't realize what's happening, but after the enemy ships of the line blow two of your ships out of the water and you figure out you have been surrounded, you quickly raise the white flag. All remaining men are captured and taken to the garrison in Cessfenn.
The imperial fleet then sets up a blockade at Meskhahn.
ACTION: Continue training of men and pirating. Also send 150 best infantry to iddensberth to take over the city silently, like the mayor proposed. If they are trapped the assassin would kill the mayor but let the mayor first have the message that betrayal has consequences.
Imperial naval operations in the north of the Vhistland have died down after the siege of Denskbord was broken. All your men have managed to do was to rob some merchant vessels traveling to Aächenberth.
Training continues as intended and your militia is becoming more experienced with horses. It's going to take some time for them to be really worth something on the battlefield.
The major of Iddenberth may be rude, but he's not stupid. As you requested, the assault was well-prepared on his side, with some of his guard aiding your men:
Attackers:
150 Rebel Infiltrators, weapons: 1, armor: 1, morale: 2, total strength: 600
50 Guardsmen, weapons: 1, armor: 1.5, morale: 1, total strength: 125.0
Base power: 725.0
Army bonus: 1
Other Bonuses: Infiltration: +2, Enemy in chaos: +2, Total: 4
Total Bonus: 5
Roll: 3138
Defenders:
2000 Imperial garrison, weapons: 1, armor: 1, morale: 1, total strength: 4000
Base power: 4000
Army bonus: 1
Other Bonuses: None, Total: 0
Total Bonus: 1
Roll: 137
You select the best men from the group that ambushed the imperial "tax collectors" and send them under the cover of night. They're greeted at the designated location by 50 men of the major's personal guard, who had prepared some "distractions". They find the garrison drunk and high from a party given to commemorate the capturing of Oliver Morte and are easely dispatched. The bloody results of this operation has prompted your elite forces to name themselves the "Blood Brigade" and their leader, Johan Issenfrind has requested audience to talk about further possible operations.
In the mean time, the word that a new city has been conquered by the rebels spurs life into the rebellious lords of the Hohnfrem. 2 more lords are willing to swear allegiance to your cause.
Take any spare men that are available and attack the town to the south, wodesbard. Attempt to fully liberate it for the rebels and acquire advanced armor and weapons in the attack.
Your men attack the town of Wodesbart
Attackers:
200 Hunters, weapons: 1, armor: 0.5, morale: 2, total strength: 600.0
1000 Woodsmen, weapons: 0.5, armor: 0.5, morale: 2, total strength: 2000.0
100 Sappers, weapons: 0.2, armor: 0.2, morale: 2, total strength: 80.0
1100 Reserves, weapons: 0.2, armor: 0.2, morale: 1, total strength: 440.0
Base power: 3120.0
Army bonus: 1
Other Bonuses: Attack from the woods: +0.5, Total: 0.5
Total Bonus: 1.5
Roll: 2833
Losses: 700 reserves, 8 hunters and 60 woodsmen
Defenders:
1250 Garrison, weapons: 1, armor: 1, morale: 1, total strength: 2500
35 Guns, weapons: 1, armor: 1, morale: 1, total strength: 70
Base power: 2570
Army bonus: 12/5
Other Bonuses: None, Total: 0
Total Bonus: 12/5
Roll: 4776
losses: 64 men
Unfortunately, the town is not poorly defended and your men are pushed back after incurring heavy losses. Some of your commanders wonder if the assassination attempt might have gotten to your head...
The Vice-roy announces that he has captured an important rebel leader operating in the Denskmars while he was attempting to attack Axessvenn. He will be trailed and excecuted on King's day (3 turns from now)
Status will follow soon.