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Wintermark Tactica Imperialis

This document outlines the rules for military campaigns and army movement in the game world. It discusses how campaigns work over multiple territories, how armies can move between territories, and the process for issuing orders to armies. It provides details on army size, composition, and creation of new armies. The goal is to represent prolonged periods of warfare across large areas in a streamlined way.
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0% found this document useful (0 votes)
109 views38 pages

Wintermark Tactica Imperialis

This document outlines the rules for military campaigns and army movement in the game world. It discusses how campaigns work over multiple territories, how armies can move between territories, and the process for issuing orders to armies. It provides details on army size, composition, and creation of new armies. The goal is to represent prolonged periods of warfare across large areas in a streamlined way.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Tenets of Tykonus

YE 377 Edition

Marius Frellrevening
Campaigns
If armies from opposing sides are present in the same territory,
then a military campaign takes place there. A campaign is not a
"battle", a campaign is a prolonged period of warfare that takes
place over the whole territory in the three months between
events.

The Campaign will normally incorporate every army present in


a territory. Armies may be spread throughout a territory, or
concentrated on defending one region, but they are all assumed
to act in concert, so the total strength of all forces is compared to
determine the outcome, regardless of the distribution.

Moving armies
Generals may issue orders for an army to move from one
territory to another. To keep things simple, a general can order
their army to move to a territory and then take part in the
campaign there - or issue orders to go on campaign in the
territory they are in and then move to another territory before the
start of the next season. In effect the army can move to a
territory and fight - or it can fight in the territory it is in and then
move out.

Most Imperial armies can move through three territories (for


example, an army in Bregasland may be ordered to move
through Kallavesa, through Hahnmark to Hercynia and then take
an action in Hercynia). An Imperial army must stop moving
when it enters a hostile territory - one that is not controlled by
the Empire.

A fast army moves up to five territories each season, but must


still stop when it enters a territory that is not controlled by the
Empire.

Note that the elite military unit resources controlled by players


do not move like this. Military units can cross the entire Empire
swiftly and quickly - so they can be freely assigned to an
Imperial army, or sent to raid a neighbouring nation.

Issuing Orders
Each general can issue a single set of orders for the army they
control. The orders should be broad, descriptive strategic goals
based on the distribution of forces in a territory, the local
geography. They represent the plan of what the general would
like the army to achieve over the next three months.

E.g. The Dawn general of The Hounds of Glory may issue


orders for his soldiers to advance without concern for casualties
with the goal of smashing through the Druj lines to join up with
the Imperial forces defending the fortifications at the city of
Holberg.

An army might be ordered to seek to minimize casualties,


fighting defensively and looking to endure enemy attacks; it
might be fighting to drive enemies out of a region; it might be
focusing on securing a region for the Empire; it might have
orders to give ground to lure enemies into a trap or to preserve
lives at the cost of land.

Orders should focus on what the general wants their army to


achieve rather than how they do it. The assumption is that an
Imperial army fights to the best of it's ability, the civil service
control military logistics and supply lines and the Empire has
battlefield captains and commanders who are well versed in
tactics. Please do not describe the arrangement of an army on
the field; the specific tactics it uses to achieve it's goal; specific
arrangements of troops below the Imperial army level; or details
of how the army makes it's camps, for example. The place for
complex battlefield plans is during the events, where player
characters fight barbarian enemies.
Timing
• At the beginning of an event the Generals are briefed on the
current status of the campaigns and what will happen if
things continue as they currently are. They are also
presented with a number of opportunities to intervene –
these are often battles or skirmishes, but sometimes more
complex opportunities present themselves (for example,
the civil service might have identified that collecting a
hundred doses of bladeroot will give a significant edge to
Impeiral troops pinned down by Druj forces).
• During the event The player characters take actions that
affect the final outcomes of the current engagements.
Characters might use their abilities directly (engaging in a
battle or skirmish, using a ritual to curse a region or
destroy a key fortification) or more indirectly (gathering
information about the orc orders, delivering vital supplies
to a beleaguered group of scouts).
• Toward the end of the event The generals are briefed with
regard to how the actions of the player characters
(especially battles and skirmishes) have changed the
situation since the start of the event, if at all. The generals
then give orders for their armies over the coming months.
• After the event orders are processed simultaneously. The
results of those orders play out over the next few months
of game time, until the start of the next event. During this
period, casualties are assessed, and the results of victory
and defeat are calculated.
• Just before the next event the barbarian armies (controlled by
plot) are given their orders, based on the probable
outcomes of the various campaigns. These orders usually
will not significantly change as a result of the event - the
most likely exception would be if the Imperials take an
action that they know will alter the barbarian battle plan in
advance. An obvious example might be the battle in the
territory of Volodmartz, the successful resolution of which
prevented a Thule army moving into the territory by
removing the beachhead they were trying to establish.
Instead, the barbarian army remained in Otkodov, unable
to follow through on the orders it was given.
Overview
The Empire is defended by its armies. Each army is a large
force, capable of acting independently and supported by their
own logistics with baggage trains, siege engines and foragers.
They are therefore able to venture beyond the boundaries of the
Empire and, so long as their casualties are low, remain fully
capable despite being engaged in prolonged campaigns.

The typical member of an Imperial army is fed and billeted by


the civil service but is not paid in coin. These volunteers have
signed up for two years Imperial Service - they are trained and
equipped and then assigned to an Imperial army. if they choose
to leave the army at the end of that period they receive payment
in land from the Empire (equivalent to a level one farm).

Although the lure of land is what draws most citizens to


Imperial Service, the training and equipment received can be
valuable. Most members of the many independent military units
spread across the empire are former soldiers.

Army Size
To allow players to make sensible and meaningful comments
about the capability of their armies, each army has a fighting
strength (usually 5000). This number represents the effective
fighting force of the army - equivalent to 5000 raw recruits. The
civil service uses complex day magic to quantify the effective
fighting force of each Imperial armies, providing this IC
information to the Imperial generals. An actual Imperial army
may have more or less than 5000 soldiers in it, the civil service
only provide the Generals with precise information on the actual
fighting strength, since this is the critical number needed to
make effective strategic decisions.

Barbarian armies tend to be much larger than Imperial armies,


although in practice their fighting strength is usually similar.
Like the Imperial armies the fighting strength of the barbarian
forces can be is calculated using esoteric day magic rituals.

As an army takes casualties its fighting strength drops. An army


whose fighting strength falls below 1,000 (250 if it has the
disciplined keyword) disbands.

Large armies
The majority of campaign armies have a maximum strength of
5,000 fighting force. A large army, however, has a maximum
fighting strength of 7,500. A large army still counts as only a
single campaign army. Turning an existing standard Imperial
army into a large army requires a motion by the Imperial Senate,
and costs 200 wains of mithril over a year (minimum 50 mithril
each season until it is completed).

It is more expensive to apply keywords to a large army, or to


turn a standard army with keywords into a large army.

Current Armies
At present there are 20 Imperial armies.

• The Marches and Dawn have three armies each.


• Urizen and The League have one army each.
• All other nations have two armies each.
The two Imperial Orc armies are large, roughly half again the
size of most Imperial armies, with a fighting strength of 7500
each.

Each Imperial army has a specific advantage which is described


with the use of a keyword.

Military units
Some wealthy or powerful citizens maintain their own
independent military unit. These units can be attached to an
army to increase its effective fighting strength. This is done by
the orders of the military unit’s commander (submitted using the
personal resource downtime system).

The experienced and capable troops in a starting military unit


provide an advantage out of proportion to their numbers, adding
the equivalent to 100 raw recruits to the strength of the army
they support.

Creating a new Imperial army


The Imperial Senate can pass a motion to create a new Imperial
army. The cost to create a new Imperial army is 250 wains of
mithril over the course of a year. The project requires a
minimum of 65 wains of mithril for each season of construction
until the full amount is paid. An Imperial army is created after
four successful seasons of construction.

All Imperial armies must use recruits drawn from a single


nation. When the army is complete a new general position in the
Imperial Military Council is created. Appointment follows the
normal constitutional process (human generals are selected by
the senators of the nation) and re-appointed each year after that.

A newly created Imperial army has no keywords, and is at its


maximum strength of 5,000. It begins play mustered in one of
the Imperial controlled territories belonging to the nation where
it was raised.

Maximum numbers of Imperial armies


The Empire cannot sustain an unlimited number of armies. In
addition to the significant drain on the treasury of the Imperial
Senate, each individual nation can only provide so many
soldiers. The supply number for each nation represents the
maximum number of Imperial armies that nation can sustain at
any given time. The Senate cannot raise a new Imperial army if
it would take the nation over its supply number.

The only reliable way to increase the supply number is to add


additional territories to the nation in question. Likewise, the loss
of territory to the barbarians may reduce the supply number for
that nation.

At this time, the maximum number of armies a nation can


support are as follows:

• Dawn and the Marches: 4 armies each


• Highguard, Navarr and Wintermark: 3 armies each
• The Brass Coast, the Imperial Orcs, and Varushka: 2 armies
each
• The The League and Urizen 1 army each
The League would be able to support an additional army if they
regain control of Holberg

A nation will not contribute its support to maintain an army


from another nation. The only way for players to increase the
number of armies a nation can support is to conquer additional
territory.
Overview
The world of Empire is divided up into territories, each of which
is sub-divided into several regions. A region is an abstract
division that represents a significant area of similar land. A
region could be a large forest, many square miles of rolling hills,
the area around a town or fortification, a marsh, an area of plains
or farms or any number of other combinations of terrain and
important features. A region might be large enough to contain a
dozen villages, or represent the environs of a single large castle,
or part of one of the great cities of the League.

Territories
A military campaign takes place across a whole territory over
the three months between events and it incorporates all the
armies present in that territory. The movement of Imperial
armies is defined by the territory they move to, and the outcome
of a campaign is determined by the armies present in a territory.

Territories are divided into regions based on their geography


and military significance. The winning side in a campaign will
often gain control of a region as a result of their conquest. If the
Empire controls more than half of the regions in a territory, then
the territory is considered to be under Imperial control. If a
Barbarian power controls more than half the regions then they
control the territory. If no single power controls more than half
the regions, then nobody controls the territory.

resources controlled by characters are located in a territory (even


fleets and military units have barracks and a home port).
Although individual regions or the territory may be controlled
by the barbarians, this does not affect the players with resources
in that territory. If the entire territory falls into barbarian control
- if the Empire loses control of all regions in a territory - then
access to all Imperial resources in the territory is lost.
Regions
Regions are important for the orders issued by the generals. A
region may have one or more keywords that describe the terrain
and the presence of special features. These keywords
automatically benefit whichever side controls the region, but the
opposing side may also gain the benefit if they issue appropriate
orders to attack the region.

You can claim a keyword bonus in two ways – if you are


directly fighting to try to conquer the region in question, or if
your ‘side’ controls a region with that keyword in your territory.
So if the Empire has conquered the Forest of Shadows, then an
Imperial army with the woods keyword in that territory can gain
the forest bonus.

For example a Varushkan army with the forest keyword giving


the orders “we move into the Forest of Shadows and take
defensive positions” will get the benefit of being in a forest; an
army giving the order “we retreat into Castle Perilous and take
advantage of the walls” gets the fortification effects.

Movement in a territory
An army can move anywhere within a territory as part of the
orders issued by the general in command. Experienced generals
should note that the orders they issue for movements within a
territory can affect the . For example, if Castle Perilous is
surrounded by four Druj armies then a Dawn army that pushes
through to the castle will need to fight through the besieging
force. This narrative does not affect the total casualties
experienced by the Imperial forces in the territory - but it
certainly would be reflected in the allocation of those casualties
to the Imperial forces present in the territory.
Overvew
The outcome of a campaign is found by comparing the total
army strengths of both sides in the territory. Even though
individual armies are given specific orders, the outcome of the
entire campaign as a whole is determined by all the armies on
both sides. The side with the higher effective army strength
wins.

The scale of the victory and the number of casualties each side
suffers is determined by the opposing army strength. The nature
of any victory and the allocation of casualties is based on the
orders submitted by the generals on both sides.

The initial outcome is contingent on the comparison of the


relative army strengths of the two sides - the greater the
difference between the two army sizes, the more effective the
victorious side has been. But this possible outcome is then
significantly affected by the battles and skirmishes linked to that
campaign that take place at the event.

Philosophy
We have an extremely simple system to determine which side is
winning in a campaign. This system is a crude mathematical
framework - it is not intended for use by players when they are
roleplaying and there is no need for most players to understand
it. It's primary purpose is to give us a mechanism to calculate the
scale of the victory achieved by the winning side that is simple,
easy to calculate and can be consistent from campaign to
campaign, year to year. We present the basics here so that those
players who are interested can read them and have confidence
that PD are being as fair as is possible in determining the
outcomes of different campaigns.

Framework
The total army strength of each side present in a territory is
calculated and compared. The side with the largest army
strength is considered to be winning and generates a number of
victory points for that side. These points are converted into
outcomes by the battle plot team based on the orders submitted
by the generals on both sides.

E.g. The Imperial forces have three armies present, a total army
strength of 10,000, while the Druj forces in the territory have a
total army strength of 22,000. The Druj force is stronger - so
they are winning the campaign. The margin is 12,000 - accruing
12 victory points for the Druj. These victory points are
expended to gain control of a region (10 points) and the
remaining two points are spent decreasing the casualties taken
by the Druj. The battle plot team then create the narrative that
describes the campaign and the current outcome.

Additional victory points can be assigned, at a cost to the armies


involved. For example if a general has given orders for her army
to fight a defensive withdrawal, we might give the enemy force
bonus victory points towards their goal of taking control of a
region but offset this against the reduced casualties taken by the
retreating Imperial army.

Victory points can be expended to gain control of a region, to


increase the number of casualties inflicted, or to decrease the
number of casualties taken. Points are allocated between these
core outcomes based on the orders submitted by the generals of
both sides.

The outcome need not be binary; individual armies may still


achieve some of their goals even if the campaign as a whole is
not going well. Usually, though, they achieve these goals either
through direct player action at an event or at greater cost to the
individual armies involved.
Claiming a region
When an army claims a region, it falls under the control of that
army's side. In the case of a region with a special quality, such
as a terrain keyword or a fortification, all the armies on the same
side benefit from the region anywhere in the territory from that
point on. For example, if an Imperial army takes control of the
Forest of Shadows, all Imperial armies in the territory with the
forest keyword gain the advantage of that keyword.

Establishing a beachhead
It is much more difficult to claim a region in a territory where
your side does not already control a region. This is one of the
reasons the Empire and barbarians alike take pains to conquer an
entire territory rather than permit their enemies to keep control
of some of the land.

Claiming special resources


If a region contains a physical campaign resource such as a
white granite quarry, a library or a large named green iron mine,
then the Imperial Senate is responsible for assigning control of
those resources. The Imperial Military Council may offer
suggestions, but ultimately the distribution of the spoils of war
is a political matter.

Increased casualties
Rather than attempting to conquer regions in a territory, a
general may issue orders to engage and destroy the enemy
forces. In this case, victory points will be expended to increase
the casualties taken by the opposite side.

Decreased casualties
Generals who issue orders to avoid engagements, retreat or to
defend a region may experience less casualties than predicted.
Victory points are expended to reduce the casualties taken.

If both sides in a campaign are defending fortifications - or


otherwise acting to decrease casualties - then it is possible for
neither side to take any casualties. In effect the campaign has
been a stand off with little or no direct fighting taking place. It is
still possible for battles or skirmishes at the event to bring
additional benefits to the Imperial forces, even if the campaign
was a stand off.
Overview
The world of Empire is littered with walled settlements,
fortresses, keeps, castles and fortified bridges. These lesser
structures may be the target of a quest or skirmish but they are
not important for the calculate of army strength present in a
territory. Only mighty fortifications are tracked; sturdy castles,
networks of carefully positioned forts; great stone walls with
sentinel towers.

Fortification Strength
A campaign fortification is stationary and attached to a specific
region. That region gains the fortification keyword.
Fortifications have a strength, based on the same scale used for
Imperial armies. A small campaign fortification has a strength of
3,000 - equivalent to fighting strength 3,000 raw recruits.

The strength of any fortifications in a territory are added to the


strength of the armies present, but only for purposes of
determining which side is victorious. Fortifications do not inflict
or take casualties unless the orders issued by the generals for the
campaign indicate that they are attacking the fortification or the
region it defends.

For example, if the campaign is focused on capturing a forest


region in Karsk then the presence of a fortification in a nearby
region will be important for determining which side is winning,
but will not directly affect casualties. If the orders for the
campaign involve trying to assault the fortification, then it
inflicts and takes casualties just like a campaign army.

Capturing and destroying a fortification


An enemy fortification is captured when it's strength is reduced
to 1,000 or lower. A fortification that is reduced below 250
strength is destroyed, rather than captured.
Creating a fortification
The Imperial Senate can pass a motion to create a new campaign
fortification. The cost to create a new fortification is 100 wains
of white granite over the course of a year. The project requires a
minimum of 25 wains of white granite for each season of
construction until the full amount is paid. The campaign
fortification is created after four successful seasons of
construction.

Improving a fortification
The Imperial Senate can pass a motion to improve the quality of
an existing fortification. Improving a fortification takes one year
to complete. The fortification must be controlled by the Empire
throughout.

• Increasing a fortification from a strength of 3000 to a strength


of 6000 requires 120 wains of white granite.
• Increasing a fortification from a strength of 6000 to a strength
of 9000 requires 140 wains of white granite.
Further increases in the strength of a campaign fortification
follow the same cost increase structure.

Repairing a fortification
An Imperial fortification that has been damaged regains one
tenth of it's maximum strength every season provided the
territory is under Imperial control. Additional repairs can be
effected by a motion in the Imperial senate and the expenditure
of wains of either white granite or weirwood.

Natural repair
If an Imperial fortification is located in an Imperial controlled
territory and is not subject to an attack during that season then it
automatically recovers 300 strength. Imperial fortifications in
territories controlled by barbarians or which are attacked during
a season are not automatically repaired.

Emergency repair
The Imperial Senate may pass a motion to authorize the
purchase of additional materials - in the form or either white
granite or weirwood - to speed up the repair of an Imperial
fortification. This represents a concerted effort by the Empire to
repair the fortificaiton. Emergency repair, like natural repair,
takes a season to complete.

In a single season, the first 30 wains of white granite or


weirwood restore 20 strength for each wain allocated. The next
30 wains provide an additional 15 strength each. The next 30
wains provide an additional 10 strength - and so on. The rate of
emergency resupply resets each season so the white granite and
weirwood spent in a subsequent season is not affected by earlier
actions.
Imperial armies (also called campaign armies) possess qualities
that give them advantages in certain situations. These keywords
reflect the flavour of the army and the nation to which it
belongs. A military unit assigned to assist a campaign army does
not usually gain the benefit of these keywords.

Existing Imperial armies already have one or more keywords


representing their traditional roles. An existing keyword can be
removed without cost. Adding or removing a keyword requires a
motion by the Imperial Senate. An Imperial army can gain
additional keywords, but the cost to add each new keyword is
progressively more expensive. The first keyword added to an
army requires 50 wains, the second 100 wains, the third 200
wains and so on.

Applying keywords to a large army costs 75 wains, 150 wains,


300 wains and so on. These additional costs need to be paid
regardless of whether the keyword is being applied to an
existing large army, or if a standard army with keywords is
turned into a large army.

List of Keywords
Logistics
An army with good logistics has excellent access to supplies and
the organisation to make sure they get to where they are needed.
They may also be adept at making use of materials scavenged
while on campaign, or carry additional supplies with them when
they are at war.Effect: This army can resupply naturally at the
rate of 750 strength each season rather than the normal 500 (a
large army would resupply at 1,125 troops each season rather
than 750). They must still obey the normal requirement for
natural resupply. Other ways of resupplying an army are not
changed.

Aggressive
An aggressive army focuses on inflicting casualties on the
enemies. The soldiers are trained and equipped to gather and
exploit information about the lay of the land.Effect: An
aggressive army has the number of casualties it inflicts
increased by 10% if it has been in this territory since start of the
last season. If it has been in this territory for two full seasons,
the extra casualties increase to 20%, and once the army has been
in the territory for three full seasons, the additional casualties
reach the maximum 30%.

Resilient
A resilient army might be equipped to produce makeshift
fortifications, or it might simply possess a stubborn spirit
coupled with training in defensive formations.Effect: A resilient
army has the number of casualties it takes reduced by 10% if it
has been in this territory since start of the last season. If it has
been in this territory for two full seasons, the reduction increases
to 20%, and once the army has been in the territory for three
fulls reasons, the reduction reaches the maximum 30%.

Siege
An army trained in siege warfare is adept at attacking
fortifications. usually this means the army has the expertise to
quickly construct catapults, trebuchets and siege towers as well
as some expertise in rationing resources and countering enemy
engineers. It may also reflect an army with experience fighting
in the cramped conditions of a city or castle. Effect: When
attacking a fortification, any damage inflicted on that
fortification by this army is increased by 20%. When defending
a fortification, the damage inflicted on that fortification by
enemies is reduced by 20%. Note: To gain these advantages, the
narrative of the campaign has to involve an actual attack on the
fortification - fortifications only inflict or take casualties during
attempts to capture or destroy them.

Marsh Fighter
An army experienced in fighting in a marsh gains significant
advantages over less experienced armies. They tend to be more
comfortable operating in smaller units, may favour ranged
weapons, and have the support of magicians or surgeons trained
to deal with insect bites, poisonous vermin and disease. They
also tend to have a bit of specialist equipment, such as
waterproof cloaks.Effect: The army has it's strength increased
by 20% for determining the campaign outcome when the
campaign includes a region with the marsh keyword (that is,
your side controls a marsh region in the territory, or the
narrative involves fighting in a marsh region controlled by
someone else).

Rugged
Fighting in hills and mountains is a risky business. Armies with
this keyword tend to have especially skilled scouts and
cartographers who track passes, valleys and the like and are
always ready to suggest ways to make the best use of the broken
terrain. They also tend to have equipment or supplies to help
them deal with cold, altitude or difficult terrain.Effect: The
army has it's strength increased by 20% for determining the
campaign outcome when the campaign includes a region with
the mountainous keyword (that is, your side controls a
mountainous region in the territory, or the narrative involves
fighting in a mountainous region controlled by someone else).

Forester
Fighting in a forest is a frustrating undertaking. Trees make it
difficult for armies to form up, and so an army with experience
fighting in this kind of terrain often split up into several smaller
units capable of operating for several days without supervision.
Their ability to operate in diffuse formations gives them a
significant advantage over armies less versed in guerilla warfare.
Effect: The army has it's strength increased by 20% for
determining the campaign outcome when the campaign includes
a region with the forested keyword (that is, your side controls a
forest region in the territory, or the narrative involves fighting in
a forested region controlled by someone else).

Coastal
A coastal army often includes mariners among its soldiers, and
is usually supported by boats or even ships. This is the closest
the Empire currently has to a naval force. The army is
experienced at dealing with sailors and fishermen, travelling by
boat and ship, dealing with the realities of amphibious assaults,
and making beachhead landings. It is most common among
Freeborn armies.Effect: The army has it's strength increased by
20% for determining the campaign outcome when the campaign
includes the coastal keyword (that is, the army's side controls a
coastal region in the territory, or the narrative involves fighting
in a coastal region controlled by someone else). The coastal
keyword applies to many areas adjacent to the sea (although not
all - the wide beaches of the Brass Coast represent entirely
different terrain to the cliffy bluffs of Urizen), and also to some
regions around major rivers or other large bodies of water.

Scouting
A scouting army is often broken down into smaller units that
can operate semi-autonomously, spreading out over the
countryside when it moves. The army is accompanied by trained
observers, often equipped with telescopes and signalling
mirrors, and often has access to cartographers and detailed maps
- and the knowledge to make good use of them.Effect: When
this army is committed to a campaign, it provides reports on the
campaign armies in the territory, including the allegiance of the
armies, an estimation of their strength and other information
such as keywords, local fortifications, significant or noteworthy
military units and other potentially useful strategic and tactical
information. This information is supplied to the general who
commands the army at the beginning of an event.

Disciplined
A disciplined army has well organised chain of command, and
every soldier knows what to do if separated from a superior
officer. The army is often supported by priests or spiritual
advisors - within the Empire they may make use of ceremonies
of the Way to provide additional guidance. Armies from
Highguard and the Iron Confederacy are most likely to have this
keyword.Effect: This army is disbanded when it takes casualties
that reduce it's strength below 250 rather than below 1,000. In
addition, a disciplined army is more effective at fighting
fearsome enemies. When this army engages fearsome enemies,
the benefits of the fearsome keyword are neutralised and the
disciplined army inflicts an additional 20% casualties against
those armies.

Fast
The soldiers of a fast army are trained to move quickly for long
periods of time, carrying their gear. Overland, they can outpace
most other armies of similar size. The logistics of the army are
often focused towards helping soldiers move, and recovering
from forced march.Effect: The army can move five territories
each season, rather than the usual three. It must stills top moving
when it enters a hostile territory.

Magic
A magic army contains many more magicians, and soldiers
trained to fight alongside magicians, than a standard army. Such
armies integrate magical and martial tactics to harry their
opponents and achieve difficult goals. Armies from Urizen,
Thule and Axos are most likely to have this keyword.Effect: If
the general of this army supplies 35 mana crystals, the army
gains a 1,000 point force bonus to fighting capabilities for the
next season. This is a flat bonus that is not multiplied by any
other keyword.

Mercenary
A mercenary army is not necessarily one that fights for
payment, but rather one that has experience working with and
integrating independently minded military units who do fight for
payment. Armies from the Brass Coast and League are most
likely to have this keyword.Effect: If the general of this army
supplies 5 thrones, the army gains a 1,000 point force bonus to
fighting capabilities for the next season. This is a flat bonus that
is not multiplied by any other keyword.

Glorious
A glorious army lives to fight. Individual soldiers strive to
excel, taking joy in fighting stronger opponents and seeking
opportunities to defeat their enemies and win their battles. It is
most common in Dawnish, Wintermark and Jotun armies.
Effect: The army has it's strength increased by 20% for
determining the campaign outcome, but all casualties it takes are
increased by 10%.

Barbarian orc keywords


These keywords are associated with barbarian orc armies,
especially the Thule and the Druj. They are not normally
available to Imperial armies. Unlike the keywords used by the
Imperial armies, these keywords are designed to be more
circumstantial and to be countered by clever tactics and by
direct player action at an event.

Fearsome
A fearsome army uses magic, powerful creatures and terror-
tactics to unnerve their enemies and damage their morale. It is
most common in Thule and Druj armies. Effect:The army
inflicts an additional 20% casualties on it's enemies, and victory
points used to claim regions are 20% more effective. If a
fearsome army faces a disciplined army, this bonus is lost and
the fearsome army takes additional casualties.
Poisonous
A poisonous army uses herbs, magic and monstrous creatures to
inflict sickness and weakness on their opponents. It is most
common in Druj armies.Effect: The army inflicts an additional
20% casualties on it's enemies (Could be 20% extra strength
for determining outcomes instead) except when it is facing
armies that have been protected from poison and infection (for
example, when in an area under the effect of a Rivers of Life
ritual).

Savage
A savage army fights better the more desperate it becomes. It is
most common among the orcs of the Broken Shore and the
Lasambrian Hills Effect: When this army has been reduced
below half strength, it inflicts an additional 50% casualties.

Merciless
A merciless army specifically targets weakened opponents,
seeking to destroy enemy armies rather than simply drive them
off. It is most common among Grendel and Druj armies.Effect:
This army inflicts an additional 20% casualties, spread among
all opposing armies whose fighting strength has dropped to
2,500 or less.

Keywords and large armies


Being large is not a keyword. A large army simply has a
maximum strength of 7,500. Some keywords may work slightly
differently when assigned to a large army
Imperial Armies of the Brass Coast
The Brass Coast currently fields two imperial armies; the Red
Wind Corsairs and the Fire of the South.

The Red Wind Corsairs


This coastal army is the closest the Empire currently has to a
naval force. Many of the soldiers who serve with this army have
experience serving as sailors, and the force is supported by a
number of boats and ships. The army often takes advantage of
this to reinforce and support difficult positions, or move quickly
to areas where it can do the most good. The first Brass Coast
General leads the Red Wind Corsairs, and is appointed (or re-
appointed) at the Summer solstice each year.

The Fire of the South


The soldiers of this army are trained in tactics appropriate to
flat, open land. Often recognised by their brightly polished
armour, their warriors and supply lines are trained to be
especially mobile and responsive to attacks from any direction.
This gives them a marked advantage over less adaptive armies,
allowing them to cover great distances very quickly. The second
Brass Coast General leads the Fire of the South, and is
appointed (or re-appointed) at the Autumn equinox each year.
Imperial Armies of Dawn
Dawn fields three imperial armies; the Golden Sun, the Hounds
of Glory and the Eastern Sky.

The Golden Sun


As befits a nation with such an emphasis on heavy armour, the
soldiers who fight under the Golden Sun banner are especially
resilient, taking less casualties when on campaign. There is
some friendly rivalry between soldiers of the Golden Sun and
the Hounds of Glory.

The first Dawnish General leads the Golden Sun army, and is
appointed (or re-appointed) at the Summer solstice each year.

The Hounds of Glory


Fighting beneath bright crimson banners surmounted by a
winged hound, the hounds of glory pride themselves on being
unstoppable in battle. They press the foe, driving them back inch
by inch, and are supported by archers and magicians that make
them especially skilled at aggressive and glorious in battle.
There is some friendly rivalry between the Hounds of Glory and
the Golden Sun, and when their soldiers meet they often engage
in contests of strength and martial might.

The second Dawnish General leads the Hounds of Glory, and is


appointed (or re-appointed) at the Winter solstice each year.

The Eastern Sky


Fighting beneath an emerald green banner bearing the golden
image of the rising sun, the Eastern Sky is the youngest of the
Dawnish armies, but has a long and proud tradition of defending
the Dawnish heartlands from orc aggression. They receive
regular supplies from the people of Dawn, and benefit from
improved logistics. Many of the soldiers of the Eastern Sky have
a particular hatred for the Druj barbarians; traditionally they are
first to see the carnage the cruel orcs leave behind when they
manage to gain access to an Imperial village.

The third Dawnish General leads the Eastern Sky, and is


appointed (or re-appointed) at the Autumn equinox each year.
Imperial Armies of Highguard
Highguard fields two imperial armies; the Granite Pillar and the
Seventh Wave.

The Granite Pillar


The champions of the Granite Pillar are usually arrayed in heavy
armour with shield and sword, supported by cataphracts and
martially inclined magisters. They practice tactics designed to
emphasise their discipline, and are always accompanied by
military chaplains who dedicate themselves to supporting and
blessing the soldiers, helping them to remain focused on the
battlefield and highlighting the virtues of Loyalty, Courage and
Pride.

The first Highborn General leads the Granite Pillar army, and is
appointed (or re-appointed) at the Summer solstice each year.

The Seventh Wave


While the core of the Seventh Wave is heavily armoured
champions, it is supported by a number of unconquered, scouts,
skirmishers and magicians. The army makes great use of mixed-
arms tactics, supporting shield-and-sword with bow, or bow
with pole-arm and pike. They are adept scouts, capable of
quickly sizing up their enemies and giving clear reports on all
elements of the military campaigns in which they are involved.

The second Highborn General leads the Seventh Wave, and is


appointed (or re-appointed) at the Autumn equinox each year.
Imperial Armies of the Orcish Nation
The Winter Sun
This army began with a core of orcs who had been slaves in
Varushka, Temeschwar, Highguard and Wintermark. Vicious
fighting against the Varushkan armies had decimated the
numbers of the freed slaves in that nation, and harsh winters had
contributed further to the death toll. The first magicians among
the Imperial Orcs belonged to this army, however; they found it
easiest to absorb the teachings of the Varushkan and
Wintermark tutors the Urizen magi arranged for them. The hard
core of the army were made up of many who had known Thrace
and the other founders of the revolt personally, and they
continued to develop the vision of freedom that had first spurred
them to escape the mines.

Today the Winter Sun is the more politically active of the two
Imperial Orcs armies, but it is also the army most likely to use
magic in pursuit of the Plan. They garner favours, both through
military aid and careful use of their magical resources. More
warcasters and oathwrights fight under the banners of the
Winter Sun than the Summer Storm, and they have more
Preachers.

The first Imperial orc General leads the Winter Sun, and is
appointed (or re-appointed) at the Winter solstice. This is a large
army, and has the Rugged keyword representing a history of
fighting in difficult terrain.

The Summer Storm


This army was formed from orcs who had originally been slaves
in Dawn, The Marches and the southern and eastern cities of
The League. Their uprising had taken part in the rich heartlands
of the Empire, and they did not need to deal with the harsh
northern climate that troubled orcs in Varushka, Wintermark
and Highguard. They also tended to be better equipped; they
were more able to loot weapons and armour, and were in a good
position to deal with the 'war profiteers' from The Brass Coast
and League cities. Perhaps just as importantly, the southern
slaves were often surprisingly well versed in tactics, subterfuge
and trade than their northern cousins - many more of them had
spent their time as bodyguards, bouncers or gladiators than in
the north.

Today the Summer Storm pride themselves on their military


acumen. They are the hammer of the Imperial Orcs, well armed
and armoured, versed in strategy and tactics, and supported by
cunning bonesetters and thief-takers. They tend to be richer in
terms of wealth and crafted items, and the first smiths and
artisans were part of the Summer Storm.

The second Imperial orc General leads the Summer Storm, and
is appointed (or re-appointed) at the Summer Solstice. This is a
large army, and has the disciplined keyword that represents their
indomitable fighting spirit.
Imperial Armies of the League
The League fields one imperial army the Wolves of War. While
the League used to field a second army, the Towerjacks, that
army ceased to exist in 346YE and now effectively serves as the
garrison that protects Holberg from the barbarian forces that
besiege it.

The Wolves of War


Given many of the soldiers in this army are bravos from the
roughest parts of Temeschwar and Tassato, it should come as no
surprise that they are adept at fighting door-to-door. They are
also supported by talented engineers from Holberg and
Sarvosian scouts, giving them a marked advantage in all kinds
of siege warfare. They are also adept at working with mercenary
troops, allowing the League to make use of it's great wealth.

The first League General leads the Wolves of War army, and is
appointed (or re-appointed) at the Autumn solstice each year.
Imperial Armies of the Marches
The Marches field three imperial armies; the Drakes, the Strong
Reeds and the Bounders.

The Drakes
First lead by the legendary Tom Drake, this army is well-
supplied and has excellent logistics, allowing it to recover
casualties much more swiftly than normal. Many of the soldiers
in this army come from Mitwold, and this has lead to a
reputation for dogged determination and occasional internal
conflict away from the battlefield; they are especially resilient
on the battlefield. Its ranks have been swelled in recent years
with soldiers displaced from the Mournwold, which has helped
exacerbate the situation.

The first Marcher General leads the Drakes army, and is


appointed (or re-appointed) at the Summer solstice each year.

The Strong Reeds


Initially raised from the people of Bregasland, there is still a
strong territorial bias in the soldiers of this army. They have a
great deal of experience fighting in marshy environments, and
have several times in their history fought alongside the
Wintermark armies in Kallavesa.

The second Marcher General leads the Strong Reeds army, and
is appointed (or re-appointed) at the Winter solstice each year.

Bounders
This adaptable army attracts many beaters who support a solid
core of Upwold soldiers and a small cadre of dedicated
battlefield magicians. They are skilled skirmish fighters, able to
quickly learn the lay of the land and inflict nasty casualties on
their enemies.
The third Marcher General leads the Bounders army, and is
appointed (or re-appointed) at the Autumn equinox each year.
Imperial Armies of the Navarr
The Navarr field two imperial armies; the Black Thorns and the
Quiet Step.

The Black Thorns


This army is especially fast moving, able to cross great distances
very quickly. They are especially adept at using the trods to
move large numbers quickly, and have excellent logistical
support as well as several covens of vates and apothecaries who
help restore troops after forced marches. They have a knack,
historically, of turning up just in time to help tip the outcome of
a campaign. They are also well trained in fighting in forests,a
legacy of centuries of conflict with bandit orcs and
vallornspawn.

The first Navarr General leads the Black Thorns army, and is
appointed (or re-appointed) at the Summer solstice each year.

The Quiet Step


The army of the Quiet Step is loosely organised, allowing
individual components a certain amount of leeway to operate as
they see fit but benefiting from a central logistical core. They
are experienced scouts capable of quickly gathering information
about the enemy armies they encounter. They are equally adept
at facing barbarian orcs, vallornspawn and Varushkan monsters.

The second Navarr General leads the Quiet Step army, and is
appointed (or re-appointed) at the Autumn equinox each year.
Imperial Armies of Urizen
Urizen fields one Imperial army; the Army of the Citadel. The
Urizen also have a great deal of interest in the position of
Warmage, appointed by the Imperial Conclave each Spring
Equinox to serve as a de facto general, albeit one without
command of an army.

The Army of the Citadel


This army (unsurprisingly) incorporates a large number of
magicians, battle-magicians and sentinels trained to fight
alongside them. Their prowess with battlefield magic allows
them to both inflict additional casualties and help troops recover
very quickly after a battle.

The first Urizen General leads the Army of the Citadel, and is
appointed (or re-appointed) at the Summer solstice each year.
Imperial Armies of Varushka
Varushka fields two imperial armies; the Army of the Northern
Eagle and the Army of the Golden Axe.

The Army of the Northern Eagle


The soldiers of this army have long experience of fighting along
the northern mountains that border the Thule tribelands. They
contain a number of expert mountaineers, ex-prospectors and
other specialists who serve as scouts, and have a significant
advantage over less-experienced armies when fighting in
mountains.

The first Varushkan General leads the Army of the Northern


Eagle, and is appointed (or re-appointed) at the Summer solstice
each year.

The Army of the Golden Axe


The history of the Army of the Golden Axe is a history of
sustained assault, horrible battles and massive losses. The
Varushkan soldiers are philosophical - someone has to do the
hard work, and they consider themselves good at surviving odds
that would devastate other armies. Pessimism has become the
norm for the officers of this army, although their dire
pronouncements of failure are often rendered incorrect by their
own heroism and fortitude.

The second Varushkan General leads the Army of the Golden


Axe, and is appointed (or re-appointed) at the Winter solstice
each year.
Imperial Armies of Wintermark
Wintermark fields two imperial armies; the Fist of the
Mountains and the Green Shield Army.

The Fist of the Mountains


This army is especially adept at fighting in mountainous terrain.
They are supported by a number of miners, engineers, ex-
prospectors and advised by icewalkers and scops versed in the
lore of the mountainous places of the Empire. Their soldiers are
known for their caution and for their ability to fight in tight
spaces over vertiginous drops.

The first Wintermark General leads the Fist of the Mountains


army, and is appointed (or re-appointed) at the Summer solstice
each year.

The Green Shield Army


The army of the Green Shield is as skilled at fighting in forests
as the Fist of the Mountains is in broken terrain. They have a
long history of supporting the Varushkan and Navarr armies on
campaign. Each soldier is equipped with an axe and a wooden
shield with a green covering, usually decorated with a symbol in
gold or white that marks the regiment the soldier belongs to.
They are truly glorious in battle, and the presence of the Green
Shields has turned the tide of battle more than once. They are
one of the few armies outside Navarr that have any experience
fighting vallornspawn, usually in Hercynia.

The second Wintermark General leads the Green Shield Army,


and is appointed (or re-appointed) at the Winter solstice each
year.

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