Wednesday, May 16, 2012
Map - Year 4, Autumn Spells & Winter Quarters
Autumn Spells, Winter Quarters, Winter Events and Recovery – Year 4
Autumn Spells – Year 4
Using the corpses of the Great Hall as magical fuel, the Slaughtermasters of the Great Hall powered
a great inundation of blood to coalesce over the now Dwarf held Tor Elyr (J9). But they had not
counted on the magic resistance of the Dwarfs and the spell evaporated on the wind, thwarted
by the defensive rune craft of the Dawi. In response the Dwarf Lord ordered the breaking of one
of the Seven Sacred Seals of Salaha’din unleashing a trail of magical wind and storm at the Great
Hall (I7). 30 Ogre troops perished under the sorcerous winds. The tempest then spiralled south
before exhausting itself over the southern ocean. Far to the north the Damsels of the Bretonni cast
a blessing over the land which greatly boosted the fecundity of the realm while the deadites to the
west cast a hex on the Norscan lands causing crops throughout the realm to shrivel and die. The
undead magi also conjured a shrouding mist to protect their troops returning home for winter.
Finally, the sorcerers of chaos unleashed a tornado of peril on Brayherd (C10). This devastating spell
ripped through the province in a whirling tornado of magical energy destroying the village and the
entire army. The Bretonnian King was the only one to escape the carnage 1. When he arrived back
at his royal court in Couronne, following a series of adventures and escapades, he swore an eternal
bloody vengeance on the Lord of Chaos and on the benighted Norscan realm.
Spell Effects
30 Ogre troops are killed
499 Bretonnian troops are killed
Brayherd (C10) – village is razed
Bretonnia receive 4 gold from their bumper crop
Chaos Warriors lose 3 gold from their blighted crop
..................................................................................................................................................................
Winter quarters
With winter closing in it was time for the armies to retire back to their bases. This proved
unproblematic for most realms armies with only the Druchii in trouble. Both Dark Elf armies were
blocked from retreating home. The Dark Elves suffered terribly through the winter and in total 616
Dark Elf troops either deserted or perished to starvation and the freezing cold. Rumours went across
Norslatch of an entire Druchii army being slowly hunted down and devoured by an insane Mourngul
over the course of the winter.
Winter Retreat
616 Dark Elf troops are killed
1 Naked Bretonnian lord escapes with his heirloom
All other troops and fleets are removed from the map
..................................................................................................................................................................
Winter Events
The fickle hand of fate once again played its part on events. A widespread famine in the Chaos lands
made it impossible for the Norse empire to rebuild and repopulate razed territory this year, meaning
no recovery attempts for the Norse. Things went better for the Dwarfs. Their merchants and traders
had a very successful year with goods and wares being sold and transported to the far reaches of the
Dwarven Empire. The tax revenue from this trade generates 3 additional gold crowns for the Dwarfs.
Meanwhile, the fine weather and hard work of the Bretonnian peasants generated an additional 2
gold crowns of revenue. On the other hand the Undead realm was beset by bandit raids and piracy.
These assaults disrupted tax collection and cost the Undead realm 5 gold crowns. On Kanesdue
the denizens of The Tusk (I8) rebelled against the weakened Ogre Tyrant’s rule and asserted their
independence. Finally, rumours of treachery swirled around the Dark Elf realm but the grip of the
Witch King remained strong and all traitors were systematically weeded out and destroyed.
..................................................................................................................................................................
Where we stand
Race
Warriors of Chaos
Bretonnia
Vampire Counts
Dwarfs
Dark Elf
Ogres Kingdoms
Military
3604 (2 siege trains) + 2 fleet
3137
3710 + 2 fleet
1654 (1 siege train) + 1 fleet
635
429 + 2 fleet
Thrones
3 Warriors of Chaos
2 Bretonnia
2 Vampire Counts
1 Dwarfs
1 Dark Elf
1 Ogres Kingdoms
Economy
51 territory -1 razed – 3 spell = 47
21 territory -4 razed, + 4 spell + 2 farm = 23
26 -4 razed – 5 banditry = 17
24 + 4 ore + 3 trade = 31
9 -1 razed = 8
5 - rebellion = 4
End year 4 standings
Military Might
Vampires, 3710 troops, king and 2 fleets
Warriors of Chaos, 3604 troops, king, 2 siege trains and 2 fleets
Bretonnia, 3137 troops, king
Dwarfs, 1654 troops, 1 siege train and 1 fleet
Dark Elf, 635 troops, king
Ogres, 429 troops and 2 fleets
Political Power
1. Warriors of Chaos, 3 thrones
2. Vampires, 2 thrones (Lost City)
3. Bretonnia, 2 thrones
4. Dwarfs, 1 throne
5. Ogres, 1 throne
6. Dark Elf, 1 throne
Final Winter Revenue
Warriors of Chaos, 47
Dwarfs, 31
Bretonnia, 23
Vampires, 17
Dark Elf, 8
Ogres, 4
..................................................................................................................................................................
Winter Recovery
Dark Elves
Silver River (G11) – village = recovers and is no longer razed
Warriors of Chaos
Na (famine)
Vampires
Na (note Lost City never recovers)
Dwarfs
None
Bretonnia
Razed mines never recover and are removed from the map.
Plains of Fimul (C8) – fortress = recovers for 3 gold.
Bordeleaux (B6) – village = recovers.
Montfort (B5) – village = recovers and is no longer razed.
Independent
Tor Achare (I10) – village = recovers and is no longer razed.
Effect
Silver River villages (G11), Montfort villages (B5), Bordeleaux villages (B6) and Tor Achare villages (I10) no longer count as razed.
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