The Trollbrige War - trialling campaign rules for Fantastic Battles
As part of the playtesting process, five foolish players set
out to play several years of a campaign, combining battles with diplomacy,
recruitment and logistical challenges. The following post chronicles the opening
year in the Trollbridge War.
The sprawling city of Trollbridge controls the only crossing of the River Essence between where it rises in the Watershed Downs north of Duncreggae, and where it empties into the broad marshlands south of Barrowfield. A vital node in the trade route inland from the bay of Byzernium, Trollbridge maintains a precarious neutrality between it’s the human neighbours in Balquhidder and Byzernium. To the west, beyond the ancient Wyldwood, lies the small halfling principality of Hearthshire, while stories of fur-covered shadows in the night and the distant chink of thousands of bony feet on the march heralds an emerging terror in the east.
Year 1 – Starting positions, diplomacy and army musters
Balquhidder: The human Kingdom of Balquhidder starts
in control of Balquidder City and the mountain stronghold of Gryphonbeak. It
allies with Byzernium and Hearthshire, and musters a 500 point army.
Byzernium: The human city-state of Byzernium starts
in control of Byzernium and the outlying fort at Dunreiseri. It allies with
Balquhidder and Hearthshire, and musters a 500 point army.
Hearthshire: The halfling principality of Hearthshire
starts in league with the denizens of the Wyldwood. It allies with Balquhhider
and Byzernium and musters a 500 point militia.
Kopek: The necromancer-lord of Kopek starts in
control of Kopek and exercises control over Pandinus. He allies with
Verminblight and summons a 500 point horde of undead minions.
Verminblight: The ratkin empire of Verminblight
starts in control of Verminblight and the Undernest. It allies with Kopek and
breeds a 500 point swarm of ratkin.
Year 1 – Spring
Balquhidder: The army of Balquhidder marches on Eastmarch
and quickly brings it in within the borders of the kingdom.
Byzernium: The army of Byzernium arrives at
Dunlofskoraki and the fort opens its gates to admit a Byzernian garrison.
Hearthshire: Hearthshire’s militia approach Northmoor
and open negotiations with the folk there. No decisions are reached, but the
tea is good.
Kopek: The undead horde attack Barrowfields but the
brave defenders hold out, hoping for assistance.
Verminblight: The ratkin swarm towards the ruined
remains of the Fallen Dun and encounter pockets of resistance holding out among
the destruction.
Year 1 – Summer
Balquhidder: The army of Balquhidder continues on its
circuit to Vale which eagerly joins in the human confederacy.
Byzernium: The army of Byzernium Approaches Duncreggae
and secures it as another strongpoint for the southern humans.
Hearthshire: Hearthshire’s militia move into
aggressive negotiations at Northmoor with a smoked cheese dish served with
chilled cider. No decisions are reached.
Kopek: Barrowfields falls to the undead horde and its
defenders are ‘enrolled’ in the undead legions of the mighty Sekra the Great.
Verminblight: A ratkin colony is established at the Fallen
Dun as the last resistance is extinguished.
Year 1 – Autumn
Balquhidder: The army of Balquhidder passes from Vale
to Trollbridge. After intense negotiations and the promise of some serious tax
exemptions, the city joins with Balquhidder as bulwark of the North.
Byzernium: The army of Byzernium returns to Dunlofoskoraki
to inhibit further ratkin expansion in the area.
Hearthshire: Hearthshire convinces Northmoor of the
benefits of coalition and great celebrations are organised including three
consecutive evenings of 36 course degustation menus.
Kopek: The undead minions march on the Skeleton
Wastes and find many more willing recruits as marshland falls to Kopek.
Verminblight: The swarm return east to the Vermin Wastes, establishing another colony and creating a link with their allies in Kopek.
So, no battles in Year 1 of the campaign, but all but one of the
regions are now under the control of one of the five powers. Watershed Downs
retains its independence for now, but any state looking to seriously expand will
need to invade lands controlled by another player.
The stage is set for a clash of empires in Year 2.
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Balquhidder: Balquhidder renews its alliance with
Byzernium and Hearthshire, and musters an 800 point army.
Byzernium: Byzernium renews its alliance with
Balquhidder and Hearthshire, and musters a 700 point army.
Hearthshire: renews its alliance with Balquhhider and
Byzernium and musters a 600 point militia.
Kopek: Kopek continues its alliance with Verminblight
and summons a 700 point horde of undead minions.
Verminblight: Verminblight continues its alliance
with Kopek and breeds a 700 point swarm of ratkin.
Year 2 – Spring
Balquhidder: Revolution! The people of Balquhidder’s
rise up and topple the governing elite. The provinces re-establish their
autonomy as Balquhidder’s empire collapses.
Byzernium: The army of Byzernium returns from
Byzernium to Dunlofoskoraki and then advances as far as the Fallen Dun in an
attempt to return the region to its historic Byzernian control.
Hearthshire: The Hearthshire militia marches on
Watershed Down and, after a rabbit stew established Hearthshire’s suzerainty
over the region.
Kopek: The minions of Kopek shamble to war, passing
through Pandinus to invade Eastmarch. The regions recently gained autonomy is
shortlived as the undead establish control.
Verminblight: The ratkin army surges from
Verminblight west to struggle with the Byzernians at the Fallen Dun.
Year 2 – Summer
Byzernium: Having been forced back to Dunlofoskoraki,
the army of Byzernium returns to the Fallen Dun to meet the ratkin a second
time.
Hearthshire: The halfling militia approaches
Gryphonbeak which opens its gates, welcoming a steady suzerain following the
collapse of Balquhidder. The eagle egg omelettes served at the celebration add
a touch of class.
Kopek: The undead horde continues its advance and
marches on Vale. Deprived of centralised government, the city quickly succumbs.
Verminblight: The ratkin swarm remain at the Fallen
Dun to repel the human invaders.
***