As I mentioned earlier, I have a plan to run a Dux Britanniarum in my world that centres around the Daughter of Rovas and the land she disappeared from hundreds of years ago. My RPG/Wargame went well, but life is making it hard to keep a consistent schedule for an RPG. So, I’ve made up a few changes to Dux and am going to run a campaign. As people are able to come over, we’ll run the game and see if the Iron Band can continue to expand under the guidance of our erstwhile heroes.
The Gardal
A rich area at the northern end of the Burway, the area is almost all farmland, with few pockets of wilderness left. Market towns dot the area, and there is little evidence of the collapse of the Rovians except further north near the plains where ruins poke up from under bushes and are turned up by plows. To the west, the Dunwood is known to have many gobblins, so-called eaters of the dead. They dislike water, so are mostly seen in Grontoft and Grongard. The Greenwood to the east is known to lead people astray, and there are stories of walking trees and the dead following the flutes of majestic creatures. Shren Nesna is a hilly area full of ruins that is the biggest reminder of a fallen civilization. No one claims it, and strange magicks are often attributed to it. The tower near the Greenwood in Markadal is the ancient tower of Con Adoran, one of the few active towers of the Dal-Amach, the Blood Mages. Thus far the Dal Amach have not entered into the fighting.
Campaign Overview
The Iron Band has proven its worth in pacifying the lands beyond the river Celental. With the departure of the Southern Banner forces of the Rovians, the King of Dalmor’s control is uncontested. Or it should be. The Duke of Florick has finally risen in revolt. The Earls of Steirlund have declared their fertile land off limits to either group. Local lords and rebels north of the river Tula, ostensibly not under the control of the Regent of Rovas, are hiring mercenaries and attacking Dalmorian forces belonging to anyone. At the same time, the Alfar, the faerie folk, have been angered by the disregard of the Treaty Stones. Gobblins and worse have attacked farms but have so far refrained from open conflict. In order to calm the situation, the King has ceased his push north and is moving the bulk of his forces south. He has commissioned the Iron Band to hold the area north of the river Tula while his loyalists fight the rebels in the Kingdom.
Campaign Objective
The Lord Commander has assigned small forces under your command to hold the Burway north of Tur Malen, a fertile area known as the Gardal. You are to raise your own forces and, if possible, expand the areas under the Iron Band’s control. Your centre of effort should be to push the Rovians back and take the key city of Athramere and then threaten Tur Heva. With the Gardal secure, the Rovian forces will be forced onto the plains of Mag Ushil. Once your forces are robust enough, you will be directed to take Tur Heva. Then, the eastern flank of the Kingdom will be secure. As you become more successful, you will rise in the ranks and gain more wealth and power. Note that taxes of a Beggar’s Bowl are due to the Iron Band every year. This is can be offset by the natural wealth of the Gardal. Every year, roll 1d6 per province you hold. On a 6, you gain a beggar’s bowl worth of wealth.
You and your peers will each have one province to start from: Grondal, Rikdal, Wegrik.
Procedure
At the beginning of each month, declare if you are going to be raiding, resting, or contesting ownership of a province. Your starting forces may seem large, but due to the tense situation they are required. You must declare how many troops you are leaving to guard your lands from others including the Alfar. Any troops left behind will be led by your lieutenants and subordinate leaders.
Raiding
Declare which province you are raiding. Consult the Table of Raids, set up the table and fight!
Resting
If you are not engaging in conflict, you can build up your forces. If the Alfar attack, your whole force can be used against them.
Contesting Ownership
This most likely means a battle and can only be done at the rank of Captain or higher for the Iron Band. If the enemy forces are weak, they may retreat behind their walls and remain under siege. If friendly forces arrive to engage the besiegers in battle, the weaker forces can join in. If the siege is not lifted by friendly forces, the remaining enemy will surrender when the siege ends. Note that if we get large enough forces, we may use Hail Caesar for battle resolution.
Alfar Interference
Every month, after you have decided your action, roll 1d6 per province you hold. On a 1, the Alfar will conduct a raid on that land, regardless of what your forces are doing.
Forces
Most of the professional soldiery of the Iron Band are tasked elsewhere. Your starting forces are as follows:
Leadership
Status III Reeve
4 Status II Lieutenants (you can only bring 2 with you on a raid)
1 Champion
Foot:
Elite – The old “heavy company” of the Iron Band. These warriors are experienced and well armed and armoured. You begin with 1 group of 6 Heavy Company fighters.
Warriors – The bulk of your forces. You begin with four groups of 6 warriors.
Levy – Scarecrows. Following the traditions of the Iron Band, the newest recruits are called Scarecrows and classed as Levies. You begin with two groups of 6 Scarecrows who are just learning their way.
Cavalry:
Shock Cavalry – Heavy, armoured warriors. As you become more successful, you can gain some.
Light Cavalry – Light cavalry armed with bows. You begin with 3 of them.
Skirmishers:
Archers – You have 5 Iron Band Archers who are unique as these troops can be used in combat as Levies. They are difficult to train, and take 1 additional month to replace compared to the type of losses incurred.
I have the career progression for the players updated, it is right here.
In any event, those are the instructions to the players. I intend to post the outcomes of their campaign on here. Next weekend I’m hoping to bring some of the guys together and experiment with a battle or raid and then kick this off.