Autumn on the island: coast, plains and mountains, with two kingdoms’ borders across them

Conquest & Settlements

Raise a kingdom. Feed it. Take everything else.

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Your first winter goes fine. You have grain, the fields are close, and the border is somebody else’s problem.

It is the fourth winter that takes kingdoms. Three towns to feed, a war you did not pick, and a granary that ran dry in Frostmoon.

The whole island in summer, with four kingdoms’ borders drawn across it
The island

Four crowns, and not enough ground for them

Every island is drawn from a seed, so no two reigns begin on the same ground. Three rivals are seated on it with you. In the gaps between you, the free companies hold what nobody has yet been strong enough to take off them.

A keep flying the Azure banner
House Aldermere

Old money, thin soil, and more coastline than it can watch. You start here unless you say otherwise.

A keep flying the Crimson banner
The Crimson Pact

Sworn brothers who agree on one thing: the island is not big enough for four.

A keep flying the Verdant banner
Verdant Clans

Deep woods, good hunting, and no interest at all in the borders you have drawn.

A keep flying the Amber banner
Amber Throne

Rich, slow, well walled. Nobody attacks it first, and it is usually the one still standing.

Snow lying over forest, mountains and a kingdom’s holdings in deep winter

Winter takes two thirds of the harvest. It takes armies whole.

Harvest ×0.3 · Marching ×0.65 · Losses on the road ×2.2

The year

You are not fighting a kingdom. You are fighting the calendar.

One valley, four times. The same buildings, the same camera, twelve moons apart.

The valley in spring: thaw and mud
SpringHarvest ×0.9

Thaw, and roads that swallow a cart.

The valley in summer: dry roads
SummerHarvest ×1.2

Dry roads, long days. The only season an army moves well.

The valley in autumn: the harvest in
AutumnHarvest ×1.55

The granaries fill. Everyone knows what is coming.

The valley in winter: frozen fields
WinterHarvest ×0.3

Frozen ground, and a third of the yield.

Nothing announces the turn of the year. The ground changes over about three weeks, and you watch it happen.

A chartered city with its farms, pastures and roads around it
Settle

A camp, then a village, then walls

Pick the first site as though you cannot move it, because you cannot. Farms want plains, lumber wants forest, a quarry wants hills that have broken open. Iron wants luck.

No two towns may stand close together, so every good site you take is one your neighbours will never have.

Clerks run all of it. Build past what your towns can administer and the treasury starts paying couriers by the day, until the day it cannot.

What a realm is made of

Ground, and what you put on it

Fourteen things to raise, each one gating the next.

  • A settlers’ campCamp
  • A farmsteadFarmstead
  • A lumber campLumber camp
  • A pasturePasture
  • A quarryQuarry
  • An iron mineIron mine
  • A fishing wharfWharf
  • A hunter’s lodgeLodge
  • A villageVillage
  • A marketMarket
  • A storehouseStorehouse
  • A barracksBarracks
  • A watchtowerWatchtower
  • A chartered cityCity
What a kingdom can actually see: its own ground, and fog past the edge of it
Scout

You know only what you rode out to see

The map keeps what you last saw: the town, the banner over it, the year you were there. It will not mention that the town burned in Huntmoon and the banner changed. For that you send somebody, and you wait.

Two kingdoms meeting along a contested border in autumn

A border is not a line. It is pressure, and it moves while you sleep.

An army marches at the pace of its slowest ox cart.

March

March, and count who comes home

Past your own supply the packs go empty. Then it is outlaws in the woods, a guide who picks the wrong pass, a slope coming down on the column in the dark. Each one has a name and a number in the chronicle.

Lose enough heart and the company turns for home without asking. That costs more than all the rest of it together.

So you never ask whether you can win the battle. You ask whether there will be anything to eat when you arrive.

The ground

Country worth having

Terrain is not scenery. It is the price of every march you order.

Mountains and hill country — slow ground, and dangerous to cross
Iron in the peaks. Three weeks to cross them, and something always happens.
A coastal kingdom, its towns strung along the shoreline
A wharf feeds a town that cannot feed itself.
A frontier between two kingdoms, with the free companies holding ground between them
The free companies sit in the middle. Sooner or later somebody comes for them.

The island is already drawn.

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The game

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