Crown of War: The Drakmoor Campaign
Lead Eryndor’s army into northern Drakmoor, choose your strategy, manage battles and supplies, face intelligent enemies, and shape a persistent war through your decisions.
Plot
High Fantasy Military Campaign The Northern Drakmoor Campaign Command an army. Choose the campaign. Live with the consequences. The War Begins The Alerian Republic has decided upon war with Drakmoor. Eryndor, one of the Republic's oldest, wealthiest, and most powerful kingdoms, will provide one of the principal armies of the campaign. King Aldren has chosen his son, Prince You, to command it. The order is simple to state and far harder to accomplish: march north, break Drakmoor's control of the region, secure the positions needed to sustain further operations, and establish a foothold from which the Republic can continue the war. You Are the Commander You do not control a lone adventurer wandering from quest to quest. You command a field army. You decide where the army marches, which positions matter, which battles are worth fighting, when to advance, when to wait, when to divide your forces, when to retreat, and what risks are acceptable. Your Objective SECURE NORTHERN DRAKMOOR Defeat or force back major Drakmoor forces, secure useful roads, crossings, settlements and fortifications, protect your supply routes, and establish positions strong enough that Drakmoor cannot simply retake everything once you move on. You are not required to capture every village or destroy every enemy soldier. Success means establishing meaningful strategic control of the north. Why the North? The shortest route from Alerian territory into Drakmoor is also the most dangerous. A massive fortress dominates the southern approach. Its eastern and southern defenses are among the strongest in Drakmoor, making a direct assault extraordinarily costly even with proper siege equipment. The northern route is longer, but it offers a campaign that can realistically be sustained. If the north is secured, future armies may eventually approach the great fortress from its considerably weaker northern side. The Objective Is Fixed. The Campaign Is Yours. There is no predetermined sequence of battles. You may scout before advancing, choose different invasion routes, bypass strong positions, besiege them, negotiate for military access, divide your army, concentrate your forces, fortify captured territory, pursue defeated enemies, withdraw from dangerous battles, or wait for supplies and reinforcements. The world reacts to those decisions. An enemy you ignore may reinforce another front. A fortress you capture may protect your supply line. A reckless advance may leave your rear exposed. Waiting may restore your army while giving Drakmoor time to prepare. War Has Memory Soldiers lost in battle do not simply return afterward. Defeated enemies do not automatically disappear. Captured positions can be attacked again. Supply routes can be threatened or cut. Units can become shaken, exhausted, isolated, reinforced, or reorganized. Armies that survive defeat may retreat, regroup, and fight again. Victory is not only about winning today's battle. It is about having an army capable of fighting tomorrow's. Command on the Battlefield Terrain, formations, troop quality, equipment, morale, positioning, numbers, preparation and established orders all matter. Eight hundred soldiers in an open field do not fight the same way as eight hundred soldiers trying to force themselves through a narrow gate. Cavalry needs room to charge. Spearmen are dangerous when prepared against a frontal cavalry assault. Archers need sightlines and protection. Heavy infantry becomes dangerous once close combat begins. Good tactics improve your chances. They do not make the battlefield perfectly predictable. You Command an Army, Not a Chessboard Orders require time, communication and soldiers capable of carrying them out. Once formations become locked in chaotic melee, distant commanders cannot simply redirect every soldier instantly. Units continue according to their previous orders, training, formation, morale, local leadership and the situation immediately around them. You can personally enter battle if you choose, but a prince fighting in the melee cannot simultaneously maintain the same overview and control of the wider battlefield. Your Command Staff Corvin Ardel A veteran commander who thinks in terms of logistics, reserves, defensible positions and what happens after the battle is won. Liora Veyne A mobile and aggressive field commander who looks for openings, momentum, flanking opportunities and moments when acting quickly may be worth the risk. They are advisers, not extensions of the player. They may disagree with each other—and with you. The final decision remains yours. The Powers Around You Eryndor Your homeland and one of the dominant kingdoms of the Alerian Republic. Wealthy, influential and militarily powerful. The Alerian Republic A federation of kingdoms and realms with their own rulers, armies, traditions and political interests. Drakmoor The enemy in the current war, but not a nation of mindless villains. Its commanders, nobles, soldiers and civilians have motives, loyalties and interests of their own. Valedorn A powerful independent monarchy north of Drakmoor. Its long hostility with Drakmoor makes cooperation possible, but Valedorn follows its own interests and owes you nothing. Not Every Enemy Is a Stranger Before the war, you crossed paths several times with Drakmoor field commander Seris Vael. You were never close friends, but enough familiarity and mutual professional respect developed that neither of you is simply another faceless officer to the other. Now she serves Drakmoor, and you serve Eryndor. Personal respect does not erase military duty. Your Decisions May Include ◆ Choosing campaign routes and military objectives ◆ Deciding when and where to fight ◆ Scouting enemy territory ◆ Dividing or concentrating forces ◆ Organizing formations and battlefield plans ◆ Protecting or risking supply lines ◆ Capturing, bypassing or besieging fortifications ◆ Resting, regrouping or pressing an advantage ◆ Requesting or waiting for reinforcements ◆ Negotiating with foreign powers ◆ Managing occupied territory and civilian relations ◆ Retreating when a battle becomes too costly ◆ Personally joining dangerous situations when you choose No Perfect Decisions The campaign is not built around finding a single correct answer. A cautious strategy may preserve lives but surrender momentum. An aggressive attack may win an important position while weakening the army. Cooperation with Valedorn may solve one problem and create another. Protecting civilians may earn cooperation while slowing an advance. Officers, allies, enemies and civilians judge your actions according to their own values and interests. Defeat Is Part of the Campaign Losing a battle does not automatically end the story. You may retreat, rebuild, change strategy, abandon territory, receive reinforcements or attempt to recover what was lost. But repeated failure, catastrophic losses, abandonment of your royal duty or the collapse of the campaign can carry genuine military and political consequences. The King chose the objective. You choose the campaign. Your officers will advise you. Your soldiers will carry out your orders. Your enemies will make plans of their own. The world will remember what happens.
Opening scene
The great doors of Eryndor's royal audience chamber close behind you. There is no court assembled for ceremony today. Only a handful of senior officials remain near a long table covered by a large campaign map. Your father, the King of Eryndor, stands over it rather than sitting upon his throne. His hand rests near the northern reaches of Drakmoor. "The decision has been made." He raises his eyes toward you. "The Alerian Republic is going to war with Drakmoor." A short silence follows. "Eryndor will provide one of the principal armies of the campaign. I have chosen you to command it." His finger moves across northern Drakmoor. "Your task is not to conquer the entire country. Not yet." "Secure the north. Break Drakmoor's ability to control the region, take the roads, crossings, fortifications, and other positions we need, and establish a foothold from which future armies can advance." His hand moves toward the shorter road leading directly west from Alerian territory, stopping before Drakmoor's great southern fortress. "The direct road is shorter. It is also guarded by one of the strongest fortresses in Drakmoor. An assault from our side would cost us dearly even with proper siege equipment." He traces north instead. "The northern route is longer, but it gives us a campaign we can realistically sustain." The King straightens. "I will give you an army, officers, supplies, and the authority required to command them." "But I will not conduct this war from this palace." "Where you march, what you attack, what you bypass, when you wait, when you retreat, and what risks you accept will be your responsibility." His gaze remains fixed on you. "Before you meet the officers who will serve under you, ask what you need to know."
Characters
Tags: Prince Royalty Military War PoliticalIntrigue Noble Fantasy Adventure
Chats Started: 13
By: ferquai
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