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Elven Court · The campaign

The Wyldwood Wardens

Axes in the Wyldwood, and none of them ours. Find out whose — quietly, if they’ll allow it.

The Wyldwood

Axes in the Wyldwood. Find out whose, and stop them - quietly, if they will allow it.

The road

Ten fields — old forest, wound inward on the Deep Forge. The Dwarven Clans is the rival, and six kingdoms stand in the way.

Chapter I · The Muster

We do not garrison the Wyldwood. We are what happens in it.

  1. 1

    The Muster · Bring down the quarry

    Thornhollow

    Something feral in the young wood.

    To win: the marked one, in the ground. One of theirs is marked, and it holds the prize. Put it in the ground — it runs for its gate when it is hurt. Their keep falling ends it too.

    Against: Mythic Beasts.

    Terms: The standing works — A spawner is already raised and already yours.

    Something has denned in the young wood and is eating it as it grows. Remove it, and do not damage the trees doing so.

  2. 2

    First Blood · Take the toll

    The Burned Glade

    Orcs, and the smell of them.

    To win: 50 of their soldiers down. Put their soldiers in the ground. Their walls can wait — or fall, if you would rather.

    Against: Orc Horde.

    You will smell this one before you see it. They burned a glade to cook in. Twelve hundred years, for a meal.

  3. 3

    A Twist · Stop the wain

    Pilgrim’s Cut

    The Realm is cutting a road through the old trees.

    To win: their wain dragged back for 50s. Their wain rolls for your gate under their escort. Outnumber them at the axle and drag it back — if it reaches your gate, the field is theirs.

    Against: Human Realm.

    Terms: The empty chest — You march with nothing. Everything you field, you earn here.

    The Realm is cutting a road through trees older than their language, a cart-length at a time. Stop the cart. They will call it progress in the report.

Chapter II · The Rival

The thane came in person. That is not arrogance - it means he intends to keep what he cut.

  1. 4

    The Rival · Burn the camps

    Deepcut

    Clan sawmills. This is who has been taking the wood.

    To win: 4 of their war-camps burned. Their war-camps feed this assault, and they will keep mustering until they burn. The keep can stand.

    Against: Dwarven Clans — the rival.

    Sawmills. Numbered, roofed and running two shifts. This is not theft, it is industry, which is worse.

  2. 5

    Adversity · Stand over it

    Heartwood

    They have come for the oldest tree. Stand over it.

    To win: 100s with none of theirs on the high ground. The thing at the centre is yours to keep. Every soldier of theirs inside the ring wounds it. Keep them out until the clock is run.

    Against: Jade Dynasty.

    Terms: No walls of your own — Your keep cannot be fortified. Meet them in the field.

    They have come for the oldest thing standing in this wood. Stand over it. You will not be asked to do a simpler thing than this.

  3. 6

    The Ally · Break the works

    The Barrow Grove

    The dead have raised works in the grove. Level them.

    To win: 4 of their works down. Put their spawners down. The keep can stand.

    Against: Undead Dominion.

    Terms: The war-chest — An ally has paid for this one. Spend it well.

    The dead have raised works in the grove. Level them, quietly, and leave the graves alone. We are not the Realm.

Chapter III · The Long War

Stone in a forest is a wound that heals slowly and never quite straight.

  1. 7

    The Siege · Bring the ram to the wall

    Ironroot Hold

    Dwarven stone, dwarven walls, in your forest.

    To win: the ram to their wall, then the keep. The wain is a ram. Walk it to their wall and the masonry comes down — then raze what is left standing.

    Against: Dwarven Clans — the rival.

    Terms: Walled against you — Their keep was fortified long before you came.

    Bring the ram to it, and count the courses before you touch them. Everything in that wall grew within a mile of where you are standing.

  2. 8

    The Reversal · Hold the ground

    Gilded Crossing

    Hold the crossing until the wood is emptied behind you.

    To win: 90s on the crossing. Take the contested ground and keep it — the clock only runs while it is yours.

    Against: Human Realm.

    Terms: The thin muster — Only your cheapest ranks answered the call.

    Hold the crossing while the wood empties behind you. Count nothing. Simply do not move.

  3. 9

    The Gathering · Hold the ground · Eight commanders

    The Wyldmoot

    Every host that ever wanted this forest, at once.

    To win: 110s on the crossing. Take the contested ground and keep it — the clock only runs while it is yours.

    Against: Orc Horde.

    Everyone who has ever wanted this forest, arriving on one afternoon. It has happened before. It ended the same way.

Chapter IV · The Crown

Cold forge, quiet wood. Let them write that we started it.

  1. 10

    The Crown · Beat the shift

    The Deep Forge

    Where the axes are made. Before the next shift.

    To win: their keep before they field 300. Raze their keep before they have fielded the number named. Their muster is the clock.

    Against: Dwarven Clans — the rival.

    Terms: Walled against you — Their keep was fortified long before you came.

    The Deep Forge. Where the axes are made, and therefore where this ends. Before the next shift comes on.

The rival

The Dwarven Clans — Clans of the Frostcrags.

The thane is at the treeline on the second day. They were not waiting to be found.

Clans. Of course. Their thane is here in person, which means they intend to keep what they cut.

Ironroot Hold: they have built a fort out of our trees. Take it apart in the order it went up.

The Deep Forge. It is where the axes come from, and it is why they keep coming.

How it ends

Crowned

The forge is cold and the Wyldwood is quiet. They will say we started it. Let them.

Broken

The wood is theirs to the ridge now. Listen. That is the sound of it still being cut.

The Elves boons

The branch of the boon tree only the Elven Court can take:

BoonCostWhat it does
The Wardstones1The stones carry a bowshot further than they should.
The Forest Roads2The wood opens for its own, and closes behind them.
The Long Bows2Further still. They will not reach you at all.
Heartwood3What the oldest tree gives, it gives to the whole Court.
The Moonlit Court4Every shaft finds the gap in the plate.

The other marches