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# War! *Hordes of soldiers march over a mountainous terrain, facing the multi-walled fortress before them. What lays ahead won't be easy, but they know that when the siege weapons have been loaded and soldiers put into position, there will be both bloodshed and an assured end to the tyranny that had once faced them.* *Two rival armies approach each other, shield and spear phalanxes forming a wall of tension and steel between the two. With the bang of a catapult, both sides charge, battalions of brothers fighting one another.* War is... perhaps one of the most common stories to be told in Dungeons and Dragons. And yet, in my experience, the system stands at odds with this. Of course, there is reason for this- this is a role playing game, not a war game. The individual is where the game is naturally focused, and as such most war should be run as individual fights against the players contributing to a larger story. But, there has to be some way to allow the player characters control over this war, providing a middle ground of character and tactic alike. This system attempts to do so, giving war and sieges a more defined mechanical position as well as guiding DMs on the process. ### Battles and Sieges These mechanics are intended to work in two different circumstances which shall be defined here. Firstly are **Sieges**, primarily defined by playing the offensive against a well defended location. Secondly is **Battles,** where two armies meet in the battlefield. Generally, it is ill advised to use these mechanics outside of such scenarios. ### Renown Renown is, at it's most basic, a "level" system for the player's army. Renown affects primarily your command in battle and how far it can extend. Naturally, an army has many working parts. Renown shows how much you can actively command and provide orders to. Renown is decided by the DM at the start of each Siege or Battle, though it is generally recommended to have these slowly increase over time. ### Sieges When in a siege, you'll be shown the map of a city. This city is divided into multiple targets, each of which is worth a differing value of points. Usually, siege requires a certain amount of points along with the capture of the central hold of the city. When doing a siege, present the map of the city and the point values to the players. Assign renown values to the players and allow them choices of their recruits, and allow them to choose where to designate their units across the map. **For this document, I'll keep the DM end behind sieges hidden. Think strategically and im sure everything will end up alright.**
##### Renown Costs | Name | Renown Cost | Notes | |:---:|:---:|:---| | Basic Soldier Vintaine | 1 | Contains 20 infantry soldiers | | Basic Soldier Centaine | 2 | Contains 50 infantry soldiers | | Cavalry Conroi | 2 | Contains 15 cavalry units, along with mounts. | | Mage Eschille | 2 | Contains 20 mage units. | | Siege Weapon: Ram | 1 | Contains 2 Rams, along with enough people to man them. | | Siege Weapon: Catapult | 2 | Contains 3 Catapults, along with enough people to man the.| |Mercenary Commander | 1 | Contains a single mercenary commander.* | Mercenary Battalion | 3 | Contains a mercenary commander, along with a battalion of their troops.*|
* Mercenaries must be recruited over the course of the game.