The Dark Empire

The invasion forces and leaders of the Dark Empire

The invasion forces consist for a large part of mercenaries. The leader of our forces, the Prince of Darkness, heir apparent to the throne of the Dark Empire has limited time to conquer the city of Urr. He has a principal council to advice him consisting of the following members:

Worth mentioning. If the way the Dark Empire is run is anything to go by, infighting is not going to be discouraged in the principal council. Discreditting the plan of the current closest advisor to the prince, to be the next closest advisor to the prince, is almost traditional at this point. Even: Murder the other battle hardened general, to be the only real tactician present, has been tolerated in the past. This is all before the fights over, who gets to have their wicked way first, in what way, with which pow's start.

Forces drawn from the standing army of the Dark Empire & feeding them

The following forces are the core of the Dark Prince's forces. He does not have to worry about paying them (his Imperial Father takes care of that), but he must provide them with food during and after the campaign. Every 10 units consume a food token per week (Rounded up). In the unlikely event that the Prince can't come up with the food to feed his core forces, they will return to the Dark Emperor with his head on a pike. The Dark Emperor will not blame them for that.

The personal entourage of the Dark Prince consists of his principal council and the following 4 raider units, attached to this council.

The Core of the invasion army.

*Hobgoblins are a barbaric species that has strong cultural & biological similarities to orcs. These units have sworn personal loyalty to the Dark Emperor, who they see as their tribal leader.

Worth remembering.

Mercenaries, feeding them & their payment

Below are the potential mercenary units for hire during the first turn. Basically, payment works through a 50% up front and 50% at the end of the campaign principle. The standard price is 2 gold units per week: 1/2 up front and 1/2 after the end of the siege. Turn 1 takes 4 weeks, every strategic turn afterwards is another week. Gold units payed up front disappear from the game. Nobody expects the Dark Prince to honour the second 1/2 of the payment, if the unit is destroyed before the end of the game. Also, nobody complains if he repurposes the dead as zombies, sacrifices to Moloch, or food, except if he tries to feed the wrong guys with such food.

Speaking of food. Every 10 units consume a food token each week. If the prince can't come up with food. The units leave immediately after having received full payment for the siege up to this point.

If it becomes clear at any moment that the mercenaries are not going to receive the second half of their pay, or they have been cheated on the first half, they will switch sides to anyone who will feed them for free. It is however o.k. for the Dark Prince, to decide halfway through the siege, that he doesn't need all those soldiers, pay them in full for the part they have participated in and send them on their way.

Some advice.

Available Troops

Available food

Available gold

The Treasures are personal belongings of the members of the principal council. Most members have the equivalent of 1 treasure. Messalina, the Mistress of Delight has several highly decorated chainmail bikinis (3 treasures). And the Chief Whip is the matron of the heavily decorated F.M.B.(containing 8 treasures). It is clear that these can't be sold under any circumstance, or there would be trouble.

Moving your forces to Urr

Turn 1: You have full use of your ritual Magic, bands of raiders and diplomats in the valley of Urr. Your armies however haven't reached the valley at this point. Local mercenaries and supplies for your forces can be hired/bought in the valley, but cannot be delivered yet.

Turn 2: Your armies show up in the Prince of Darkness counters box. Meaning scouts can now spot the invasion force, but they haven't entered the valley yet.

Turn 3: Your troops have entered the valley and can surround Urr this turn. Supplies and local mercenaries can now join the invasion army.

How the Dark Empire sees its lessers

The City of Urr

This is a minor city state that earns a lot of money by levying tolls on the trade going through it. We want to conquer it to extend our border to the nearby mountain range and add the toll to our tax base. More importantly, they claim to have a free citizenry. A disgrace, that cannot be allowed to continue. They need to be brought to their knees before the Dark Emperor just to correct this crime against nature and the dark god Moloch.

Urr is only lightly defended and should be an easy conquest. Do however keep in mind their militia will have some magical support.

A dozen or so years ago the city spent a fortune to erect a massive ziggurat in the middle of the town square (not to be confused with the market square Urr also has). It is not known why they did something so pointless. It is unlikely that they actually sacrifice people up there.

The Orc clans

They mostly eke out a living on the local hills, but a bunch of them have given up their traditional ways and now work as street sweepers and rat catchers in Urr. They are a good source of mercenaries and have a foothold in Urr, opening the door to some juicy betrayal. You can make whatever grandiose promise to them you want. There is nobody who will take up their cause if you betray them afterwards.

The Longbeards

The Longbeards are the only a proper Dwarven kingdom in the area. They mine gems and precious metals and turn these into small quantities of very high quality goods they sell all over the known world. They have a massive chip on their shoulders, about Ur charging a fee for helping to facilitate their trade deals. It is a wedge issue we can use to turn them against the city. They have no friends, we can probably screw them on any promise we make.

It is said that their army is undefeatable if fighting for a righteous cause. So maybe they are a good source of mercenaries?

They are the disgruntled owners of the finest siege engine in the world. Built at the request of the late Abranoth of Grinch, who, after signing the contract, decided he did not need it. Being dwarves they certainly did not recycle it for parts. Maybe we can lease it.

There is a rumour about their having a secret passage into the city.

Maybe we are looking at this the wrong way. They are rumoured to be obscenely rich, maybe it is not Urr that should be put under siege.

The Redbeards

These are very poor and unsuccessful dwarves. The economy of their princedom runs on making cheap, decent quality goods in bulk. A lot of them earn a living as guest workers in Ur. Some of them have even been reduced to farming.

They clearly are a potential source of mercenaries.

That Redbeard guest worker program means they have a foothold in Urr, opening the door to some juicy betrayal.

There is a rumour about them having a secret passage into the city.

The Gnomish Confederacy

This bunch of nuts is a small collection of outcast dwarven clans that have taken refuge under a volcano. They apparently survive by making music boxes, fruit preserves and cuckoo clocks. They are utterly insignificant.

The Elves

Despite their reputation as great foes of the wicked, we have only experienced very minor pushback from the Elves over the years.

They do however know we are coming and they will be present in the city, pretending (?) to give some sort of support to Urr. Try to politely minimize their influence.