The Bloodlands
August 2003·pp. 60–65
THE SHORT VERSION
Dylan Owen introduces a new studio map campaign set a thousand years after the catastrophic Seven Realms conflict. Its history grows directly from earlier players’ alliances, betrayals and improvised adventures, demonstrating how recurring characters and a referee can turn individual battles into a shared narrative. Seven participating realms then reveal the personalities and army choices behind the new struggle.
The campaign framework links settlements, revenue and army support to an annual cycle of winter planning and campaigning. Towns can develop into cities, armies receive secret orders, and the scale of a tabletop victory determines conquest or pillaging. Sieges and attacks on weaker garrisons use different force relationships, while suggested deadlines and a final combined battle help the organiser keep the campaign moving.
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Find this article in White Dwarf 284, pp. 60–65.
This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.