This is my complete narrative campaign arc written specifically for Blood & Crowns, structured around banners, leaders, crossings, morale collapse, and sea action, culminating in Henry’s death near Stavoren (1101).
This is not a points list or rules rewrite — it is a scenario-driven campaign that runs over 6–9 games, with branching outcomes but a strong historical pull.
FRISIA AFLAME: THE FALL OF HENRY THE FAT (1100–1101)
A Blood & Crowns Narrative Campaign
CAMPAIGN STRUCTURE (AT A GLANCE)
-
Players:
- Imperial: Henry the Fat (primary)
- Frisian Free Confederations (primary opposition)
- Optional third players: Floris II of Holland, Viking raiders
-
Length:
7 core scenarios + 1 final battle
(Can be shortened to 5 + finale) -
Key Mechanics Used:
- Banners & sub-commanders
- Command collapse
- Objectives over attrition
- Naval actions & coastal raids
- Territory-based morale effects
CAMPAIGN SPECIAL RULES
Imperial Legitimacy Track
Henry begins with 4 Legitimacy Points.
- +1 if Henry wins a scenario AND holds the field
- −1 if Henry loses a banner
- −2 if Henry is forced to withdraw
- If Legitimacy reaches 0, all Imperial command rolls suffer −1
This models Henry’s increasingly fragile authority.
Frisian Resistance Track
Frisians begin with 0 Resistance.
- +1 for each burned settlement that survives
- +1 for each Imperial banner destroyed or captured
- At 3+ Resistance, Frisian infantry gain a morale bonus in homeland battles
SCENARIO I – THE IMPERIAL CAUSEWAY
Type: Hold a Crossing
Setting: Early 1100, Henry enters Frisia
Narrative
Henry attempts to assert imperial rights by forcing a major dike or river crossing.
Forces
- Henry: 2–3 banners
- Frisians: 2 banners, hidden deployment
Objectives
- Imperial Victory: Hold the crossing with a banner at game end
- Frisian Victory: Prevent crossing OR rout Henry’s banner
Special Rules
- Narrow frontage
- Marsh slows mounted units
- Frisians may deploy skirmishers hidden
Campaign Effects
- Imperial victory: +1 Legitimacy
- Frisian victory: +1 Resistance
SCENARIO II – THE TAX OF FRISIA
Type: Escort Tax Carts
Setting: Inland villages
Narrative
Henry sends tax collectors under armed escort to enforce imperial rights.
Forces
- Imperial escort banners
- Frisian ambushers (one fewer banner)
Objectives
- Imperial: Escort at least one tax cart off-table
- Frisian: Capture or destroy all carts
Special Rules
- Tax carts slow movement
- If a cart is captured, Frisians gain bonus morale
Campaign Effects
- Imperial success: +1 Legitimacy
- Frisian success: +1 Resistance, −1 Legitimacy
SCENARIO III – THE BURNING OF THE TERP
Type: Burn Settlements & Withdraw
Narrative
Henry retaliates, ordering the burning of raised farm mounds (terps).
Forces
- Imperial banners with fire markers
- Frisian defenders arrive in waves
Objectives
- Imperial: Burn 2+ settlements and exit at least one banner
- Frisian: Kill or capture a banner leader OR prevent withdrawal
Special Rules
- Fire spreads unpredictably
- Imperial troops suffer morale penalties if delayed
Campaign Effects
- Imperial success: +1 Legitimacy, +1 Resistance
- Frisian success: +2 Resistance
SCENARIO IV – THE SEA KINGS’ INTERFERENCE (Naval)
Type: Naval Skirmish / Coastal Raid
Narrative
Viking adventurers raid Frisian coasts — Henry attempts to suppress them or hire them.
Forces
- Vikings vs Frisians or Imperials (player choice)
Objectives
- Vikings: Loot and withdraw
- Others: Sink or capture Viking ships
Special Rules
- Shallow waters
- Boarding actions emphasized
- Poor visibility
Campaign Effects
- If Vikings win: next Frisian scenario begins with unrest
- If Vikings lose: Imperial or Frisian morale bonus
SCENARIO V – THE BISHOP’S SHIPS (Naval + Land)
Type: Escort & Intercept
Narrative
Church-owned vessels carry tithes along the coast; Frisians plan an interception.
Forces
- Utrecht/Henry escorts
- Frisian boats and shore forces
Objectives
- Escort: Get ships to safety
- Frisians: Capture ships or kill an escort banner leader
Special Rules
- Mixed naval/land table
- Units may disembark
Campaign Effects
- Escort success: +1 Legitimacy
- Frisian success: +1 Resistance
SCENARIO VI – THE AMBUSH AT STAVOREN (Naval Focus)
Type: Kill or Capture a Banner Leader
Narrative
Henry travels by sea near Stavoren to reassert control.
Forces
- Henry’s banner aboard ships
- Frisian vessels and shore ambushers
Objectives
- Frisians: Kill or capture Henry
- Imperial: Survive and escape
Special Rules
- Surprise round for Frisians
- Henry must be embarked at start
Campaign Effects
- If Henry is killed: proceed to Final Scenario (historical)
- If Henry survives: Legitimacy +1, Resistance −1
FINAL SCENARIO – THE FALL OF THE MARGRAVE
Type: Last Battle (Land or Mixed)
Trigger
Occurs automatically if:
- Henry is killed earlier OR
- Legitimacy reaches 0 OR
- Resistance reaches 4+
Narrative
Imperial authority collapses; all sides commit remaining forces.
Forces
- All remaining banners
- Optional Hollandic intervention
Objectives
- Imperial: Break Frisian resistance decisively
- Frisians: Kill Henry or rout his banner
- Holland: Secure territory, not annihilation
Special Rules
- Morale tests more frequent
- Death of Henry causes immediate Imperial collapse
CAMPAIGN ENDINGS
Historical Ending
Henry is killed near Stavoren →
Frisians win independence; Holland rises.
Alternate History
Henry survives →
Imperial authority stabilizes; long-term conflict continues.
Viking Ending
Vikings gain wealth and influence →
Later scenarios include Norse mercenary banners.
πΎ FRISIAN & REGIONAL NOBLES (1100 AD)
Blood & Crowns Character Additions
π‘ Eilrad the Fat of Westergo
Role: Wealthy Frisian noble, ambiguous loyalties
Faction: Frisian Free Confederations (or Imperial client)
Command Type: Banner Leader (Foot)
Banner – Eilrad’s Household
- Eilrad the Fat – Foot Men-at-Arms
- Shieldwall Spearmen
- Fierce Foot
- Archer Militia
Traits
- Stubborn: Banner ignores first failed morale test
- Self-Interested: If Henry’s Legitimacy drops to 1, Eilrad may defect or withdraw
Campaign Impact
- If Eilrad defects → Frisian Resistance +1
- If Eilrad is killed → nearby Frisian banners test morale immediately
⚓ Hrothgar of Dokkum
Role: Coastal war-leader, trader, and raider
Faction: Frisian / Viking-aligned
Command Type: Mixed Land–Sea Banner
Banner – Hrothgar’s Shore Band
- Hrothgar – Fierce Foot (Leader)
- Fierce Foot
- Javelin Skirmishers
- Archers
Traits
- Sea-Wise: Gains bonuses in coastal or naval scenarios
- Pragmatic: May switch sides if offered plunder
Campaign Impact
- If Hrothgar survives 2 scenarios → unlocks a Viking naval banner
- If killed at sea → Viking morale penalty next naval game
π Adalhard of Middelzee
Role: Inland Frisian noble, defender of causeways
Faction: Frisian Free Confederations
Command Type: Defensive Banner
Banner – Adalhard’s Dike Guard
- Adalhard – Sergeant Spearmen (Leader)
- Sergeant Spearmen
- Spear Militia
- Javelin Skirmishers
Traits
- Engineer of Dikes: +1 defense when holding crossings
- Cautious: May voluntarily withdraw without morale penalty
Campaign Impact
- If Adalhard holds a crossing → Frisian Resistance +1
- If he is captured → Imperial Legitimacy +1
⛪ Odo, Bishop of Utrecht
Role: Ecclesiastical powerbroker and rival to secular lords
Faction: Bishopric of Utrecht
Command Type: Ecclesiastical Banner Leader
Note: Odo replaces or rivals Bishop Burchard depending on your campaign timeline.
Banner – Odo’s Sacred Retinue
- Bishop Odo – Foot Men-at-Arms (non-combatant commander)
- Foot Men-at-Arms (Church Guard)
- Sergeant Spearmen
- Crossbowmen
Traits
- Sanctified Authority: Nearby banners reroll morale once per game
- Political Survivor: If Odo’s banner is routed, he may escape on a 4+
Campaign Impact
- If Odo survives a loss → Utrecht retains influence
- If Odo is killed → Imperial Legitimacy −1, Frisian Resistance +1
⚔️ HOW TO USE THEM IN THE CAMPAIGN
As Sub-Commanders
- Replace generic banner leaders with named nobles
- Each brings distinct behaviour and consequences
As Wild Cards
- Eilrad and Hrothgar may change sides mid-campaign
- Odo may support Henry or Floris depending on Legitimacy
As Scenario Triggers
- “Protect Eilrad’s Terp”
- “Escort Bishop Odo’s Tithe Ship”
- “Ambush Hrothgar’s Longship”
- “Adalhard Holds the Causeway”
π WHY THIS WORKS IN BLOOD & CROWNS
- Leaders matter more than unit types
- Killing the right noble wins wars
- Side-switching feels organic
- The campaign becomes political, not just tactical
⚔️ IMPERIAL HOST OF HENRY THE FAT (1100 AD)
Army Character
- Few banners
- Elite cavalry and retainers
- Morale collapses if leaders fall
Typical Army Size
- 3 banners (Henry + 2 sub-commanders)
- Occasionally reinforced to 4
BANNER I – Henry the Fat, Margrave of Frisia
Type: Feudal Lord’s Banner (Elite)
- Henry the Fat – Mounted Men-at-Arms (Commander)
- Mounted Men-at-Arms (Household Knights). 6 Mtd Knights
- Foot Men-at-Arms (Milites, mail & shield)
- Sergeant Spearmen (Retainers, spear & shield)
Notes:
This is the hammer. Lose this banner and the campaign likely collapses.
BANNER II – Kunibert of Hildesheim
Type: Knightly Retinue
- Kunibert – Mounted Men-at-Arms
- Mounted Sergeants
- Sergeant Spearmen
- Archer Levy
Notes:
Flexible support banner. Archer levy represents Saxon foot.
BANNER III – Imperial Enforcement Column
Type: Mixed Retinue
Lord Adalhard of Middlezee
- Sub-Commander – Foot Men-at-Arms
- Sergeant Spearmen
- Spear Militia (Pressed locals)
- Crossbowmen (Rare mercenaries)
Notes:
Used for tax escort, settlement burning, or garrison duty.
Optional BANNER IV – Utrecht Ecclesiastical Support
(Scenario-dependent)
- Church Captain – Foot Men-at-Arms
- Foot Sergeants
- Crossbowmen
- Archer Levy
πΎ FRISIAN FREE CONFEDERATIONS
Army Character
- Infantry-heavy
- Excellent morale at home
- Weak cavalry, strong numbers
Typical Army Size
- 3–4 banners
BANNER I – Hauke Redhand, Potestate of Westergo
Type: War Leader’s Banner
- Hauke Redhand – Foot Men-at-Arms
- Fierce Foot (Axes & spears)
- Shieldwall Spearmen
- Javelin Skirmishers
BANNER II – Clan Muster
Type: Militia Banner
- Clan Captain – Sergeant Spearmen
- Spear Militia
- Archer Militia
- Javelin Skirmishers
BANNER III – Marsh Fighters
Type: Light Infantry Banner
- Sub-Leader – Fierce Foot
- Fierce Foot
- Javelin Skirmishers
- Archers
Optional BANNER IV – Wealthy Farmers’ Retinue
(Rare)
- Mounted Sergeant (Leader)
- Mounted Sergeants
- Shieldwall Spearmen
π° COUNTY OF HOLLAND (FLORIS II)
Army Character
- Balanced, cautious
- More cavalry than Frisians
- Strong militia core
Typical Army Size
- 3 banners
BANNER I – Floris II, Count of Holland
Type: Feudal Lord’s Banner
- Floris II – Mounted Men-at-Arms
- Mounted Men-at-Arms
- Foot Men-at-Arms
- Sergeant Spearmen
BANNER II – Castle & Town Retinue
Type: Urban Banner
- Castellan – Foot Men-at-Arms
- Sergeant Spearmen
- Archer Militia
- Crossbowmen
BANNER III – Coastal Patrol
Type: Mixed Light Banner
- Mounted Sergeant (Leader)
- Mounted Sergeants
- Archers
- Spear Militia
⚓ VIKING SEA-RAIDERS (c.1100 AD)
Army Character
- Small, elite, aggressive
- Excellent at boarding
- Command fragile
Typical Army Size
- 2–3 banners
BANNER I – Sea-King’s Warband
Type: Raider Lord’s Banner
- Sea-King – Foot Men-at-Arms
- Huscarls (Foot Men-at-Arms)
- Fierce Foot
- Archer Skirmishers
BANNER II – Raider Crew
Type: Light Raider Banner
- Sub-Leader – Fierce Foot
- Fierce Foot
- Javelin Skirmishers
- Archers
Optional BANNER III – Mercenary Horse
(Rare, late Norse adventurers)
- Mounted Sergeant (Leader)
- Mounted Sergeants
- Light Infantry
π’ NAVAL BANNERS (FOR SEA & MIXED SCENARIOS)
In Blood & Crowns naval actions, each ship = a banner analogue.
Imperial / Utrecht Cog
- Ship Captain (Sergeant or Foot MAA)
- Foot Men-at-Arms
- Sergeant Spearmen
- Archers or Crossbowmen
Frisian Coastal Boats
- Boat Leader (Fierce Foot)
- Fierce Foot
- Javelin Skirmishers
Viking Longship
- Sea-King or Lieutenant
- Huscarls (Foot MAA)
- Fierce Foot
- Archers
Special: Viking ships gain boarding bonuses; Frisian boats gain shallow-water advantages.
⚔️ HOW THESE PLAY IN PRACTICE
- Henry hits hard but cannot afford losses
- Frisians absorb punishment and counterattack leaders
- Holland waits, intervenes selectively
- Vikings strike suddenly, then withdraw
Every banner matters, which is exactly what Blood & Crowns wants.














































