Friday, 26 December 2025

Frisia Aflame: The Campaign Arc.

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.


🌾 FRISIAN & REGIONAL NOBLES (1100 AD)

Blood & Crowns Character Additions


🛡 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

🏞 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”

🎭 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)
6 Mtd Milites, Household Knights
6 Dismounting German Milites, two handed swords.  (it's my Swabian vibes)
12 foot spearmen 

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
6 Mounted Milites.  A mix of mailed and padded armours.  
12 foot spearmen
6 archers

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)
6 Dismounting Milites
12 foot spearmen 
12 Militia spearmen pressed
6 crossbowmen

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
12 foot spearmen 
12 Militia spearmen
6 crossbowmen


🌾 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
6 Huscarles
12 Fierce Foot
12 Spearmen
6 bidowers

BANNER II – Clan Muster

Type: Militia Banner

  • Clan Captain – Sergeant Spearmen
  • Spear Militia
  • Archer Militia
  • Javelin Skirmishers
12 Foot Spearmen
12 Pear Militia
6 Archers
6 bidowers 

BANNER III – Marsh Fighters

Type: Light Infantry Banner

  • Sub-Leader – Fierce Foot
  • Fierce Foot
  • Javelin Skirmishers
  • Archers
12 Fierce Foot
12 Spearmen
6 bidowers

Optional BANNER IV – Wealthy Farmers’ Retinue

(Rare)

  • Mounted Sergeant (Leader)
  • Mounted Sergeants
  • Shieldwall Spearmen
6 Milites, Mounted.  Mail and padded mix.
12 Foot Spearmen

🏰 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

🚢 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.



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