The Struggle for Kasrabad: A Narrative Campaign for The Old World

The city-state of Kasrabad sits at the head of a giant inlet where the seas of the Old World meet the Border Princes and the northern Badlands. For generations it has prospered. Merchant vessels fill its harbour, Dwarf caravans descend from the mountains laden with precious metals. Traders from across the Border Princes barter for goods from distant lands. It’s wealth had made it powerful… and desirable.

Then came tragedy, Prince Selim al-Kasir, ruler of Kasrabad, was found dead within his private chambers at just twenty-seven years old. No wounds were found upon his body and no poison has been identified. Most troubling of all, the Prince leaves behind no recognised heir.

As rumours spread and accusations fly, the city now stands divided between three competing factions struggling for control of Kasrabad.

The Factions

At the start of the campaign, each player must pledge their allegiance to one of three factions.

The Merchants Guild

“Gold Builds Kingdoms”

The Guild believes prosperity is the key to stability. Merchants, guild masters and caravan lords seek to guide the city towards a future built upon commerce and wealth.

The Nobility

“Blood Leads the Masses”

The Noble faction seeks to preserve Kasrabad’s traditions and institutions. They argue that only strong leadership and established authority can prevent the city descending into chaos.

The Revolutionaries

“No Masters and No Kings. Can you hear the people sing?…”

The Revolutionaries seek sweeping changes, some genuinely fight for a fairer future. Others simply wish to tear down the old order.

Campaign Structure

The campaign will run for just over a year. The army size increases every two months, allowing players to slowly expand and paint their forces over the campaign.

MonthsArmy Size
1-2500 points (Battle March)
3-4750 points (Battle March)
5-61,000 points
7-81,250 points
9-101,500 points
11-121,750 points
12-142,000 points

Each player should name their General at the beginning of the campaign. This character will represent the leader of their force and will gain renown throughout the campaign.

At each points level, players should also select 6 Secret Objectives from the Old World Matched Play Guide.

Playing Games

Players may play as often as they wish during each two-month campaign phase.

However, only two results may be submitted during each phase. These submitted games contribute towards their chosen factions Influence and their characters Renown.

Any additional games are considered friendly battles (if there is such a thing!) and have no impact on the campaign.

To encourage variety, players may only submit one result against the same opponent during each campaign phase.

For example, if two players battle three times during a phase, only one of those results may be submitted.

To submit a result, simply message the organiser:

Renown

Renown represents the fame and reputation of your General within your chosen faction. Renown is earned through battlefield deeds.

A player gains +1 Renown for:

  • Winning a battle
  • Completing a secret objective
  • Slaying the enemy General.

Secret Objectives

The campaign uses the official Games Workshop Secret Objectives from the Match Play Guide. Players can choose six of these Secret Objectives in each Campaign Phase, they can choose different Secret Objectives at the start of each Campaign Phase.

Rather than granting additional Victory Points, completed Secret Objectives instead grant +1 Renown for the players General.

This allows you character’s achievements to become part of the wider campaign.

When players take part in multiple battles during a campaign phase, they cannot claim a Secret Objective more than once during that phase.

For example, Jim chooses his matches against Dan and Fabian to count as his games for this phase. In both games Jim won and completed 4 Secret Objectives in each. However Jim completed Beast Hunter in both games, so can only claim it for one of the games.

Influence

Whilst Renown tracks the individual achievements, Influence represents the political support within Kasrabad.

After each submitted game victory will earn D6 Influence for your faction, a draw will earn D3 and a loss will earn 1 Influence point.

These points are then added to your faction’s running total along with any other players who are supporting them.

Political Actions

During each campaign phase, each player may perform one Political Action.

Actions are submitted privately to the Campaign Organiser.

Campaigning

You spend time amongst your troops and supporters.

Gain D3 Renown

Sabotage

You dispatch agents to undermine a rival faction.

Choose another faction and reduce their Influence by D3 then roll a D6:

1-2: Your agents are discovered. The action still succeeds, but the incident is common knowledge amongst the other players.

3-6: Success without consequence.

Propaganda

You launch a campaign of rumours and public criticism.

Choose another General.

Reduce their Renown by 1 and gain 1 Renown for you General.

Patronage

You sponsor festivals, charities and public works.

Gain D3 Influence for you faction.

Recruitment

You secure support from mercenaries, guilds, local militias or foreign allies.

Choose one:

  • Gain +1 Influence after your next victory
  • Gain +1 Renown after your next victory

The Kasrabad Chronicle

For our own campaign we’re choosing to track the results and events with the Kasrabad Chronicle. At the end of each Campaign Phase (or as regularly as the organisor wishes), an edition of the Kasrabad Chronicle will be published. This newspaper will report on battles, political intrigue, rumours scandals and notable events within the city.

Players are encouraged to submit:

  • Battle reports
  • Character quotes
  • Rumours
  • Threats
  • Political statements

Not everything printed in the paper should necessarily be believed.

Winning the Campaign

At the conclusion of the campaign the faction with the highest influence secures control of Kasrabad.

The player within the faction who has the highest Renown becomes the city’s ruler, either directly or through influence and proxy.

Whether Kasrabad emerges as a prosperous trading hub, a bastion of noble authority, or a city reborn through revolution remains to be seen.

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