A MONTH UNTIL THE SNOW: The campaign briefing
In February I ran a game of CATAPHRACT using my own modified version of DPR's modified ruleset. Read the epistolary narrative for a compilation of every letter sent to and from commanders during the campaign. This post is a briefing containing an overview of the scenario, factions, and commanders, in the hopes that seeing a robust example might help other referees looking to begin their own games. A proper AAR with regrets and lessons learned will be soon forthcoming; I will talk a little more about the tools I used to actually run the game in that post as well.
UNTIL THE SNOW is a remixed version of a CATAPRACT campaign originally run by Alex Haeccity called Three Dooms and Four Princes. A large part of my reason for using the valley of Sardatvi for my miniphracts was in memory of her passing. Most of the language of the campaign pitch, commander orientating prose, and proper nouns of the setting is hers, and anything I have accomplished here is due in large part to her.
Some of my players have made their own retrospectives in video form, linked here, here, and here. I encourage you to watch them to see the player perspective.

Pregame materials
The above map was publicly available as soon as my prospective players joined the Discord server in which I ran this campaign, as were my remixed CATAPHRACT rules (not included here) and the following two items.
Campaign scenario
The death of King Vakhtang VII, the Light of Tskaveli, has again brought instability to the mountains and plains of Sardatvi. Where Vakhtang sat firmly in the sphere of the Empire, the whispers of slipping from under the Satrap's thumb now grow audible. His three children—albeit nominally under the direction of the eldest—have carved out a triarchy of princedoms. As always, division and unrest catch the eye of the Republic, which openly vies for overlordship of the mountain kingdom.
But an old enemy smells blood. The network of neglected fortresses in the northwest grow yet more inadequately defended as Satrap and Proconsul draw up their forces. The Tuzhm-land and the Khutigza plain have grown rich with wine and gold. Two decades of peace, and they already think the great ĂśltĂĽrk raids a distant memory. The new Khagan has been elected, and he must prove himself with blood.
There is a month until the snow begins to fall and the mountain passes close until spring. One month for Sardatvi to prove herself free, or one month for another to prove her anything but.
Role assignments
There are nine roles available in this scenario. Most of them have their own individual goals and some degree of independence associated. There will be no army splitting or commander recruitment once the scenario begins.1
That being said, please let me know if you are interested in one of the most major or minor roles. If you have interest in a particular faction, be sure to let me know that too. In the case of too many players—more will still be arriving—or conflicts of interest in faction assignment, I will randomly choose.2 Make sure you @ me if you want to make sure I see something.
Campaign factions

The above map depicts the initial holdings in the valley of Sardatvi at the beginning of the campaign. UTS had four initial factions, one with three commanders and three with two commanders. The reason for the former's extra commander was due to its unique positioning, detailed below.
The Triarchy, who are the princes of the valley (Blue)
Based on the Kingdom of Georgia, and its commanders are the three children of the now-dead king of Sardatvi. Once, all the mountain valley (the whole scenario map except for Iddulgashin and Kyridma, which lie outside the valley) was the Kingdom of Sardatvi. But it is too rich for its own good, and it is surrounded by foreign aggressors. The Triarchy has the most commanders, but it also has the most enemies—and in truth it might be better to conceive of the Triarchy as having the fewest commanders, for they are a faction fractured.
Its commanders are Erismtavari Vakhtang Udzvedani and his younger half-siblings, Tavadis Tamar and Lasha Udzvedani. The erismtavari has risen to prominence, but both of his siblings scheme against him and each other. Each wishes to rule Sardatvi as king and believes the other two unfit for rule—but until their enemies are battered back they must work together. The Triarchy is called the Triarchy and not "the Kingdom" for a reason.
Its special units were knights and marines:
Knights are heavy cavalry, each fully armored and wielding a long lance. When attacking on an open field or defending a fortress, they count double for the purposes of determining numerical advantage.
Marines directly add to the effective size value of an army during a naval battle (in addition to counting as part of the effective size of the army).
Individually, the princes had the smallest armies of any of the commanders, though together they could field troops near-equivalent to the other factions. Their real strength came in their complete supremacy over all of the major waterways.
The Triarchy received a full and complete hexmap of Sardatvi at the beginning of the campaign. The erismtavari began the campaign in Tskaveli, city of the grand canal which connects west to east and east to west, while the tavadis began in their respective seats of Khutigza and Tsivi.
The Empire, who divides light from dark (Magenta)
Based on the Sasanian Empire, the Empire is represented not by the Banbishnan-Banbishn herself, but a satrapal army seeking overlordship of the valley of Sardatvi. Satrap Shutarshah of the House of Urua holds prominence over satrapal Iddulgashina, while Spahbod Hukhshathra has been sent to defend distant Ardakla from the khagnate incursion.
Its special units were war elephants and the Ardak Guard:
Elephants are unpredictable, high-cost beasts.
- Each counts x20 in battle. Double this versus armies that have never bested elephants before, and double again if the army has a large (>25%) proportion of cavalry.
- Each elephant, their riders, and handlers consume 100 supplies per day, and can carry 500 supplies. 50 elephants make up 1 mile in an army.
Ardak Guards are elite heavy infantry. Each counts double again for purposes of numerical advantage when defending in rough terrain or in citadels.
The Empire had the most complex and varied army composition of any of the factions, all in staggering amounts: infantry, heavy infantry, cavalry, heavy cavalry, elephants. They had to defend themselves from two flanks, against Khaganate to the west and Republic to the east, all the while trying to subjugate the Triarchy to the north. They had a lot of troops, but they were extremely limited in their actions by their commander capacity.
The Empire received an initial intelligence report of its satrapal holdings in the Tuzhm-Land and the Ardakla, Tsvakeli in the center of the valley, as well as some of the Republican holdings to the east. The satrap began the campaign in venerable Iddulgashin, capital of satrapal Iddulgashina, while the spahbod began the campaign in far-flung Ardak.

The Republic, as unyielding as bundled rods (Red)
Based on the Res Publica and interested in contesting control over the rich Tuzhm-land and stealing overlordship of Sardatvi from the Empire. Proconsul Ravilla is the governor of provincial Trabzama, while Legate Geta has been sent from the Most Sacred City to act as his aide.
Its special units were legionaries:
Legionary Cohorts are heavy infantry. So long as they possess their eagle standard, they never rout upon defeat in battle. If an Eagle Cohort suffers at least 20% casualties, there is a 1-in-6 chance that they lose their eagle standard. An eagle standard may be wagered at the onset of a battle. All cohorts of the legion which has its standard wagered count double for the purposes of determining numerical superiority in the battle. On a loss, the standard is lost.
The Republic had the largest armies by raw numbers, consisting of three full legions of heavy infantry, though there were also some auxiliary cavalry to supplement. The legions were also the most well-equipped in terms of wagons, something that ended up mattering a lot when many armies began to starve during a weeklong storm halfway through the campaign—they couldn't carry enough supplies to sustain themselves, but the Republican legions could.
The Republic received an initial intelligence report of most of the coast of the eastern sea, as well as the entire Tuzhm-land which they have fought with the Empire over for generations. The proconsul began the campaign in Kyridma, while the legate began the campaign in Tarrunta with a small fleet of ships.

The Khaganate, who is heard like distant thunder (Green)
Based on Turkicized khaganates like the Golden Horde and intent on plundering the wealth of Sardatvi. Mukhan Alaz Khagan has just been elected khagan by the kurultai—his elder brother Asparukh his loudest supporter—and he must prove himself in blood.
Its armies were initially entirely composed of special cavalry units:
Noble Cavalry are heavy cavalry. They accrue twice the number of camp followers. When attacking on an open field, they count double (on top of the quadruple for class) for the purposes of determining numerical advantage.
Horse Archers are cavalry. Armies of exclusively horse archers can travel off-road in open country at full speed and reduce their noncombatant count to 10%.
The Ültürk horde was initially composed entirely of these special cavalry units, thousands strong. Accounting for terrain boni, the khaganate could field around 1.5x strength of the combined forces of any one faction—but concentrated all in one place. (Except for when they fight the Empire, whose elephants are known as horse-killers.) Additionally, the khagan's player expressed interest in incorporated defeated armies into a kharash, so I wrote the following procedure. Sadly it went untested—let's just say things did not go well for the khaganate in the month until the snow.
When you defeat an army that would otherwise be destroyed/surrender (e.g., in the instance it cannot retreat), you can choose to spend a day imprisoning the remaining soldiers and integrating them into your army as a kharash. You gain 2d4x10% of the army's numbers as soldiers. If this would reduce the number of soldiers in each detachment below 100 the integration fails. Increase your army's NCs by 5%.
- Cavalry are integrated as infantry and heavy cavalry are integrated as heavy infantry.
- The kharash suffers double casualties and reduces ĂśltĂĽrk casualties by 5%.
The Khaganate received a very small initial intelligence report, concentrated around the western mountain pass through which they initially gained the valley, and thus had to rely on the inaccurate public map more than any other faction. Both the khagan and his brother began the campaign in Arazva, which was conquered "offscreen" before the campaign began.

Starting commanders
I hold a firm belief that all commanders (starting commanders, at least) should have fairly detailed personalities, backstories, and aims conceived by the referee before a player ever has the chance to begin concocting an OC to fit the setting. "Rolling a commander," in my view, should be closer to being cast in a play than inventing a D&D character from your 16 STR 5 DEX 9 INT attribute spread—room for interpretation during play, but little invention from whole cloth.
To this end I provided commanders sizeable briefs alongside their initial armies and traits (most of which was already written by Alex for Three Dooms and Four Princess; my thanks to the characters' original players for providing them). Supreme commanders of standard factions—erismtavari, satrap, proconsul, khagan—had their own aims which they could share as they so chose to their subordinate. Secretly, both lesser princes also had their own aims that conflicted with the erismtavari's.
Starting commander briefs are reproduced below.
Erismtavari Vakhtang Udzvedani
By the Grace of God, you are His Royal and Apostolic Majesty Erismtavari Vakhtang Udzvedani, Most Grand Prince of Tskaveli, Udzveli, and Pkhasi, rightful King of Sardatvi.
Your father, King Vakhtang VII, the Light of Tskaveli, was blinded by his faith in the Imperial Chiaroscuro. His infatuation with the seductress Satrap Shutarshah led to the slow creeping over of Imperial manner and courtiers in your holy land of mountains and plains. Even now, your sister Tamar worships the Chiaroscuro despite her tenuous oath of allegiance to you.
But you know better. You know you were born for one purpose: to obey and enact the Commandment—to drive forth against the infidel and bring about God's Kingdom on Earth. You spent your youth in study in impoverished monasteries; you learned the ways of the sciences and theology. Your knowledge and primogeniture guaranteed your ascension to Grand Prince when your old father finally coughed his last.
The Commandment is clear—but Sardatvi is surrounded by infidels of inordinate strength. The one true faith came to this land from distant shores—your religious allies are distant by a thousand leagues. Bide your time, King-to-be-crowned, and you will establish the Kingdom of Heaven over the ashes of the infidels who snap at each others' throats—so long as they do not tear yours out first.
Now, go forth—command your knights! We obey Your Royal Majesty, whose will is the Commandment!
Erismtavari Vakhtang Udzvedani
43, sworn to the Commandment
Crusader. Your army gains a +1 bonus in battles against heretics and infidels.
Logistician. Your army can carry 20% more total supplies. Your army stretches half as long on the road.
Aims of the Most Grand Prince in this campaign
- Be acknowledged as King of Sardatvi by your siblings and people.
- Maintain the independence of Sardatvi and have it guaranteed by both Empire and Republic.
- Gain secure borders at Tuzhm, Tarrunta, and Arazva.
- If possible, kill or capture the khagan.
Tavadi Tamar Udzvedani
By the Grace of the Goddess of Light, you are Tavadi Tamar Udzvedani, Princess of Khutigza, Kashkasha, and Khlat.
Your father, Vakhtang VII, the Light of Tskaveli, understood what love and loyalty meant. He rejected the Commandment of the East, and embraced the True Faith—the Chiaroscuro of the Empire. Sadly, only one of his children kept his promise—you.
The Chiaroscuro only ever took hold in Khutigza while your father reigned, so he ensured his loyal daughter would inherit that land. No doubt he would wish you to use this land to defend the faith, no matter the cost.
But still, it would have been too risky to put you on the throne in Tskaveli. Your older brother Vakhtang reigns there, with an army of thousands. For now, you are his vassal—but the Goddess of Light always vanquishes the Dark.
Tavadi Tamar Udzvedani
29, whose heart is painted in Chiaroscuro
Poet. Your morale rolls count as 2 higher for the purposes of determining failed morale consequences.
Aims of the Princess of Khutigza in this campaign
- Sit the throne in Tskaveli and be acknowledged as Queen of Sardatvi by your siblings and people.
- Maintain the independence of Sardatvi and have it guaranteed by both Empire and Republic.
- Gain secure borders at Tuzhm, Tarrunta, and Arazva.
Tavadi Lasha Udzvedani
By the Grace of God, you are His Majesty Tavadi Lasha Udzvedani, Prince of Tsivi, Artsivi, and Ertsikhlikhe.
The second son and youngest child of the late king, you have only recently travelled any significant distance from Tskaveli. Now you are flung to the northeastern corner of Sardatvi, left to contend with a power-hungry proconsul in the mountains and an even power-hungrier brother at home. You have had good relations with the proconsul's legate, however—maybe he can listen to reason, and quell his master's hunger? Or perhaps he will be swept up in the legionaries' famed zeal...
Though you have both been sworn to the Commandment since birth, your elder brother is fearsome in his faith. Though you are loathe to admit it, you fear him. You see the devil's fire burning behind his eyes.
You and your sister—closer in age—spent your childhoods apart from the Grand Prince, at the foot of your father. She is kind and wise, and you oft looked up to her. Alas! She is but a woman! She has not the temperament, and was seduced by the Imperial Chiaroscuro just as your late father was.
For now you are your siblings' dog—but your sister has not the conviction for rule, and your brother cannot be allowed it. O youngest prince of the Sardatvi, you must prove yourself grown!
Tavadi Lasha Udzvedani
21, sworn to the Commandment
Duelist. You count as 10 years younger for the purposes of single combat, and win ties.3
Aims of the Prince of Tsivi in this campaign
- Sit the throne in Tskaveli and be acknowledged as King of Sardatvi by your siblings and people.
- Maintain the independence of Sardatvi and have it guaranteed by both Empire and Republic.
- Gain secure borders at Tuzhm, Tarrunta, and Arazva.
Satrap Shutarshah of Urua
By the grace of Her Imperial Majesty the Banbishnan-Banbishn, whose beneficent rays anoint the world with the Light of God, whose scorching gaze destroys those who oppose her in a burst of radiant flame, you are Satrap Shutarshah of the House of Urua, Most Resplendent Governor of Iddulgashina, the Tuzhm-Land, and the Ardakla.
Long has the house of Urua served the Empire, even as Her Sun has long passed its zenith. Your mother, the God of Light watch over her immortal soul, was vizier to the last Banbishnan-Banbishn. You were her only daughter, yet your rightful place as vizier was lost to the house of Tus.
Instead, you have been flung to the northeastern reaches of the Empire and made to wed a local spahbod who refuses to crop his locks short. But this life is not so bad... Your children are much safer here than they would be near the throne.
But in the past year too many changes have occurred. A new, power-hungry proconsul in Trabzama, the death of your friend and occasional lover King Vakhtang, and a sound like distant thunder from the north. You have assembled your armies.
Satrap, go forth and protect what you hold so dear. Throw back the barbarians and honor Vakhtang's final wish!
Satrap Shutarshah of the House of Urua
55, whose heart is painted in Chiaroscuro
Beloved. Your army gains +1 resting morale.
Guardian. Your army suffers 5% fewer casualties in battle. -1-in-6 chance to be captured in battle.
Honorable. Your army never pillages unless you order them to. -1-in-6 chance to face local opposition when foraging or torching.
Aims of the Satrap in this campaign
- Gain a port on the eastern sea.
- Establish the Triarchy as a formal client kingdom.
- Capture the eagle standards of at least two legions.
- If possible, kill or capture the khagan.
Spahbod Hukhshathra of Tirdata
Ardakla! You have been sent to Ardakla! Do they not know these plains make perfect hunting grounds for the ĂśltĂĽrks? You had only a few years to read the scrolls of Spahbedan, and still you know this border is untenable. Perhaps the Banbishnan-Banbishn wished to exile you? Still, you am honor bound to follow the Satrap... You hope that when the time comes she is no fool.
You were born close to the throne. The house of Tirdata served the imperial line for centuries, but unfortunate circumstance brought disfavor upon you in the past years. You mother was executed, but you were allowed to continue as spahbod. But in Ardakla? You might as well share the fate of your mother.
And now, your worst fears have come true. That sound like distant thunder to the west has materialised—the tens of thousands of Mukhan Alaz Khagan march south. Still, the walls of Ardak are strong... perhaps you can hold out until the Satrap arrives.
Or perhaps the young princess of Khutigza will favor you? You are unmarried, and she shows deference to your faith.
But for now you must survive, come what may.
Spahbod Hukhshathra of the House of Tirdata
36, whose heart is painted in Chiaroscuro
Veteran. Your army never routs upon defeat in battle.
Proconsul Ravilla
You are Proconsul Hesychius Longinus Ravilla, Governor of Trabzama, Embodiment of the Senate and People on the Frontier.
You were born to a family of wealthy provincials in the Most Sacred City, but that did not get in the way of your ambition. With rich backers in the vineyards and silver mines, you climbed the cursus honorum as novus homo and spearheaded their cause.
After a successful term as Consul, the next five years will see you in command of the province of Trabzama. Few provinces are so fortified, so tumultuous—and so lucrative. Now, the death of some barbarian king has given you your chance to conquer.
Roman, be declared imperator and march under triumph!
Hesychius Longinus Ravilla
48, mindful of the Pantheon
Defensive Engineer. When you defend a stronghold in an assault, add +2 to the garrison’s defensive bonus.
Ranger. Bad weather does not reduce your scouting ranges or reduce your battle rolls. It may still impede your movement.
Siege Engineer. No extra casualties when assaulting a stronghold.
Aims of the Proconsul in this campaign
- Drive the provincial border to Tuzhm.
- Gain a port on the western sea.
- Establish the Triarchy as a formal client kingdom.
- If possible, capture a faction leader alive to march in your triumph.
Legate Geta
You are Legate Gennadius Licinius Geta, Commander of Legio XI Gemella.
You were born the fourth son of a wealthy patrician family in the Most Sacred City. While your eldest brother is to serve as this year's consul, you are stuck in the barbarian west. It is some solace that you can loot what you like to fund your political career when you return to civilization.
Your brief command so far has mostly been administrative work, however. The people of Anukvan feud with those of Dzuga, and you are stuck as an intermediary. Minutiae of trade with the new Prince of Tsivi. Et cetera. But... you have heard that the death of some barbarian king has paved the path for war, and the Republic is more than eager to exploit that.
After briefly meeting your new commander, Proconsul Ravilla, you have truly seen hunger for power. In him, is there a new dictator...? At least, you know war is coming.
Legate, call up your arms—Iddulgashin will not raze itself!
Gennadius Licinius Geta
34, mindful of the Pantheon
Stubborn. Your army does not lose morale on defeat in battle.
Mukhan Alaz Khagan
You are Mukhan Alaz Khagan. Blood speaks your name.
The kurultai has elected the new khagan.
The Great Sky thirsts.
Go forth and burn.
Mukhan Alaz Khagan
41, born under the Great Sky
Brutal. When you attack a stronghold in an assault, its defense score counts as one less.
Duelist. You count as 10 years younger for the purposes of single combat, and win ties.
Outrider. With a cavalry detachment, your scouting and foraging range expands to 3 hexes.
Aims of the Great Khagan in this campaign
- Bring home 1,500,000 loot.
- Sack the great cities of Iddulgashin, Tskaveli, and Kyridma.
- Establish the Triarchy as a tributary state.
- Gain a concubine from each faction leader’s household.
Asparukh Bäyän
You are Asparukh Bäyän, Prince of Lekhe and half-brother to the new-made khagan. He is younger than you, but undoubtedly greater.
Asparukh Bäyän
48, born under the Great Sky
Raider. 20% extra loot found in captured strongholds. 10% extra supplies foraged.
Vanquisher. You deal an extra 5% casualties to the enemy in battle. +1-in-6 chance to capture enemy commanders in battle.
Knjaz Rollo
From the beginning I knew that the Triarchy needed some support. They were both the weakest faction and the only faction truly plagued by infighting.4 Thus Knjaz Rollo was born: a new commander who enters the scene halfway through the campaign, an unknown variable to anyone but his chosen allies—who, by virtue of their shared faith, would be either Erismtavari Vakhtang or Tavadi Lasha. (I also thought Rollo would act as an interesting wedge between the boys and Tamar.) I encourage you to read the epistolary narrative to see how his inclusion affected the course of the campaign, but I can confirm that they all thought he was an NPC until I put commanders into a thread with Knjaz Rollo's actual player—a great feeling for me. Here was the brief to his player:
Knjaz Rollo
By the Grace of God, you are Rollo, knjaz of the Ves'.
In a former life you were barbarous, fixated on plundering the rich southern kingdoms in riverine raids up the arteries of trade. In this way you were like many Northmen, but in these southern lands your eyes were opened, and it was made known to you that here in this holy land you must stay.
Two years you have spent in service to the Prince of Kota, whose princedom lies to the north of Sardatvi. You grew rich in those years, but now you and your men alike thirst for new surrounds.
You have thus sent two of your hirdmen to the two Sardatvan princes who share your faith with offers of righteous aid. You three are sworn to the same Commandment: to bring about the Kingdom of Heaven on Earth. But they vie for power amongst themselves, and one will prove himself too weak for rule. Back the right horse, knjaz of the Ves', and gain as much as you can from this mountain kingdom.
Now, go forth—command your men to glory and gold! We obey you, righteous knjaz who is the riding crop of God, he whose very name strikes fear in the heart of the infidel, he whose will is the Commandment!
Rollo, knjaz of the Ves'
39, sworn to the Commandment
Crusader. Your army gains a +1 bonus in battles against heretics and infidels.
Raider. 20% extra loot found in captured strongholds. 10% extra supplies foraged.
Aims of the Knjaz of the Ves' in this campaign
- Crown a faithful King of Sardatvi.
- Pillage one infidel city and lavish the loot upon your men.
- Establish yourself as the prince of a city in Sardatvi.
- If possible, kill or capture an infidel faction leader.
Rollo, as a Varangian-equivalent, had the following special units:
Karvis are transport ships that can themselves be portaged overland. While portaging, you are out of formation. Karvis can embark/disembark on rivers as if they were ports.
Marines directly add to the effective size value of an army during a naval battle (in addition to counting as part of the effective size of the army).
His initial scouting was more diagetic than other factions, and came with information as to the positions of some armies—before onboarding the player, I had two of Rollo's NPC hirdmen present themselves to both Vakhtang and Lasha so as to allow the knjaz to begin play with immediate connections and an immediate goal.

This was a slight lie to preserve the element of surprise for something I had planned for later. No commander recruitment for the players. See "Knjaz Rollo" below for more. UTS ended with ten commanders total, though only nine commanders were ever alive at the same time, so my workload stayed pretty consistent.↩
I had twelve prospective players and nine commander slots. I rolled randomly for who in the twelve "got cast," but I selected roles on an individual basis based mostly on expected performance and anticipated time-input. The most complex roles—Erismtavari Vakhtang Udzvedani, as the most prominent example—went to players I knew could handle it.↩
I really wanted Lasha to duel someone, what with him being effectively eleven years old. I even included a bonus to battle rolls if you had defeated the enemy commander in a duel before both armies to try to incentivize them. Sadly not a single duel occurred in UTS.↩
I expected Spahbod Hukhshathra to plot some form of treason against the satrap with Tamar, but the fact that the spahbod remained a loyal dog the whole campaign through only reaffirmed my belief in the Triarchy's dire need.↩