This is from memory, I may have got elements wrong.
The main elements are from the raid or battle, to be able to determine the level of victory or loss which is determined by the scenario objectives and the casualties.
Any fate cards you have left at the end of the game unplayed can influence this: some have a 'pursuit' notation, some a 'retreat'. If you weren't broken as a force, you can use pursuit cards to increase your victory or retreat cards to lessen your loss.
Depending on the degree of victory you can gain wealth on a scale of 1 (beggers bowl) to 10 (riches of rome).
The saxon player has to pay tribute to his overlord (a beggers bowl each year) until he's strong enough to declare independence and can spend any excess funds on raising a hill fort, or a kings hall, or hiring a poet (increases the effect of pre battle speeches) and other things.
The british commander can spend money on boosting the defences of his provinces, building churches and so on.
The degree of victory and loss also influences how soon your casualties are replaced and you can take the field again.
If the british player is badly beaten, the saxon may have several months of uninterupted raiding (automatically gaining treasure each time) before another confrontation.
If one side wins a battle (as distinguished from a raid), they can contest a province and if the other is unable to respond through replacing losses, may conquer it.
One thing I particularly like about the game are the morale rules: things like pre-battle speeches, sending out your champion to challange the enemy's champion, getting your troops drunk, omens all have effects on your overall force morale. Losses of troops and nobles slowly erode it until your force first cannot pursue a broken enemy and then breaks themselves, so getting them psyched up to begin with is essential.
As well, there are no 'rout checks'. Successful hits can have no effect, add a point of shock or kill a fighter. Once there is more shock than men, the unit runs. A very simple but elegent mechanic. Leaders (and priests) can reduce shock.