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A military unit could be as few as a dozen elite warriors or it could be as many as a hundred raw recruits.
The Cullach march.

Overview

A military unit represents a small band of approximately 20 skilled soldiers. The military unit could be as few as a dozen elite warriors or it could be as many as a hundred regular soldiers.

Military Strength

In military terms, a starting military unit is the equivalent of 100 soldiers - it has a military strength of 100. By comparison, a normal Imperial army has an effective military strength of 5000 and a normal fortification has an effective military strength of 3000.

This means that when the skills and experience of a starting military unit are assigned to an action then they add a military strength of 100 to the action. The combined military strength of all participants is crucial for the success of most military actions. If the action is paid work - then the wealth received by the unit is dependent on its military strength.

Each military unit upgrade increases the military strength of the unit by 20 with enchantments providing similar bonuses to the military strength of the unit.

Downtime Options

Each downtime, the player can choose one of four different types of action which are described in general terms below.

The production the military unit gains is based on the option the player selects each downtime. If the option provides any benefits, then they will usually be dependent on the military strength of the unit. Depending on the actions taken, the military unit may receive the Imperial guerdon.

If a player does not select a downtime option for their military unit, then the unit defaults to paid work. A new player who starts with a military unit always receives this random result; it is not possible to choose an action for your unit before you attend your first event.

Paid Work

Any military unit can always choose to engage in paid work. This happens automatically if the owner does not select any other option. The unit has an equal chance of gaining herbs, ingots or measures, money, or mana crystals as a result of this action - the amounts are indicated in the table below.

The most common form of paid work is guard duty (protecting a business, safeguarding a caravan, or working as hired muscle, for example), but it might also represent raiding barbarian strongholds, or adventuring in the wild places of the Empire. You are free to roleplay the details of this paid work as you wish within reason, as it does not have an impact on the ongoing campaign. Despite the name, you do not need to roleplay that the materials your military unit produces are actual payment - they can just as easily represent loot claimed from defeated opponents.

Take Independent Action

A military unit can choose to take independent action. They will always be able to choose to take paid work; other options may be available depending on the campaign.

Paid work provides a standard return based on the rank of the military unit, but other independent actions do not provide any returns by default. Make sure to check what production is shown when you select the action from the drop down menu if that it is important.

Support Army

A military unit can choose to take part in a military campaign by supporting an army or similar. They will always be able to support any Imperial army; other military engagements may be available depending on the campaign.

Any military units assigned to support an army are automatically assumed to help carry out the orders issued to the army by the general, whatever they may be. You can see what order you will be supporting when you select an army to support. The strength a unit adds to an army is never increased by any army orders or an enchantment on the army - but the unit strength is reduced if the army order or enchantment reduces the strength of the army.

Defend Fortification

A military unit can choose to defend a territory or region. They will always be able to assist the garrison of any Imperial fortification; other options to defend an area may be available depending on the campaign.

Any military units assigned to defend a fortification are automatically assumed to patrol the area, seeking out enemy forces and other threats. The units will also help to prevent barbarian raids, bandit attacks and similar threats where these are taking place.

Scout an Area

A military unit can choose to perform reconnaissance in a territory or region. They will always be able to spy on an area using any Imperial spy network; other options to scout an area may be available depending on the campaign, including actions to carry our stealthy raids or similar.

In most cases, the degree of success depends on the total strength of the military units assigned to support the project - a single military unit is not normally sufficient.

Imperial Guerdon

Military units do not automatically earn wealth unless they take paid work, a type of independent action. Other options may provide income for the unit, but they do not do so by default.

The Quartermaster General of the Imperial Armies has control of the Imperial guerdon, a purse drawn from the Imperial treasury to recompense commanders who act in the interests of the Empire. It is shared between military units whose actions the Quartermaster deems eligible. The Quartermaster makes an announcement to the Imperial Senate each season to indicate which military options will benefit - they may choose any of the options available - they could even give the guerdon to those units taking paid work if they cared to.

The value of the Imperial guerdon is divided between each captain whose military unit supports an army in proportion to the military strength of their unit. The Senate may vote to increase or decrease the size of this fund. As of the Summer Solstice 386YE the value of Imperial Guerdon is 250 thrones.

ProductionResourcesMoneyManaHerbs
10 random resources10 ingots or measures180 rings7 mana6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort
12 random resources12 ingots or measures200 rings8 mana6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 2 random herbs
14 random resources14 ingots or measures220 rings10 mana6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 4 random herbs
16 random resources16 ingots or measures240 rings11 mana6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 6 random herbs
18 random resources18 ingots or measures260 rings12 mana6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 8 random herbs

Production

If you select paid work or a similar action from your downtime options then the system will state the production as "10 random resources". Any time you see this it means you have a 25% chance to receive either herbs, mana, money, or resources. How many of each you get will depend on how many random resources you are due to receive as a mana crystal is worth substantially more than a herb. The table opposite shows what you can expect to receive.

Upgrades

A military unit can be upgraded using mithril obtained from the Imperial Bourse. Each time a military unit is upgraded, the military strength of the unit is increased by 20. This means two extra random resources from paid work, and a similar proportional increase in the share of the guerdon if appropriate.

To upgrade a military unit requires Imperial wains of mithril equal to the level the military unit is being upgraded to. So the first upgrade of a starting level 1 military unit costs 2 Imperial wains of mithril, from 2 to 3 costs 3 Imperial wains, etc.

Adventures

In addition to the normal actions a military unit can take, there are also adventures. These are downtime actions that have arisen through player action, often as the result of a wind of fortune. Most are accessible through the independent action dropdown, and count as such for purposes of rituals. Instead of providing random rewards, however, they provide specific benefits. Each adventure lists the rewards a standard military unit will receive, and an upgraded or enchanted military unit will gain proportionately more.

Some adventures are temporary; they are usually listed on the interlude page for as long as they are available. Others are permanent - or will last until a certain condition is met. For example Adventure in the Sarangrave remained available as long as the Feverwater Docks were in Imperial hands, and whilst the Sarangrave was hostile territory.

Not every adventure is available to every character equally - some are much less productive for some nations, or may be available only to characters that meet a specific criteria. In each case, you're encouraged to make up stories about your downtime actions in keeping with the details here. Profound Decisions won't provide any additional information to someone whose military unit engages in one of these adventures - in that they're just like the paid work action.

A level 1 military unit owned by a starting character is considered to be rank 5. Lower returns are shown for when penalties are applied that reduce the effective rank of a military unit below 5.

AdventureMaterial123456789101112131415
Explore the Depths
Restricted to: Dawn, the League, the Marches, Navarr, and Wintermark
Tempest jade112334455667788
Weltsilver122234455667788
Mana crystals012233445566778
Money (rings)000000121224243636484860
Protect the Vales of Varushka
Restricted to: Dawn and Varushka
Random materials123456789101112131415
Money (rings)4254667890102114126138150162174186198210
Quest against the Vallorn
Restricted to: Dawn
Random herbs24466881010121214141616
Random measures023344556677889
Money (rings)2424363648486060727284849696108
War of WhispersMana crystals111222334455667
Money (rings)30609090120168168216216264264312312360360
Hunt the Suaq Wastes
Restricted to: Dawn and Wintermark
Heart's blood011112222333344
Golden apples001111222233334
Money (rings)36323264100100100128164164164192228228228
Explore the ruins of Terunael
Restricted to: Navarr
Random herbs2344466688810101012
Random measures011333555777999
Money (rings)121838383850505058585866666674
Vital honey000011122233344
Kahraman Caravan Guards
Restricted to: The Brass Coast and the League
Random ingots123456789101112131415
Money (rings)1836547290108126144162180198216234252270
Roadwardens
Restricted to: Navarr
Random resource112233445566778
Money (rings)124866102120156174210228264282318336372390

Explore the Depths

This adventure is available to characters from Dawn, Wintermark, Navarr, the League, and the Marches. After the Summer Solstice 384YE, the Master of the Koboldi arranged an expedition to the depths to secure the magical Red Iron Door in the monster-haunted depths below Lorenzo's Deep Pockets (a great sinkhole with many names located in the north-west of the Empire). They contained the worst of the subterranean horrors, but the winding passages and galleries extend for miles and miles and there are still all kinds of threats both mundane and magical to be found deep beneath the earth. The sinkhole's depths have been explored but they still represent an ideal place for the adventurous to seek personal glory and treasure.

Rather than receiving random production a standard military unit will receive 3 ingots of weltsilver, 3 ingots of tempest jade, and 3 mana crystals from their adventures.

Protect the Vales of Varushka

This adventure is only available to Varushkan and Dawnish characters. The beasts of Varushka stir, and the boyars need schlacta, warden fellowships, and sell-swords to help protect their vales, or travellers traversing the dark hills and darker woods. Those who undertake this adventure will likely face the Wolves of Varushka in battle - ambulatory cadavers, pale hungry ghouls, insidious mora, unnatural dubik, vicious rusalka, and maybe even lesser plaguewulfs. They can also expect to be reasonably well paid by the boyars, merchant-boyars, and wise ones for their services.

Rather than receiving random production a standard military unit will receive 90 rings, and five random resources (a combination of measures and metals from their adventure).

Quest against the Vallorn

This adventure is only available to Dawnish characters. The Manor of the Greenwood at Elvette in Semmerholm serves as a sanctuary for Dawnish knights and yeofolk to seek glory in the depths of vallorn-infested Brocéliande, facing vallornspawn, orcs, and perhaps even stranger things (such as monsters from the Spring realm), as well as exploring ancient Terunael ruins. They may even find themselves following the call of glorious adventures into the western Barrens.

This adventure requires both the Knight of the Greenwood and the Reeve of Greenforest Fair to both be in good standing (with a noble and a yeofolk holding them), and could be ended by the Dawn National Assembly with an appropriately worded statement of principle that received a greater majority.

Rather than receiving random production a standard military unit will receive 48 rings (representing treasure and rare finds), 6 random herbs, and 4 measures of random forest resources from their adventure.

War of Whispers

This adventure is available to any character. It can be found in the scout an area dropdown in downtime. Any military unit that takes part in this adventure is considered to be either guarding scholars - both those with the Department of Historical Research, and those at centres of learning threatened by the Whisper Gallery across the Empire - or else actively working to uncover and stymie the schemes of the eternals' mortal allies and twisted heralds. The ritual enchantments that help a military unit support a spy network apply to this adventure because it relies on stealth and cunning as much as bodyguarding acumen. In place of their normal production, a standard military unit that undertakes this adventure receives 120 rings and 2 mana crystals, with an enchanted or upgraded military unit receiving commensurately more.

As detailed in the A long December Wind of Fortune, all this assumes that the Imperial Conclave continues to uphold their stance that the Whisper Gallery are enemies of the Empire. If that changed, the situation would quickly escalate and this adventure would no longer be enough to protect people by itself.

Hunt the Suaq Wastes

This adventure is only available to Wintermark and Dawnish characters. The Hall of the Hunters serves as a based from which the heroes of Wintermark and Glory hunters of Dawn can hunt the beasts in the wastes of Sermersuaq. The beasts are horrors and monsters; creatures of Hayaak and Agramant that prey on the unsuspecting.

Rather than receiving random production a standard military unit will receive 100 rings, 1 golden apple, and 1 vial of heart's blood from their adventure with an enchanted or upgraded military unit receiving commensurately more.

Explore the ruins of Terunael

This adventure is only available to Navarr characters. The completion of the Hall of the Seven in Miaren encourages exploration of the relatively accessible ruins of Therunin and Hercynia, the harder to reach ruins of Liathaven and Brocéliande, and the ruins outside Imperial borders in Otkodov, Sarangrave, and Axos.

Rather than completely random returns a standard military unit will receive three random measures, four random herbs, 38 rings in relics and other oddities, and a single vial of vital honey.

Kahraman Caravan Guards

This adventure is only available to Freeborn and League characters. The Senate has decided to pay for guards and mercenaries to offer short term protection to the people of Kahraman from raiders, smugglers, bandits, and accidents. It remains available as long as the Senate continued to pay the upkeep cost.

Rather than their normal production, a standard military unit will earn 90 rings and five random metals for undertaking this adventure, with an upgraded or enchanted unit gaining proportionally more.

The Bone Pilgrimage

This adventure is available to Imperial Orc and Highborn characters. It involves travelling across the Empire and beyond to recover the bones of Imperial Orc ancestors and return them to the Ossuary Temple in Skarsind. The adventure represents not only pilgrimages across the Empire seeking the ancestors of the Sunstorm orcs, but might also include dangerous trips into the Mallum seeking ancestors of the Ethengraw, Illarawm, and Yerende, as well as stealthy trips to Axos or the Broken Shore in pursuit of bones left behind by the Tamazi and the Sannite. The mandate that created this adventure did not extend to Varushka, but the Varushkan assembly upheld a mandate of their own encouraging their priests to support the Bone Pilgrimage. The only Imperial nation not covered by the Bone Pilgrimage is thus Urizen.

Rather than a random return, a standard military unit participating in this adventure will receive 90 rings, 7 random herbs, and a single dose of liao, with upgraded or enchanted military units receiving proportionately more.

Roadwardens

This adventure is available to Navarr characters. One of the problems with roads is the increase in banditry. While there's been some hard lines taken in Varushka, the fact remains that the roads make it easier for those who prey on trade to find people to prey on. Inspired by the kamkrag being built in Kahraman, and by the Navarr tradition of establishing wayhouses across the Empire, the Navarr have stepped up their efforts to patrol the Empire's roads. The wayhouse keepers of Navarr set aside areas for “roadwardens” to rest and resupply. A recent appraisal, and the support of the Navarr National Assembly, encouraged people to formalise what a lot of them are already doing. Navarr travelling by road help protect the various travel networks across the Empire. Minor difficulties are dealt with by local roadwardens, and anything they can't deal with are quickly and efficiently brought to the attention of a relevant authority.

Rather than receiving entirely random production, a standard military unit participating in this adventure will receive 120 rings and 3 random resources (instead of 10), with upgraded or enchanted military units receiving proportionately more.

Rituals

The table below shows a list of the rituals in both Imperial lore and Urizen lore which can affect the production of a military unit.

Ritual Effect Realm Magnitude
Merciless Wrath of the Reaver Increases strength by an additional 3 ranks over the next season if engaging in independent action Spring 8
Raise the Standard of War Increases strength by an additional 5 ranks over the next season if supporting an army Summer 20
Clarion Call of Ivory and Dust Increases strength by an additional 5 ranks over the next season if supporting an army Winter 20
Shroud of Mist and Shadow Increases strength by an additional 2 ranks over the next season if supporting an army or engaging in independent action Night 10
Clad in Golden Raiment Increases strength by an additional 1 rank over the next season if supporting an army Summer 5
Sharp Eyes of the Corsair Increases strength by an additional 2 ranks over the next season if supporting a spy network Day 10
Aspect of the Mountain(1) Increases strength by an additional 5 ranks over the next season if defending a fortification Summer 20
Peregrine and Ichimos(1) Increases strength by an additional 2 ranks over the next season if supporting an army or defending a fortification Day 10
Unleash the Beasts Within(1)(3) Increases strength by an additional 3 ranks over the next season if supporting an army Winter 13
Accoutrements of War(2) Increases strength by an additional 5 ranks over the next season if supporting an army or receives an additional 12 random ingots if they take paid work Autumn 20
Like Water Through Your Fingers Reduces production by three quarters for a year Autumn 30
Winter's Ghosts(1) Reduces strength by 1 rank over the next season Winter 50

  1. This ritual is in Urizen lore
  2. This ritual is a mystic scroll of Estavus
  3. This ritual is interdicted