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<div style="float:right; width: 500px; clear: right;">{{CaptionedImage|file=CullachMarching.jpg|title=A military unit could be as few as a dozen elite warriors or it could be as many as a hundred raw recruits.|caption=The Cullach march.|align=left|width=500}}</div>
<div style="float:right; width: 500px; clear: right;">{{CaptionedImage|file=CullachMarching.jpg|title=A military unit could be as few as a dozen elite warriors or it could be as many as a hundred raw recruits.|caption=The Cullach march.|align=left|width=500}}</div>
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==Overview==
==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.
A military unit represents a small band of around twenty 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. It's fine to have the number fluctuate; you might talk of having a unit of fifty light infantry when you are on campaign but during seasons where you undertake mercenary work or go questing you might tell stories of taking a handful of experienced veterans with you while the rest take some well earned rest and relaxation (or recover from their injuries).<br><br>
{{Anchor|Military Strength}}
However you describe your resource in narrative 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.  


==Military Strength==
This means that when the skills and experience of a starting military unit are assigned to a military action then they add 100 strength to the action. The combined military strength of all participants is crucial for the success of most military actions. Military strength also determines the income you receive when you undertake other actions such as [[#guarding|guarding]] or [[#raiding|raiding]].
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.
Military unit [[#upgrades|upgrades]] increase the military strength of the unit by 20 each time. [[Enchantment|Enchantments]] provide similar bonuses to the military strength of the unit, but almost always give a benefit only if you take a specific kind of action in [[#Downtime Options|downtime]].  
__TOC__


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.
__TOC__
==Downtime Options==
==Downtime Options==
Each downtime, the player can choose one of four different types of action which are described in general terms below.
Each downtime, the player can choose one of five different types of action which are described below. The production the military unit gains is based on the option the player selects. If the option provides any benefits, then they will usually be dependent on the military strength of the unit.  


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|Imperial guerdon]].
If a player does not select a downtime option for their military unit, then the unit defaults to [[#Guarding|mercenary 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.


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.
In the downtime system each potential action taken by a military unit is grouped into one of five categories, which also indicate what [[enchantment|enchantments]] will enhance that action. There are a number of default options that are also available, as well as a number of [[venture|plot options]] that represent specific [[opportunity|opportunities]] that have arisen during the game. Depending on the action taken, the military unit may receive a share of the [[Powers_of_the_Imperial_Senate#Guerdon|Imperial guerdon]]; a selection of resources defined by the action taken; a narrative result; or nothing at all.
<div style="float: right; width: 500px; margin-left:10px;"><box>'''Paid Work'''<br>
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 - [[#Production|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.</box></div>
===Campaigning===
===Take Independent Action===
* '''Campaigning represents supporting military armies on campaign to take or defend territory'''
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.
* '''A military unit can always support an Imperial army'''
'''There is no payment for supporting an Imperial army unless the Imperial Guerdon applies'''


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.
A military unit can always choose to take part in a [[war|military campaign]] to take or defend territory by supporting an [[Imperial army]]. The unit accompanies the army on campaign, fighting alongside it and helping carry out the orders issued to the army by the [[general]]. You can see what order you will be supporting when you select an army to support.


===Support Army===
Helping to support an army adds the military strength of the unit to that of the army for purposes of attack and defenece. The strength a unit adds to an army is never increased by any army orders or enchantments on the army - but the unit strength ''is'' reduced if the army order or enchantment reduces the strength of the army. The only returns provided will be [[Powers_of_the_Imperial_Senate#Guerdon|guerdon shares]] - and only if the army has been allocated a share of guerdon. Otherwise the military unit gains no income.
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.
<big>'''Additional Plot Options'''</big><br>These options involve engaging in military activity, supporting soldiers, or joining an organised effort to achieve a strategic goal. Campaigning options are rare, but could involve supporting a foreign army in distant parts. There are currently no additional options available.


===Defend Fortification===
===Raiding===
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.
* '''Raiding represents a foray against an enemy of the Empire, focused on disruption, looting, and killing enemy combatants'''
* '''A military unit can always choose to launch a raid against one of the barbarian nations at war with the Empire'''
* '''Raids do not have a direct impact on the larger military campaign'''
* '''Most raids provide a useful return without recourse to the guerdon'''


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.
A military unit can go raiding launching a foray against one of the Empire's enemies. It may involve attacking a [[Jotun]] outpost in the west, skirmishing with the [[Druj]] in the east, or launching a daring assault against [[Grendel]] interests in the south. It might also represent assaulting a bandit camp or hunting dangerous beasts.


===Scout an Area===
It is possible to apply the guerdon to a raid, but most raiding is inherently profitable, with the commander of the military unit claiming the greatest share of the bounty captured. Each raid provides unique returns, depending on the nature of the target.
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.
While you are free to describe your raids in whatever detail you like, it's important to remember that no raid will ever have an effect on the larger military campaign unless explicitly stated otherwise as part of an opportunity. At any given time there are dozens of military units engaged in harassing the enemies of the Empire, but without the involvement of an army or a specific opportunity, they do not impact the military campaign.


==Imperial Guerdon==
Military units can only engage in raids where it is legal to do so. Currently they can [[venture#Raid the Jotun|raid the Jotun]], [[venture#Raid the Druj|raid the Druj]], or [[venture#Raid the Grendel|raid the Grendel]]. It is not currently possible to raid other nearby nations as the Empire is not at war with them.
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.
<big>'''Additional Plot Options'''</big><br>These options involve attacking an enemy, looting their settlements, and engaging their warriors in battle. Raiding options could involve attacking a specific location in enemy territory, either for loot or to achieve a specific outcome. There are currently no additional options available.


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.
===Guarding===
* '''Guarding represents defensive work, such as garrisoning a castle or escorting a trade caravan'''
* '''A military unit can always help defend a fortification.
* '''There is no payment for defending a fortification unless the Imperial Guerdon applies'''
* '''A military unit can always select mercenary work, a guarding action which provides random returns'''


<table class="wikitable" style="float: right; width: 800px; margin-left: 10px;">
A military unit can choose to spend their time defending Imperial interests by supporting a [[fortification]], or undertaking mercenary work as a caravan guard, working with a city watch, or protecting a frontier settlement or business in a dangerous part of town. They will always be able to choose to take the '''mercenary work''' [[venture]], or support an Imperial fortification; other options may be available depending on the campaign.
<tr><th>Production</th><th>Resources</th><th>Money</th><th>Mana</th><th>Herbs</th></tr>
<tr><td>10 random resources</td><td>10 ingots or measures</td><td style="white-space:nowrap">180 rings</td><td style="white-space:nowrap">7 mana</td><td>6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort</td></tr>
<tr><td>12 random resources</td><td>12 ingots or measures</td><td style="white-space:nowrap">200 rings</td><td style="white-space:nowrap">8 mana</td><td>6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 2 random herbs</td></tr>
<tr><td>14 random resources</td><td>14 ingots or measures</td><td style="white-space:nowrap">220 rings</td><td style="white-space:nowrap">10 mana</td><td>6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 4 random herbs</td></tr>
<tr><td>16 random resources</td><td>16 ingots or measures</td><td style="white-space:nowrap">240 rings</td><td style="white-space:nowrap">11 mana</td><td>6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 6 random herbs</td></tr>
<tr><td>18 random resources</td><td>18 ingots or measures</td><td style="white-space:nowrap">260 rings</td><td style="white-space:nowrap">12 mana</td><td>6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 8 random herbs</td></tr>
</table>


==Production==
Helping to defend a fortification adds the military strength of the unit to that of the fort for purposes of defending the region it is in. The only returns provided will be [[Powers_of_the_Imperial_Senate#Guerdon|guerdon shares]] - and only if the fortification has been judged eligible for shares. Otherwise the military unit gains no income.
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==
The option to undertake [[venture#Mercenary Work|mercenary work]], is always available, representing actions like escorting caravans or bands of pilgrims, patrolling with the city watch, or safeguarding a wealthy family's estate. This action provides a standard return based on the rank of the military unit. You are free to make up the details of what your military unit did while engaged in mercentary work.  
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.
<big>'''Additional Plot Options'''</big><br>These options involve protecting someone or something. For example, [[venture#Patrol the Roads of Varushka|patrol the roads of Varushka]] or [[venture#Guard Caravans in Kahraman|guarding caravans in Kahraman]]. Additional guarding options 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.


==Adventures==
===Scouting===
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.
* '''Scouting represents infiltration, exploration, and gathering information in unknown or dangerous places'''
* '''A military unit can always scout at an Imperial spy network'''
* '''There is no payment for supporting a spy network unless the Imperial Guerdon applies'''
* '''A military unit can always select support the (TBC), a scouting action which provides random returns'''


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|Adventure in the Sarangrave]] remained available as long as the Feverwater Docks were in Imperial hands, and whilst the Sarangrave was hostile territory.
A military unit can choose to perform reconnaissance in dangerous areas. They will always be able to support on active Imperial [[spy network]]; other options to scout an area may be available depending on the campaign.


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|paid work]]'' action.
Scouting from a spy network may allow a character to gain information about the territory, such as a map of the area or information about any threats present. 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 rarely sufficient. The only returns provided will be [[Powers_of_the_Imperial_Senate#Guerdon|guerdon shares]] - and only if the spy network has been judged eligible for a share of the guerdon. Otherwise the military unit gains no income.


'''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.'''
The option to engage in [[venture#Bounty Hunting|bounty hunting]] is always available, representing tracking and apprehending criminals, or seeking and thwarting internal threats to Imperial citizens. This action provides a standard return based on the rank of the military unit.
<table class="wikitable"><tr><th style="vertical-align: middle;">Adventure</th><th>Material</th><th>1</th><th>2</th><th>3</th><th>4</th><th style='background-color: lightgreen;'>5</th><th>6</th><th>7</th><th>8</th><th>9</th><th>10</th><th>11</th><th>12</th><th>13</th><th>14</th><th>15</th></tr>
<!--<tr><td rowspan='2'>[[#Explore_the_Sarangrave|Explore the Sarangrave]]<br>Restricted to: Navarr</td><td>[[herb|Random herbs]]</td><td>2</td><td>2</td><td>4</td><td>6</td><td style='background-color: palegreen;'>8</td><td>8</td><td>10</td><td>12</td><td>12</td><td>14</td><td>16</td><td>16</td><td>18</td><td>20</td><td>20</td></tr>
<tr><td>[[Materials#Natural_Materials|Random measures]]</td><td>1</td><td>3</td><td>4</td><td>5</td><td style='background-color: lightgreen;'>6</td><td>8</td><td>9</td><td>10</td><td>12</td><td>13</td><td>14</td><td>16</td><td>17</td><td>18</td><td>20</td></tr>-->
<tr><td rowspan='4'>[[#Explore the Depths|Explore the Depths]]<br>Restricted to:  Dawn, the League, the Marches, Navarr, and Wintermark </td><td>[[Tempest jade]]</td><td>1</td><td>1</td><td>2</td><td>3</td><td style='background-color: lightgreen;'>3</td><td>4</td><td>4</td><td>5</td><td>5</td><td>6</td><td>6</td><td>7</td><td>7</td><td>8</td><td>8</td></tr>
<tr><td>[[Weltsilver]]</td><td>1</td><td>2</td><td>2</td><td>2</td><td style='background-color: lightgreen;'>3</td><td>4</td><td>4</td><td>5</td><td>5</td><td>6</td><td>6</td><td>7</td><td>7</td><td>8</td><td>8</td></tr>
<tr><td>[[Game_items#Mana_Crystals|Mana crystals]]</td><td>0</td><td>1</td><td>2</td><td>2</td><td style='background-color: lightgreen;'>3</td><td>3</td><td>4</td><td>4</td><td>5</td><td>5</td><td>6</td><td>6</td><td>7</td><td>7</td><td>8</td></tr>
<tr><td>[[Game_items#Coins|Money (rings)]]</td><td>0</td><td>0</td><td>0</td><td>0</td><td style='background-color: lightgreen;'>0</td><td>0</td><td>12</td><td>12</td><td>24</td><td>24</td><td>36</td><td>36</td><td>48</td><td>48</td><td>60</td></tr>
<tr><td rowspan='2'>[[#Protect the Vales of Varushka|Protect the Vales of Varushka]]<br>Restricted to: Dawn and Varushka</td><td>[[materials|Random materials]]</td><td>1</td><td>2</td><td>3</td><td>4</td><td style='background-color: lightgreen;'>5</td><td>6</td><td>7</td><td>8</td><td>9</td><td>10</td><td>11</td><td>12</td><td>13</td><td>14</td><td>15</td></tr>
<tr><td>[[Game_items#Coins|Money (rings)]]</td><td>42</td><td>54</td><td>66</td><td>78</td><td style='background-color: lightgreen;'>90</td><td>102</td><td>114</td><td>126</td><td>138</td><td>150</td><td>162</td><td>174</td><td>186</td><td>198</td><td>210</td></tr>
<tr><td rowspan='3'>[[#Quest against the Vallorn|Quest against the Vallorn]]<br>Restricted to: Dawn</td><td>[[herb|Random herbs]]</td><td>2</td><td>4</td><td>4</td><td>6</td><td style='background-color: lightgreen;'>6</td><td>8</td><td>8</td><td>10</td><td>10</td><td>12</td><td>12</td><td>14</td><td>14</td><td>16</td><td>16</td></tr>
<tr><td>[[Materials#Natural_Materials|Random measures]]</td><td>0</td><td>2</td><td>3</td><td>3</td><td style='background-color: lightgreen;'>4</td><td>4</td><td>5</td><td>5</td><td>6</td><td>6</td><td>7</td><td>7</td><td>8</td><td>8</td><td>9</td></tr>
<tr><td>[[Game_items#Coins|Money (rings)]]</td><td>24</td><td>24</td><td>36</td><td>36</td><td style='background-color: lightgreen;'>48</td><td>48</td><td>60</td><td>60</td><td>72</td><td>72</td><td>84</td><td>84</td><td>96</td><td>96</td><td>108</td></tr>
<tr><td rowspan='2'>[[#War of Whispers|War of Whispers]]<td>[[Game_items#Mana_Crystals|Mana crystals]]</td><td>1</td><td>1</td><td>1</td><td>2</td><td style='background-color: lightgreen;'>2</td><td>2</td><td>3</td><td>3</td><td>4</td><td>4</td><td>5</td><td>5</td><td>6</td><td>6</td><td>7</td></tr>
<tr><td>[[Game_items#Coins|Money (rings)]]</td><td>30</td><td>60</td><td>90</td><td>90</td><td style='background-color: lightgreen;'>120</td><td>168</td><td>168</td><td>216</td><td>216</td><td>264</td><td>264</td><td>312</td><td>312</td><td>360</td><td>360</td></tr>
<tr><td rowspan='3'>[[#Hunt the Suaq Wastes|Hunt the Suaq Wastes]]<br>Restricted to:  Dawn and Wintermark</td><td>[[Vis#Heart.27s_Blood|Heart's blood]]</td><td>0</td><td>1</td><td>1</td><td>1</td><td style='background-color: lightgreen;'>1</td><td>2</td><td>2</td><td>2</td><td>2</td><td>3</td><td>3</td><td>3</td><td>3</td><td>4</td><td>4</td></tr>
<tr><td>[[Vis#Golden_Apples|Golden apples]]</td><td>0</td><td>0</td><td>1</td><td>1</td><td style='background-color: lightgreen;'>1</td><td>1</td><td>2</td><td>2</td><td>2</td><td>2</td><td>3</td><td>3</td><td>3</td><td>3</td><td>4</td></tr>
<tr><td>[[Game_items#Coins|Money (rings)]]</td><td>36</td><td>32</td><td>32</td><td>64</td><td style='background-color: lightgreen;'>100</td><td>100</td><td>100</td><td>128</td><td>164</td><td>164</td><td>164</td><td>192</td><td>228</td><td>228</td><td>228</td></tr>
<tr><td rowspan='4'>[[#Explore the ruins of Terunael|Explore the ruins of Terunael]]<br>Restricted to: Navarr</td><td>[[herb|Random herbs]]</td><td>2</td><td>3</td><td>4</td><td>4</td><td style='background-color: lightgreen;'>4</td><td>6</td><td>6</td><td>6</td><td>8</td><td>8</td><td>8</td><td>10</td><td>10</td><td>10</td><td>12</td></tr>
<tr><td>[[Materials#Natural_Materials|Random measures]]</td><td>0</td><td>1</td><td>1</td><td>3</td><td style='background-color: lightgreen;'>3</td><td>3</td><td>5</td><td>5</td><td>5</td><td>7</td><td>7</td><td>7</td><td>9</td><td>9</td><td>9</td></tr>
<tr><td>[[Game_items#Coins|Money (rings)]]</td><td>12</td><td>18</td><td>38</td><td>38</td><td style='background-color: lightgreen;'>38</td><td>50</td><td>50</td><td>50</td><td>58</td><td>58</td><td>58</td><td>66</td><td>66</td><td>66</td><td>74</td></tr>
<tr><td>[[Vis#Vital_Honey|Vital honey]]</td><td>0</td><td>0</td><td>0</td><td>0</td><td style='background-color: lightgreen;'>1</td><td>1</td><td>1</td><td>2</td><td>2</td><td>2</td><td>3</td><td>3</td><td>3</td><td>4</td><td>4</td></tr>
<tr><td rowspan='2'>[[#Kahraman Caravan Guards|Kahraman Caravan Guards]]<br>Restricted to: The Brass Coast and the League</td><td>[[Materials#Metals|Random ingots]]</td><td>1</td><td>2</td><td>3</td><td>4</td><td style='background-color: lightgreen;'>5</td><td>6</td><td>7</td><td>8</td><td>9</td><td>10</td><td>11</td><td>12</td><td>13</td><td>14</td><td>15</td></tr>
<tr><td>[[Game_items#Coins|Money (rings)]]</td><td>18</td><td>36</td><td>54</td><td>72</td><td style='background-color: lightgreen;'>90</td><td>108</td><td>126</td><td>144</td><td>162</td><td>180</td><td>198</td><td>216</td><td>234</td><td>252</td><td>270</td></tr>
<tr><td rowspan='2'>[[#Train the Dreamers|Train the Dreamers]]<br>Restricted to:  Highguard and Varushka</td><td>[[herb|Random herbs]]</td><td>2</td><td>2</td><td>5</td><td>5</td><td style='background-color: lightgreen;'>8</td><td>8</td><td>11</td><td>11</td><td>14</td><td>14</td><td>17</td><td>17</td><td>20</td><td>20</td><td>23</td></tr>
<tr><td>[[Materials#Natural_Materials|Random measures]]</td><td>0</td><td>2</td><td>2</td><td>4</td><td style='background-color: lightgreen;'>4</td><td>6</td><td>6</td><td>8</td><td>8</td><td>10</td><td>10</td><td>12</td><td>12</td><td>14</td><td>14</td></tr>
<!--<tr><td rowspan='2'>[[#The Grand Tour|The Grand Tour]]</td><td>[[herb|Random herbs]]</td><td>2</td><td>4</td><td>4</td><td>6</td><td style='background-color: lightgreen;'>6</td><td>8</td><td>8</td><td>10</td><td>10</td><td>12</td><td>12</td><td>14</td><td>14</td><td>16</td><td>16</td></tr>
<tr><td>[[Game_items#Coins|Money (rings)]]</td><td>0</td><td>0</td><td>24</td><td>24</td><td style='background-color: lightgreen;'>48</td><td>48</td><td>72</td><td>72</td><td>96</td><td>96</td><td>120</td><td>120</td><td>144</td><td>144</td><td>168</td></tr>-->
<tr><td rowspan='2'>[[#Roadwardens|Roadwardens]]<br>Restricted to: Navarr</td><td>[[#Production|Random resource]]</td><td>1</td><td>1</td><td>2</td><td>2</td><td style='background-color: lightgreen;'>3</td><td>3</td><td>4</td><td>4</td><td>5</td><td>5</td><td>6</td><td>6</td><td>7</td><td>7</td><td>8</td></tr>
<tr><td>[[Game_items#Coins|Money (rings)]]</td><td>12</td><td>48</td><td>66</td><td>102</td><td style='background-color: lightgreen;'>120</td><td>156</td><td>174</td><td>210</td><td>228</td><td>264</td><td>282</td><td>318</td><td>336</td><td>372</td><td>390</td></tr>
</table>
<!--===Explore the Sarangrave===
This adventure is only available to [[Navarr]] characters. The [[The_Feverwater_docks|Feverwater docks]] in [[Therunin]] serve as a staging point for adventurers prepared to push into the [[Sarangrave]]. The river that feeds into the Sarangrave is wide, running through the vallorn heart of [[Sarangrave#Bendol|Bendol]], and then up through [[Sarangrave#Nesustak Forest|Nesustak Forest]] and [[Sarangrave#Turan Flats|Turan Flats]]. Given their familiarity with the vallorn, Navarr [[thorn|thorns]] can take advantage of this opportunity to battle [[Druj]] [[orc|orcs]] and vallornspawn, explore the woods and marshes of Sarangrave, and perhaps even venture further afield into the deadly depths of [[the Mallum]].


Rather than receiving random production a standard military unit will receive 8 random [[herbs]] and 6 random [[Materials#Natural_Materials|forest resources]] from their adventure.-->
<big>'''Additional Plot Options'''</big><br>These options involve stealth, reconnaissance, espionage, sabotage, or a combination of all four. They usually rely on avoiding conflict, and gathering information or securing a covert goal. Examples include [[venture#War_of_Whispers|fighting agents of the Whisper Gallery]] and [[venture#Explore_the_ruins_of_Terunael|exploring the ruins of Terunael]]. Additional scouting options 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.


===Explore the Depths===
===Questing===
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 [[Brightness long ago|expedition to the depths]] to secure the magical Red Iron Door in the monster-haunted depths below [[Delver_of_the_Depths#Lorenzo.27s_Deep_Pockets|Lorenzo's Deep Pockets]] (a great sinkhole with many names located in the north-west of the Empire). They contained the worst of the [[trogoni|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 [[Delver_of_the_Depths#Exploration_of_the_Sinkhole|explored]] but they still represent an ideal place for the adventurous to seek personal glory and treasure.
* '''Questing represents seeking out danger in search of opportunities for treasure and experience'''
* '''A military unit can always seek glory, an action which provides unpredictable resources'''


Rather than receiving random production a standard military unit will receive 3 ingots of [[weltsilver]], 3 ingots of [[tempest jade]], and 3 [[Game_items#Mana_Crystals|mana crystals]] from their adventures.
Any military unit can go adventuring; in the case of larger units the expectation is that a core group undertake the quest while the others provide logistical support for the expedition. Questing represents the military unit venturing into dangerous areas and looking for opportunities for daring activity, acquiring treasure, and deliberately charging headlong into jeopardy.
===Protect the Vales of Varushka===
This adventure is only available to [[Varushka|Varushkan]] and [[Dawn|Dawnish]] characters. The [[Mime_each_lonely_word#The_Naming_of_the_Beasts|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 [[Materials#Natural_Materials|measures]] and [[Materials#Metals|metals]] from their adventure).
The option '''[[venture#Seek Glory|seek glory]]''' is always available to any military unit. It represents forays into dangerous or unknown places, both within Imperial borders and without. Examples might include delving into the wild palces of Varushka or Dawn, seeking challenges in the mountains of Urizen or Wintermark, or looking for trouble in the lands of the Jotun or Druj. Players who take their military unit questing are encouraged to create dramatic stories about what they did and found, within the guidelines given


===Quest against the Vallorn===
<big>'''Additional Plot Options'''</big><br>These options involve seeking wealth and experience in dangerous places. Current examples include [[venture#Explore the Depths|exploring the tunnels and caverns beneath the northern sinkhole]] and [[venture#Quest Against the Vallorn|boldly venturing into the depths of vallorn infested Brocéliande]].
This adventure is only available to [[Dawn|Dawnish]] characters. The [[Between_wind_and_water#The_Manor_of_the_Greenwood|Manor of the Greenwood]] at [[Semmerholm#Elvette|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 [[the Barrens|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.  
==Production==
* '''Different actions chosen by military units provide different rewards'''
* '''If you do not select an action in downtime you receive ''loot'''''
* '''Some actions produce no income at all'''
* '''Some actions may benefit from a share of the Imperial guerdon'''
If you don't select a downtime option then the system will state the production as '''"10 loot"''' for a starting military unit. 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 much ''loot'' 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.


Rather than receiving random production a standard military unit will receive 48 rings (representing treasure and rare finds), 6 random [[herb|herbs]], and 4 measures of random [[Materials#Natural_Materials|forest resources]] from their adventure.  
Other actions provide a set income, usually based on the strength of your military unit. For example, a theoretical action called ''Raid the Forests of Ulnak'', might provide a mixture of herbs, measures of forest resources, and perhaps money representing valuable goods seized from [[the Mallum]].
===War of Whispers===
===Guerdon Shares===
This adventure is available to any character. It can be found in the [[Military_unit#Scout_an_Area|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 [[enchantment|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 [[military unit#Production|production]], a standard military unit that undertakes this adventure receives 120 rings and 2 [[Game_items#Mana_Crystals|mana crystals]], with an enchanted or [[military unit#upgrade|upgraded]] military unit receiving commensurately more.
Supporting an army, fortification, or spy network only provides income if it has been deemed eligible for the [[Powers_of_the_Imperial_Senate#Guerdon|Imperial guerdon]], a purse of money drawn from the Imperial treasury and used to reward those considered to be acting in the best interests of the Empire. Determining who receives the guerdon is a matter for the [[Imperial Senate]] and the [[Quartermaster General of the Imperial Armies]].


As detailed in the [[A_long_December#Shadow_War|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.
The value of the Imperial guerdon is divided between each eligible captain whose military unit or fleet, in proportion to the military strength of their unit. {{CurrentGuerdon}}


===Hunt the Suaq Wastes===
When you select an action for your military unit, it will indicate whether that action is eligible for a share of the guerdon. If an army, fortification, or spy network has not been chosen to receive the guerdon, then any military unit choosing to support it will receive no income at all unless explicitly stated otherwise.
This adventure is only available to [[Wintermark]] and [[Dawn|Dawnish]] characters. The [[Banner-bearer_of_Atkonaroq|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 [[Vis#Golden_Apples|golden apple]], and 1 vial of [[Vis#Heart.27s_Blood|heart's blood]] from their adventure with an enchanted or [[#upgrade|upgraded]] military unit receiving commensurately more.
<table class="wikitable" style="float: right; width: 800px; margin-left: 10px;">
<tr><th>Unit</th><th>Production</th><th>Resources</th><th>Money</th><th>Mana</th><th>Herbs</th></tr>
<tr><td>Standard</td><td>10 random resources</td><td>10 ingots or measures</td><td style="white-space:nowrap">180 rings</td><td style="white-space:nowrap">7 mana</td><td>6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort</td></tr>
<tr><td>One Upgrade</td><td>12 random resources</td><td>12 ingots or measures</td><td style="white-space:nowrap">216 rings</td><td style="white-space:nowrap">8 mana crystals</td><td>6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 2 random herbs</td></tr>
<tr><td>Two Upgrades</td><td>14 random resources</td><td>14 ingots or measures</td><td style="white-space:nowrap">252 rings</td><td style="white-space:nowrap">10 mana crystals</td><td>6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 4 random herbs</td></tr>
<tr><td>Three Upgrades</td><td>16 random resources</td><td>16 ingots or measures</td><td style="white-space:nowrap">288 rings</td><td style="white-space:nowrap">11 mana crystals</td><td>6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 6 random herbs</td></tr>
<tr><td>Four Upgrades</td><td>18 random resources</td><td>18 ingots or measures</td><td style="white-space:nowrap">324 rings</td><td style="white-space:nowrap">13 mana crystals</td><td>6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 8 random herbs</td></tr>
</table>


===Explore the ruins of Terunael===
===Loot===
This adventure is only available to [[Navarr]] characters. The completion of the [[Spear of the Seven#Hall of the Seven|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]].
Some downtime options provide '''"random resources"'''. Any time you see this it means you have a 25% chance to receive either herbs, mana, money, or resources (ingots and measures of magical crafting materials). How many of each you get will depend on how many random resources you are due to receive - a mana crystal is worth substantially more than a herb for example. The table shows what you can expect to receive.


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 [[Vis#Vital_Honey|vital honey]].
Random resources can often provide a prompt when thinking about what your military unit has been up to since the last event. Using the resources you gained as a spring-board towards a narrative can be entertaining. Who paid you all this money? Where did these bags of herbs come from? Why have you got so much dragonbone?


===Kahraman Caravan Guards===
==Upgrades==
This adventure is only available to [[The Brass Coast|Freeborn]] and [[The League|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.
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 the military unit contributes more to military actions, and receives additional resources when undertaking actions that provide fixed rewards.


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.
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.
===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 [[Bay_of_Catazar#The_Broken_Shore_and_Attar|the Broken Shore]] in pursuit of bones left behind by the Tamazi and the Sannite. The [[mandate]] that [[385YE_Winter_Solstice_Synod_judgements#Judgement_160|created this adventure]] did not extend to Varushka, but the Varushkan assembly upheld a mandate of their own [[385YE_Winter_Solstice_Synod_judgements#Judgement_168|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 [[wayhouse|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 [[Road_out_of_nowhere#Roadwardens|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 [[#Production#|random resources]] (instead of 10), with upgraded or enchanted military units receiving proportionately more.
<!--===Train the Dreamers===
* '''The adventure is available until the start of the Summer Solstice 386YE'''
This adventure is only available to [[Highguard|Highborn]] and [[Varushka|Varushkan]] characters. The [[Culling_the_threat#The Dreamers of the Dark Forest|Dreamers of the Dark Forest]] are a sept of [[orc|orcs]] who live in [[Ossium#Echofell|Echofell]] in [[Ossium]]. Properly armed and armoured, they would fight to drive the remaining [[Druj]] out of the depths of the forest, and with the approval of the [[Imperial Senate]], remove the [[Ossium#Under_threat|under threat]] quality from the territory.
 
A standard military unit will receive eight random [[herb|herbs]] and four random [[Materials#Natural_Materials|forest resources]] from the grateful Dreamers as they are provided with spare weapons and armour and the training to use them effectively.-->
<!--===The Grand Tour===
* '''The adventure is available until the start of the Autumn Equinox 386YE'''
A series of extraordinary tourneys have been arranged across [[Astolat]], [[Semmerholm]], and [[Weirwater]] as part of the [[Dog_days_are_over|grand celebrations]] for the completion of the greatest quest in Dawn's history. Any military unit can take part in ''the Grand Tour'' [[Military unit#Adventure|adventure]].
 
A standard military unit will earn 48 rings and six random herbs for undertaking this adventure, with an upgraded or enchanted unit gaining proportionally more.-->


==Rituals==
==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.
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.
It's important to be aware that rituals do not provide a flat boost for every action. Rather each one provides a benefit only if you take an appropriate action. For example, [[Merciless Wrath of the Reaver]] provides a significant boost if you assign your military unit to a [[#Raiding|raiding]] action; there is no benefit at all if you choose a different action such as [[#Campaigning|supporting an army]]. Each ritual specifies the action it supports, and by how much.
{| class="wikitable sortable"
{| class="wikitable sortable"
! Ritual
! Ritual
! Option
! Effect
! Effect
! Realm
! Realm
! Magnitude
! Magnitude
|-
|-
|[[Merciless Wrath of the Reaver]] || Increases strength by an additional 3 ranks over the next season if engaging in [[#Take_Independent_Action|independent action]] || Spring || 8
|[[Merciless Wrath of the Reaver]] || Raiding || Increases strength by 3 ranks over the next season || Spring || 8
|-
|-
|[[Raise the Standard of War]] || Increases strength by an additional 5 ranks over the next season if [[#Support_Army|supporting an army]] || Summer || 20
|[[Raise the Standard of War]] || Campaigning || Increases strength by 5 ranks over the next season || Summer || 20
|-
|-
|[[Clarion Call of Ivory and Dust]] || Increases strength by an additional 5 ranks over the next season if [[#Support_Army|supporting an army]] || Winter || 20
|[[Clarion Call of Ivory and Dust]] || Campaigning || Increases strength by 5 ranks over the next season || Winter || 20
|-
|-
|[[Shroud of Mist and Shadow]] || Increases strength by an additional 2 ranks over the next season if [[#Support_Army|supporting an army]] or engaging in [[#Take_Independent_Action|independent action]] || Night|| 10
|[[Shroud of Mist and Shadow]] || Raiding || Increases strength by 2 ranks over the next season || Night|| 6
|-
|-
|[[Clad in Golden Raiment]] || Increases strength by an additional 1 rank over the next season if [[#Support_Army|supporting an army]] || Summer || 5
|[[Vale of Shadows]] || All || Protects the resource from suffering the [[Resource#Conquered_Territories|conquered territory]] penalty for a year || Night || 20
|-
|-
|[[Sharp Eyes of the Corsair]] || Increases strength by an additional 2 ranks over the next season if [[##Scout_an_Area|supporting a spy network]] || Day || 10
|[[Clad in Golden Raiment]] || Campaigning || Increases strength by 1 rank over the next season || Summer || 6
|-
|-
|[[Aspect of the Mountain]]<sup>[[#1|(1)]]</sup> || Increases strength by an additional 5 ranks over the next season if [[#Defend_Fortification|defending a fortification]] || Summer || 20
|[[Feast of Heroes]] || Questing || Increases strength by 5 ranks over the next season || Summer || 10
|-
|-
|[[Peregrine and Ichimos]]<sup>[[#1|(1)]]</sup> || Increases strength by an additional 2 ranks over the next season if [[#Support_Army|supporting an army]] or [[#Defend_Fortification|defending a fortification]] || Day || 10
|[[Sharp Eyes of the Corsair]] || Scouting || Increases strength by 2 ranks over the next season || Day || 10
|-
|-
|[[Unleash the Beasts Within]]<sup>[[#1|(1)]][[#3|(3)]]</sup> || Increases strength by an additional 3 ranks over the next season if [[#Support_Army|supporting an army]] || Winter || 13
|[[Aspect of the Mountain]]<sup>[[#1|(1)]]</sup> || Guarding || Increases strength by 5 ranks over the next season || Summer || 20
|-
|-
|[[Mystic_scrolls_of_Estavus#Accoutrements_of_War|Accoutrements of War]]<sup>[[#2|(2)]]</sup> || Increases strength by an additional 5 ranks over the next season if [[#Support_Army|supporting an army]] or receives an additional 12 random ingots if they take [[#Take_Independent_Action|paid work]] || Autumn || 20
|[[Peregrine and Ichimos]]<sup>[[#1|(1)]]</sup> || Guarding || Increases strength by 2 ranks over the next season || Day || 10
|-
|-
|[[Like Water Through Your Fingers]] || Reduces production by three quarters for a year || Autumn || 30
|[[Unleash the Beasts Within]]<sup>[[#1|(1)]][[#3|(3)]]</sup> || Campaigning || Increases strength an 3 ranks over the next season || Winter || 16
|-
|-
|[[Winter's Ghosts]]<sup>[[#1|(1)]]</sup> || Reduces strength by 1 rank over the next season || Winter|| 50
|[[Mystic_scrolls_of_Estavus#Accoutrements_of_War|Accoutrements of War]]<sup>[[#2|(2)]]</sup> || Campaigning || Increases strength by 5 ranks over the next season || Autumn || 20
|-
|[[Like Water Through Your Fingers]] || All || Reduces production by three quarters for a year || Autumn || 30
|-
|[[Winter's Ghosts]]<sup>[[#4|(4)]]</sup> || All || Reduces strength by 1 rank over the next season || Winter|| 50
|-
|-
|}
|}
Line 197: Line 161:
#{{anchor|2}} This ritual is a [[Mystic_scrolls_of_Estavus|mystic scroll]] of [[Estavus]]
#{{anchor|2}} This ritual is a [[Mystic_scrolls_of_Estavus|mystic scroll]] of [[Estavus]]
#{{anchor|3}} This ritual is [[interdiction|interdicted]]
#{{anchor|3}} This ritual is [[interdiction|interdicted]]
#{{anchor|4}} This ritual affects an entire territory
</small>
</small>
==Further Reading==
* [[Venture]] - Details of the various specific actions that a military unit can take


[[Category:Rules]]
[[Category:Rules]]
[[Category:Resources]]
[[Category:Resources]]
[[Category:Military Council]]
[[Category:Military Council]]

Latest revision as of 23:03, 25 March 2025

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.
This is a placeholder page for content that PD are actively working on.

Overview

A military unit represents a small band of around twenty 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. It's fine to have the number fluctuate; you might talk of having a unit of fifty light infantry when you are on campaign but during seasons where you undertake mercenary work or go questing you might tell stories of taking a handful of experienced veterans with you while the rest take some well earned rest and relaxation (or recover from their injuries).

However you describe your resource in narrative 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.

This means that when the skills and experience of a starting military unit are assigned to a military action then they add 100 strength to the action. The combined military strength of all participants is crucial for the success of most military actions. Military strength also determines the income you receive when you undertake other actions such as guarding or raiding.

Military unit upgrades increase the military strength of the unit by 20 each time. Enchantments provide similar bonuses to the military strength of the unit, but almost always give a benefit only if you take a specific kind of action in downtime.

Downtime Options

Each downtime, the player can choose one of five different types of action which are described below. The production the military unit gains is based on the option the player selects. If the option provides any benefits, then they will usually be dependent on the military strength of the unit.

If a player does not select a downtime option for their military unit, then the unit defaults to mercenary 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.

In the downtime system each potential action taken by a military unit is grouped into one of five categories, which also indicate what enchantments will enhance that action. There are a number of default options that are also available, as well as a number of plot options that represent specific opportunities that have arisen during the game. Depending on the action taken, the military unit may receive a share of the Imperial guerdon; a selection of resources defined by the action taken; a narrative result; or nothing at all.

Campaigning

  • Campaigning represents supporting military armies on campaign to take or defend territory
  • A military unit can always support an Imperial army
  • There is no payment for supporting an Imperial army unless the Imperial Guerdon applies

A military unit can always choose to take part in a military campaign to take or defend territory by supporting an Imperial army. The unit accompanies the army on campaign, fighting alongside it and helping carry out the orders issued to the army by the general. You can see what order you will be supporting when you select an army to support.

Helping to support an army adds the military strength of the unit to that of the army for purposes of attack and defenece. The strength a unit adds to an army is never increased by any army orders or enchantments on the army - but the unit strength is reduced if the army order or enchantment reduces the strength of the army. The only returns provided will be guerdon shares - and only if the army has been allocated a share of guerdon. Otherwise the military unit gains no income.

Additional Plot Options
These options involve engaging in military activity, supporting soldiers, or joining an organised effort to achieve a strategic goal. Campaigning options are rare, but could involve supporting a foreign army in distant parts. There are currently no additional options available.

Raiding

  • Raiding represents a foray against an enemy of the Empire, focused on disruption, looting, and killing enemy combatants
  • A military unit can always choose to launch a raid against one of the barbarian nations at war with the Empire
  • Raids do not have a direct impact on the larger military campaign
  • Most raids provide a useful return without recourse to the guerdon

A military unit can go raiding launching a foray against one of the Empire's enemies. It may involve attacking a Jotun outpost in the west, skirmishing with the Druj in the east, or launching a daring assault against Grendel interests in the south. It might also represent assaulting a bandit camp or hunting dangerous beasts.

It is possible to apply the guerdon to a raid, but most raiding is inherently profitable, with the commander of the military unit claiming the greatest share of the bounty captured. Each raid provides unique returns, depending on the nature of the target.

While you are free to describe your raids in whatever detail you like, it's important to remember that no raid will ever have an effect on the larger military campaign unless explicitly stated otherwise as part of an opportunity. At any given time there are dozens of military units engaged in harassing the enemies of the Empire, but without the involvement of an army or a specific opportunity, they do not impact the military campaign.

Military units can only engage in raids where it is legal to do so. Currently they can raid the Jotun, raid the Druj, or raid the Grendel. It is not currently possible to raid other nearby nations as the Empire is not at war with them.

Additional Plot Options
These options involve attacking an enemy, looting their settlements, and engaging their warriors in battle. Raiding options could involve attacking a specific location in enemy territory, either for loot or to achieve a specific outcome. There are currently no additional options available.

Guarding

  • Guarding represents defensive work, such as garrisoning a castle or escorting a trade caravan
  • A military unit can always help defend a fortification.
  • There is no payment for defending a fortification unless the Imperial Guerdon applies
  • A military unit can always select mercenary work, a guarding action which provides random returns

A military unit can choose to spend their time defending Imperial interests by supporting a fortification, or undertaking mercenary work as a caravan guard, working with a city watch, or protecting a frontier settlement or business in a dangerous part of town. They will always be able to choose to take the mercenary work venture, or support an Imperial fortification; other options may be available depending on the campaign.

Helping to defend a fortification adds the military strength of the unit to that of the fort for purposes of defending the region it is in. The only returns provided will be guerdon shares - and only if the fortification has been judged eligible for shares. Otherwise the military unit gains no income.

The option to undertake mercenary work, is always available, representing actions like escorting caravans or bands of pilgrims, patrolling with the city watch, or safeguarding a wealthy family's estate. This action provides a standard return based on the rank of the military unit. You are free to make up the details of what your military unit did while engaged in mercentary work.

Additional Plot Options
These options involve protecting someone or something. For example, patrol the roads of Varushka or guarding caravans in Kahraman. Additional guarding options 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.

Scouting

  • Scouting represents infiltration, exploration, and gathering information in unknown or dangerous places
  • A military unit can always scout at an Imperial spy network
  • There is no payment for supporting a spy network unless the Imperial Guerdon applies
  • A military unit can always select support the (TBC), a scouting action which provides random returns

A military unit can choose to perform reconnaissance in dangerous areas. They will always be able to support on active Imperial spy network; other options to scout an area may be available depending on the campaign.

Scouting from a spy network may allow a character to gain information about the territory, such as a map of the area or information about any threats present. 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 rarely sufficient. The only returns provided will be guerdon shares - and only if the spy network has been judged eligible for a share of the guerdon. Otherwise the military unit gains no income.

The option to engage in bounty hunting is always available, representing tracking and apprehending criminals, or seeking and thwarting internal threats to Imperial citizens. This action provides a standard return based on the rank of the military unit.

Additional Plot Options
These options involve stealth, reconnaissance, espionage, sabotage, or a combination of all four. They usually rely on avoiding conflict, and gathering information or securing a covert goal. Examples include fighting agents of the Whisper Gallery and exploring the ruins of Terunael. Additional scouting options 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.

Questing

  • Questing represents seeking out danger in search of opportunities for treasure and experience
  • A military unit can always seek glory, an action which provides unpredictable resources

Any military unit can go adventuring; in the case of larger units the expectation is that a core group undertake the quest while the others provide logistical support for the expedition. Questing represents the military unit venturing into dangerous areas and looking for opportunities for daring activity, acquiring treasure, and deliberately charging headlong into jeopardy.

The option seek glory is always available to any military unit. It represents forays into dangerous or unknown places, both within Imperial borders and without. Examples might include delving into the wild palces of Varushka or Dawn, seeking challenges in the mountains of Urizen or Wintermark, or looking for trouble in the lands of the Jotun or Druj. Players who take their military unit questing are encouraged to create dramatic stories about what they did and found, within the guidelines given

Additional Plot Options
These options involve seeking wealth and experience in dangerous places. Current examples include exploring the tunnels and caverns beneath the northern sinkhole and boldly venturing into the depths of vallorn infested Brocéliande.

Production

  • Different actions chosen by military units provide different rewards
  • If you do not select an action in downtime you receive loot
  • Some actions produce no income at all
  • Some actions may benefit from a share of the Imperial guerdon

If you don't select a downtime option then the system will state the production as "10 loot" for a starting military unit. 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 much loot 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.

Other actions provide a set income, usually based on the strength of your military unit. For example, a theoretical action called Raid the Forests of Ulnak, might provide a mixture of herbs, measures of forest resources, and perhaps money representing valuable goods seized from the Mallum.

Guerdon Shares

Supporting an army, fortification, or spy network only provides income if it has been deemed eligible for the Imperial guerdon, a purse of money drawn from the Imperial treasury and used to reward those considered to be acting in the best interests of the Empire. Determining who receives the guerdon is a matter for the Imperial Senate and the Quartermaster General of the Imperial Armies.

The value of the Imperial guerdon is divided between each eligible captain whose military unit or fleet, in proportion to the military strength of their unit. As of the Summer Solstice 386YE the value of Imperial Guerdon is 250 thrones.

When you select an action for your military unit, it will indicate whether that action is eligible for a share of the guerdon. If an army, fortification, or spy network has not been chosen to receive the guerdon, then any military unit choosing to support it will receive no income at all unless explicitly stated otherwise.

UnitProductionResourcesMoneyManaHerbs
Standard10 random resources10 ingots or measures180 rings7 mana6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort
One Upgrade12 random resources12 ingots or measures216 rings8 mana crystals6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 2 random herbs
Two Upgrades14 random resources14 ingots or measures252 rings10 mana crystals6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 4 random herbs
Three Upgrades16 random resources16 ingots or measures288 rings11 mana crystals6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 6 random herbs
Four Upgrades18 random resources18 ingots or measures324 rings13 mana crystals6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 8 random herbs

Loot

Some downtime options provide "random resources". Any time you see this it means you have a 25% chance to receive either herbs, mana, money, or resources (ingots and measures of magical crafting materials). How many of each you get will depend on how many random resources you are due to receive - a mana crystal is worth substantially more than a herb for example. The table shows what you can expect to receive.

Random resources can often provide a prompt when thinking about what your military unit has been up to since the last event. Using the resources you gained as a spring-board towards a narrative can be entertaining. Who paid you all this money? Where did these bags of herbs come from? Why have you got so much dragonbone?

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 the military unit contributes more to military actions, and receives additional resources when undertaking actions that provide fixed rewards.

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.

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.

It's important to be aware that rituals do not provide a flat boost for every action. Rather each one provides a benefit only if you take an appropriate action. For example, Merciless Wrath of the Reaver provides a significant boost if you assign your military unit to a raiding action; there is no benefit at all if you choose a different action such as supporting an army. Each ritual specifies the action it supports, and by how much.

Ritual Option Effect Realm Magnitude
Merciless Wrath of the Reaver Raiding Increases strength by 3 ranks over the next season Spring 8
Raise the Standard of War Campaigning Increases strength by 5 ranks over the next season Summer 20
Clarion Call of Ivory and Dust Campaigning Increases strength by 5 ranks over the next season Winter 20
Shroud of Mist and Shadow Raiding Increases strength by 2 ranks over the next season Night 6
Vale of Shadows All Protects the resource from suffering the conquered territory penalty for a year Night 20
Clad in Golden Raiment Campaigning Increases strength by 1 rank over the next season Summer 6
Feast of Heroes Questing Increases strength by 5 ranks over the next season Summer 10
Sharp Eyes of the Corsair Scouting Increases strength by 2 ranks over the next season Day 10
Aspect of the Mountain(1) Guarding Increases strength by 5 ranks over the next season Summer 20
Peregrine and Ichimos(1) Guarding Increases strength by 2 ranks over the next season Day 10
Unleash the Beasts Within(1)(3) Campaigning Increases strength an 3 ranks over the next season Winter 16
Accoutrements of War(2) Campaigning Increases strength by 5 ranks over the next season Autumn 20
Like Water Through Your Fingers All Reduces production by three quarters for a year Autumn 30
Winter's Ghosts(4) All 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
  4. This ritual affects an entire territory

Further Reading

  • Venture - Details of the various specific actions that a military unit can take